Release EDDI - Windows app for immersion and more

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So, now i have another "Translation-Question"... I like the "Humanise"-Function in EDDI very much, but...
it would be nice if these little strings (nearly, just over, thousand, million etc.) could be edited for different translations too. In VA this works with the TXTREPLACE-Command, but I didnt find a way to change this directly with cottle in EDDI...
Also i would like to change the spoken "." Dot in decimal values to a spoken "," comma. Is there a way to make the strings in the "Humanise"-Command editable ? Well, maybe there is a Way, but I´m just a little noob, and I dont see this Path :D
I found out that the code is in EddiSpeechService.ddl -> Translation.cs ...could be a suggestion to implement this for a Future Update.

I solved this in following way:

{ if (len(cmdr.credits))<7
Ihr momentaner Kontostand beträgt nun {(cmdr.credits)} Kredits <- under Million total sum is spoken
|elif (len(cmdr.credits))<10:
{set p to ((cmdr.credits+500000) / 1000000)}
{set p to round(p)-1}
Ihr momentaner Kontostand beträgt über {p} Millionen Kredits <- above Million is spoken as above xx Millions (1-999 Millions)
}
|elif (len(cmdr.credits))<13:
{set p to ((cmdr.credits+500000000) / 1000000000)}
{set p to round(p)-1}
Ihr momentaner Kontostand beträgt über {p} Milliarden Kredits <- above Billion is spoken as above xx Billions (1-999 Billions)
}
and so on.....
 
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Ok, not that easy then and I'm sure i have gone the long way round ! In Short not working
-

{if event. Volcanism=None:
No Volcanisim detected
|elif event.volcanism="Water Magma":
Water Magma detected
|elif event.volcanism="Sulphur dioxide magma":
Sulphur dioxide magma detected
|elif event.volcanism="Ammonia Magma":
Amonia Magma detected
|elif event.volcanism="Methane Magma":
Methane eruptions detected
|elif event.volcanism="Nitrogen Magma":
Nitogen magam detected
|elif event.volcanism="Silicate Magma":
Magma formed by Silicate detected
|elif event.volcanism="Metallic Magma":
Hevey metal magam detected
|elif event.volcanism="Water Geysers":
Water geysers detected
|elif event.volcanism="Carbon Dioxide Geysers":
Carbon Dioxide plume detected
|elif event.volcanism="Ammonia Geysers":
Amonia gas ejections found
|elif event.volcanism="Methane Geysers":
Methane gas detected
|elif event.volcanism="Nitrogen Geysers":
Nitogrn plume detected
|elif event.volcanism="Helium Geysers":
Helium gasses detected
|elif event.volcanism="Silicate Vapour Geysers":
Silicate vapour geysers detected
}
 
If that works then next time you're canopy breaks it should start the countdown until you dock or die :)

Hey had no time untill now but i got it working. It should trigger ingame with no probs i think. I test it later with a sidey. thx for sharing!

btw. "Dock or Die" this sounds like a new sport of some kind [haha]
 
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Avago Earo

Banned
Any details on how to update to 2.0.9? When I search for it I get confronted with a huge list. Do I download them all? An if I do, do I unzip them then paste every file from every folder into the EDDI file location?

Thanks in advance.
 
Any details on how to update to 2.0.9? When I search for it I get confronted with a huge list. Do I download them all? An if I do, do I unzip them then paste every file from every folder into the EDDI file location?

Thanks in advance.

On the first page of this thread you can find the link to the installer (the first link)
 
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2.0.9 was released two days ago. Did you download from the link before or after that. If before then you should download and install again. The link refers to Eddi.exe which is 2.0.9 at the moment.
 
Hi, all, sorry to ask, but I'm a n00b to voice attack and scripting in general.

I want to use the ((EDDI hull damaged)) event.

I "add a new command" and input the "((EDDI hull damaged))" event into the "when I say" field. How do I add this variable : {DEC:EDDI hull damaged health} and what part of it? I assume that I need to add like this "{EDDI hull damaged health}" somewhere, but don't really know how >_< or where exactly.

If I go into "advanced options" and use "Set Decimal Value" (assuming that the "{DEC:" is telling me to that :p ) and paste the "{EDDI hull damaged health}" into the variable name, nothing seems to happen...im confused and need some guidance, please :(

PD: im no programmer so please excuse my lack of knowledge for common sense things on the field T_T
 
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Avago Earo

Banned
Hi, all, sorry to ask, but I'm a n00b to voice attack and scripting in general.

I want to use the ((EDDI hull damaged)) event.

I "add a new command" and input the "((EDDI hull damaged))" event into the "when I say" field. How do I add this variable : {DEC:EDDI hull damaged health} and what part of it? I assume that I need to add like this "{EDDI hull damaged health}" somewhere, but don't really know how >_< or where exactly.

If I go into "advanced options" and use "Set Decimal Value" (assuming that the "{DEC:" is telling me to that :p ) and paste the "{EDDI hull damaged health}" into the variable name, nothing seems to happen...im confused and need some guidance, please :(

PD: im no programmer so please excuse my lack of knowledge for common sense things on the field T_T

Hi, it depends on what you want to do with it. You only need to make a VA command if you want to do something else than the standard speech that Eddi produces when the event occurs and even then, if you just want a different text spoken out there's no need to do it in VA, you can change the script in Eddi's speechresponder.

If you do nothing and your hull gets damaged above a certain percentage then Eddi warns you about it and tells you how much damage you have. If you just want to alter the threshold for the damage to change than you only have to change the script in Eddi's speechresponder.

But let's say you want to automatically retract your hardpoint and jump out than you need VA to do that and that's when you need to make a command ((EDDI hull damaged)) in VA.
In it you don't set the variable because it is set by Eddi when the event occurs but you can use the variable in an IF..then statement. Something like If {DEC:EDDI hull damaged health} is less then 40 then press the key to retract the hardpoints.

I'm not at my PC now so I don't have access to Eddi or VA at the moment but I hope this makes some sense.
 
Norton doesn't like EDDI a lot, you should do something about it.

Norton doesn't like a lot of completely legitimate processes, especially with all the bloated addons that hinder the system functionality far more than they help.
I'd recommend either setting Norton to ignore EDDI's process or replacing Norton with something that actually works properly.
I use Microsoft's own Defender, and I've never encountered the flood of false positives that Norton, Mcaffee and other bloated subscription based services have bombarded me with.

All in all, you'd probably get the result you want much quicker by adding an exception for EDDI instead.
 
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At the moment there's no persistence, so in itself EDDI won't remember which bounties were issued when it comes to handing them in. Although this can be coded around there is no information provided on the minor factions at a station. It's something that we can ask FD to consider adding, and there have been other requests for this information.

I've been playing with the bounty awarded event variables to make a reminder that I have unclaimed bounties. It's ok that the faction isn't persistent, just that I have outstanding bounties to collect. It works ok, but I have to manually clear the event bounty variables when I turn in bounties. I see that there is a journal event when you turn in a bounty. Is it possible to add this event to EDDI so that the event bounty collected variable could be cleared in voice attack when the bounty turn in event is triggered?
 
Finally got to play a few hours Elite yesterday and EDDI was working fine the whole time with no delays. Even most of my own noobi scripts work aswell.

But a few things are still bothering me.

EDDI still does not know that i am indeed capable of paying the insurance of my ships. I found that when i test the scripts within the speech responder, it gives other results then ingame sometimes or at least in this case, because "Insurance check" seems to work in tests and does not ingame.

When i dock at a Station Eddi sometimes says "connecting to S services" dont know why. again when i test the script with eddi configurator, everything works fine.
I did not edited this in any way.

finally some code related questions. When this triggers:
Code:
{if (event.fuelremaining) < 5:
  Warning: Ships Fueltank almost depleted. Immediate course correction to a System with scoopable Stars or Refueling Stations is required.
|elif currentfuel <= 0.25:
  Attention, Ships Fueltank 75% depleted. {OneOf("Fuelscooping the next viable Star is Advised", "You should fill her up soon Captain", "Were almost dry Commander")}.
|elif currentfuel <= 0.5:
  Attention, Ships Fueltank at 50%.

It always gives me the 75% warning, everytime.
I copy pasted this from another user in this threat. Unsure if there is something wrong.

and last this:
Code:
{event.material}

gives nothing out? i thought because it works with commoditys.

Well these are just minor things and its not such a big deal if i cant fix it but i have to try, right?
I am almost sure that there is something obvious that i cant see cause i got no coder eyes. [where is it]
Need help. pls ;)
 
Finally got to play a few hours Elite yesterday and EDDI was working fine the whole time with no delays. Even most of my own noobi scripts work aswell.

finally some code related questions. When this triggers:
Code:
{if (event.fuelremaining) < 5:
  Warning: Ships Fueltank almost depleted. Immediate course correction to a System with scoopable Stars or Refueling Stations is required.
|elif currentfuel <= 0.25:
  Attention, Ships Fueltank 75% depleted. {OneOf("Fuelscooping the next viable Star is Advised", "You should fill her up soon Captain", "Were almost dry Commander")}.
|elif currentfuel <= 0.5:
  Attention, Ships Fueltank at 50%.

It always gives me the 75% warning, everytime.
I copy pasted this from another user in this threat. Unsure if there is something wrong.


Well these are just minor things and its not such a big deal if i cant fix it but i have to try, right?
I am almost sure that there is something obvious that i cant see cause i got no coder eyes. [where is it]
Need help. pls ;)

Did you also include the first line of Namacyst's code:
{set currentfuel to (event.fuelremaining / ship.fueltank)}
 
Finally got to play a few hours Elite yesterday and EDDI was working fine the whole time with no delays. Even most of my own noobi scripts work aswell.

But a few things are still bothering me.

EDDI still does not know that i am indeed capable of paying the insurance of my ships. I found that when i test the scripts within the speech responder, it gives other results then ingame sometimes or at least in this case, because "Insurance check" seems to work in tests and does not ingame.

When i dock at a Station Eddi sometimes says "connecting to S services" dont know why. again when i test the script with eddi configurator, everything works fine.
I did not edited this in any way.

finally some code related questions. When this triggers:
Code:
{if (event.fuelremaining) < 5:
  Warning: Ships Fueltank almost depleted. Immediate course correction to a System with scoopable Stars or Refueling Stations is required.
|elif currentfuel <= 0.25:
  Attention, Ships Fueltank 75% depleted. {OneOf("Fuelscooping the next viable Star is Advised", "You should fill her up soon Captain", "Were almost dry Commander")}.
|elif currentfuel <= 0.5:
  Attention, Ships Fueltank at 50%.

It always gives me the 75% warning, everytime.
I copy pasted this from another user in this threat. Unsure if there is something wrong.

and last this:
Code:
{event.material}

gives nothing out? i thought because it works with commoditys.

Well these are just minor things and its not such a big deal if i cant fix it but i have to try, right?
I am almost sure that there is something obvious that i cant see cause i got no coder eyes. [where is it]
Need help. pls ;)

With my larger ships (32t tanks) the script works perfectly however in my smaller ones (Courier, Cobra, etc), I too get the 75% warning on every jump. When I isolate the variables, they seem to give the correct values so I'm looking into the decimal values now.
.
Also watch out for the "< 5" line. This is checking if you have less than 5 tons of fuel left. Some of my ships don't have 5t total :).
 
With my larger ships (32t tanks) the script works perfectly however in my smaller ones (Courier, Cobra, etc), I too get the 75% warning on every jump. When I isolate the variables, they seem to give the correct values so I'm looking into the decimal values now.
.
Also watch out for the "< 5" line. This is checking if you have less than 5 tons of fuel left. Some of my ships don't have 5t total :).

uuhmm...so the "< 5" is tons left. And the "<=0.25" and "<= 0.5" are % ??
Why not make the first value also checking for % instead of tons?

Did you also include the first line of Namacyst's code:
{set currentfuel to (event.fuelremaining / ship.fueltank)}

Yes i did. Just left it out in the post.

Thing is, i added the fuel check after undocking but without the part telling me how much my jump consumed.

I just wanted EDDI check Fuel after undocking because i often forgot to fill up the fuel tanks.
My "undocking" script:
Code:
{set currentfuel to (event.fuelremaining / ship.fueltank)}

{OneOf("Full control re-established", "Docking clamps free", "Disengaged from local networks")}.

{Pause(5000)}

{F("Limpet check")}

{if (event.fuelremaining) < 5:
  Warning: Ships Fueltank almost depleted. Immediate course correction to a System with scoopable Stars or Refueling Stations is required.
|elif currentfuel <= 0.25:
  Attention, Ships Fueltank 75% depleted. {OneOf("Fuelscooping the next viable Star is Advised", "You should fill her up soon Captain", "Were almost dry Commander")}.
|elif currentfuel <= 0.5:
  Attention, Ships Fueltank at 50%.
}
 
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