Release EDDI - Windows app for immersion and more

Status
Thread Closed: Not open for further replies.
A little bit random but EDDI has always spelled out "Scorpions Order" as the controlling faction in HIP 35246. I waited to upgade to report it but the newest release is still doing it. It's as if she doesn't know what the words "scorpions" or "order" are.
 
Ah was wondering about that :D

Oh not sure if this is working as intended but seems the ((EDDI entered supercruise)) is getting triggered in multi crew sessions.

Also would it be possible to get the Ship name of the multi crew ship you've joined?

At current all events will trigger if you're in multicrew. I'm not sure if this is desirable or not, to be honest.

The commander of the crew you've joined is available but the ship name is not, I'm afraid.
 
A little bit random but EDDI has always spelled out "Scorpions Order" as the controlling faction in HIP 35246. I waited to upgade to report it but the newest release is still doing it. It's as if she doesn't know what the words "scorpions" or "order" are.

It's because it is all in capitals in-game, so EDDI considers it an acronym. I'll put an exception in for it.
 
That's out-of-date documentation. Where are you seeing this in the documentation?

Seems I inferred something from the VoiceAttack.md file. It says

speech

This function uses EDDI's voice to read a Speech Responder script. The name of the script should be a text variable with the name 'Script'.

If you want to use a different voice to the standard one then you can set the name of the voice you want to use in a text variable with the name 'Voice'. Note that when you set this variable it will continue to be used until you unset it, at which point EDDI will use the voice configured in its text-to-speech settings.

To use this function in your own commands use the 'Execute an external plugin function' command with the plugin context set to 'speech'.

I inferred that you would put script, the name of the text variable in the text variable field of the plugin dialog. Seems as if I was reading more into it than was there. So it automatically looks for the text variable script. Cool. Sorry for the mix up.
 
q
Do I need to use this ? 2.3 beta.. as I'm getting NOT SET back instead of ships name

EDDI 2.3 uses the name you set in Elite's livery rather than one you type in manually so definitely worth a try.

Latest stable version of EDDI the ((shipin)) and 'Quick Ship status' commands would not work.

With 2.3 beta EDDI ((shipin)) is saying ships name and type, As I have the name set in Elite's livery, so that seems to be working jpm.

The 'Quick Ship status' commands with the beta EDDI still does not work..
This is the only error message I get in Voice attack "failed to invoke action profile"

All of this was working prior to Frontiers Multicrew 2.3 update.

Taking command ...This is the first command , I use when starting ED.
Execute command, 'Welcome commander' (and wait until it completes)
Pause 1.5 seconds
Execute command, '((shipin))' (and wait until it completes)
Pause 0.3 seconds
Set small int (condition) [say-panel-name] value to 1
Set small int (condition) [left-panel-tab] value to 1
Set small int (condition) [comms-panel-tab] value to 1
Set small int (condition) [right-panel-tab] value to 1
Set small int (condition) [left-panel-status] value to 0
Set small int (condition) [targeting-panel] value to 0
Set small int (condition) [right-panel-status] value to 0
Set small int (condition) [comms-panel-status] value to 0
Set small int (condition) [landing-gear] value to 1
Set small int (condition) [flight-assist] value to 1
Set small int (condition) [radar] value to 0
Set small int (condition) [lights] value to 0
Set small int (condition) [docking] value to 1
Set small int (condition) [hardpoints] value to 0
Set small int (condition) [cargo-scoop] value to 0
Set small int (condition) [silent-running] value to 0
Set small int (condition) [galaxy-map] value to 0
Set small int (condition) [system-map] value to 0
Set small int (condition) [supercruise] value to 0
Set small int (condition) [jump-drive] value to 0
Set small int (condition) [flight] value to 0
Set small int (condition) [interaction-mode] value to 0
Set small int (condition) [docking-request] value to 1
Pause 2 seconds
Execute command, 'Quick Ship status' (and wait until it completes)
((shipin))
Execute external plugin, 'EDDI 2.3.0-b1' and wait for return
Set Text [script] to 'You are currently aboard a {TXT:Ship model (spoken)}, the $='
Execute external plugin, 'EDDI 2.3.0-b1' and wait for return
Set Text [EDDI ship script] to [Not Set]
Quick Ship status
Execute external plugin, 'EDDI 2.3.0-b1' and wait for return
Begin Decimal Compare : [bounty] Does Not Equal 0
Set Text [script] to 'You have been fined by {TXT:EDDI fine incurred faction} for the crime of {TXT:EDDI fine incurred crimetype} against {TXT:EDDI fine incurred victim}.'
Execute external plugin, 'EDDI 2.3.0-b1' and wait for return
End Condition
Say, 'Checking [internal bays' or 'the ship holds]' (and wait until it completes)
Pause 1 second
Begin Integer Compare : [Ship cargo capacity] Equals [Ship cargo carried]
Set Text [script] to 'You are using all of the {INT:Ship cargo capacity} tonnes of cargo space.'
Else If Integer Compare : [Ship cargo carried] Equals 0
Set Text [script] to 'You are not using any of the {INT:Ship cargo capacity} tonnes of cargo space.'
Else
Set Text [script] to 'You are using {INT:Ship cargo carried} of the {INT:Ship cargo capacity} tonnes of cargo space.'
End Condition
Execute external plugin, 'EDDI 2.3.0-b1' and wait for return
Set Text [script] to [Not Set]
Say, 'Commander, the {TXT:Ship model (spoken)}, [is fit for space flight' or 'has checked out' or 'is good to go]' (and wait until it completes)
Play random sound (3 items - suppress repeats)
Anyone see the bug , lying back enjoying itself [where is it]?
 
Last edited:
Got EDDI updated to 2.3. Now doesn't see my ship change. Can't seem to force it to see my ship has changed, not sure how else to fix. Setting a name in the ship monitor doesn't work because the ship doesn't match. I don't use livery.
 
q



Latest stable version of EDDI the ((shipin)) and 'Quick Ship status' commands would not work.

With 2.3 beta EDDI ((shipin)) is saying ships name and type, As I have the name set in Elite's livery, so that seems to be working jpm.

The 'Quick Ship status' commands with the beta EDDI still does not work..
This is the only error message I get in Voice attack "failed to invoke action profile"

All of this was working prior to Frontiers Multicrew 2.3 update.

Taking command ...This is the first command , I use when starting ED.
Execute command, 'Welcome commander' (and wait until it completes)
Pause 1.5 seconds
Execute command, '((shipin))' (and wait until it completes)
Pause 0.3 seconds
Set small int (condition) [say-panel-name] value to 1
Set small int (condition) [left-panel-tab] value to 1
Set small int (condition) [comms-panel-tab] value to 1
Set small int (condition) [right-panel-tab] value to 1
Set small int (condition) [left-panel-status] value to 0
Set small int (condition) [targeting-panel] value to 0
Set small int (condition) [right-panel-status] value to 0
Set small int (condition) [comms-panel-status] value to 0
Set small int (condition) [landing-gear] value to 1
Set small int (condition) [flight-assist] value to 1
Set small int (condition) [radar] value to 0
Set small int (condition) [lights] value to 0
Set small int (condition) [docking] value to 1
Set small int (condition) [hardpoints] value to 0
Set small int (condition) [cargo-scoop] value to 0
Set small int (condition) [silent-running] value to 0
Set small int (condition) [galaxy-map] value to 0
Set small int (condition) [system-map] value to 0
Set small int (condition) [supercruise] value to 0
Set small int (condition) [jump-drive] value to 0
Set small int (condition) [flight] value to 0
Set small int (condition) [interaction-mode] value to 0
Set small int (condition) [docking-request] value to 1
Pause 2 seconds
Execute command, 'Quick Ship status' (and wait until it completes)
((shipin))
Execute external plugin, 'EDDI 2.3.0-b1' and wait for return
Set Text [script] to 'You are currently aboard a {TXT:Ship model (spoken)}, the $='
Execute external plugin, 'EDDI 2.3.0-b1' and wait for return
Set Text [EDDI ship script] to [Not Set]
Quick Ship status
Execute external plugin, 'EDDI 2.3.0-b1' and wait for return
Begin Decimal Compare : [bounty] Does Not Equal 0
Set Text [script] to 'You have been fined by {TXT:EDDI fine incurred faction} for the crime of {TXT:EDDI fine incurred crimetype} against {TXT:EDDI fine incurred victim}.'
Execute external plugin, 'EDDI 2.3.0-b1' and wait for return
End Condition
Say, 'Checking [internal bays' or 'the ship holds]' (and wait until it completes)
Pause 1 second
Begin Integer Compare : [Ship cargo capacity] Equals [Ship cargo carried]
Set Text [script] to 'You are using all of the {INT:Ship cargo capacity} tonnes of cargo space.'
Else If Integer Compare : [Ship cargo carried] Equals 0
Set Text [script] to 'You are not using any of the {INT:Ship cargo capacity} tonnes of cargo space.'
Else
Set Text [script] to 'You are using {INT:Ship cargo carried} of the {INT:Ship cargo capacity} tonnes of cargo space.'
End Condition
Execute external plugin, 'EDDI 2.3.0-b1' and wait for return
Set Text [script] to [Not Set]
Say, 'Commander, the {TXT:Ship model (spoken)}, [is fit for space flight' or 'has checked out' or 'is good to go]' (and wait until it completes)
Play random sound (3 items - suppress repeats)
Anyone see the bug , lying back enjoying itself [where is it]?

Please could you export your VoiceAttack profile and PM it to me so that I can take a look at this?
 
Got EDDI updated to 2.3. Now doesn't see my ship change. Can't seem to force it to see my ship has changed, not sure how else to fix. Setting a name in the ship monitor doesn't work because the ship doesn't match. I don't use livery.

EDDI 2.3 should not allow you to set a name in the ship monitor, so I'm a little confused as to exactly what you are seeing. What exactly are you doing to change ships, and what are you seeing that makes you think that EDDI doesn't recognise it?
 
I made a quick and dirty script that should fix the fuel scoop problems for those like me who don't want to use the beta (no offense meant, I just don't like using any beta versions of anything):
Code:
{if state.eddi_tempfuel = nil: {SetState("eddi_tempfuel", 0)}}

{if event.source = "Scoop":
   {if event.amount >= 5:
      {SetState("eddi_tempfuel", state.eddi_tempfuel + 5)}
   |else
      {Pause(4000)}Ship refueled  by fuel scoop with {Humanise(event.amount + state.eddi_tempfuel)} Tons.
      {SetState("eddi_tempfuel", 0)}
   }
|else
        Ship refuelled with {Humanise(event.amount)} Tons for {event.price} Credits.}
Should work fine in about 99% of situations, but it's just a clumsy fix for the issue until EDDI 2.3 is ready.

Another thing, I realize that with 2.3 the Jumping event will be gone, but that's just what I'm tinkering around with right now and I hope I can transfer my scripts over to the FSD Engaged event later. Actually, I got this code from ASTRA EXT, but no matter how I tweak it, EDDI just wont read out these warnings and I don't understand why... Anyone got any ideas?
Code:
{if system.bodies[0].stellarclass:
     {set stellarclass to slice(system.bodies[0].stellarclass, 0, 1)}
     {if stellarclass = "D":
         Caution: white dwarf detected.
     |elif stellarclass = "N":
         Caution: neutron star detected.
     |elif stellarclass = "H":
         Warning: black hole detected.
     }
 }
 
Another thing, I realize that with 2.3 the Jumping event will be gone, but that's just what I'm tinkering around with right now and I hope I can transfer my scripts over to the FSD Engaged event later. Actually, I got this code from

The 'FSD engaged' event will contain the stellar class of the main star of the system to which you are jumping, so no need to rely on the crowdsourced information in system.bodies any more - you can use 'event.stellarclass' directly.
 
I'm pleased to announce the second beta release of EDDI 2.3. This contains mainly bugfixes, with a single new feature of allowing ICAO-style speech for bodies and starsystems.

The full changelog is as follows:

  • Core
    • Fix error when caching starsystem information
    • Fix potential crash when comparing current and future star systems
    • Fix typo in test event for 'Commander continued'
    • Ignore nameplates when obtaining modules from journal
    • Add 'Enable ICAO' option on text-to-speech tab. When enabled, planets and starsystems with alphanumeric qualifiers (e.g. the "AB 1" in "Shinrarta Dezhra AB 1") will be spoken phonetically (e.g. "Alpha Bravo One")
    • Catch corner cases where ship name could come back empty
    • Fix issue where 'Test script' button would not activate with custom scripts
    • Changing verbose logging checkbox updates immediately
    • Better updating of ship information from combined journal and API data sources

Information about the first beta release and details of how to obtain the beta is available in a prior post: https://forums.frontier.co.uk/showt...ion-and-more?p=5406291&viewfull=1#post5406291
 
EDDI 2.3 should not allow you to set a name in the ship monitor, so I'm a little confused as to exactly what you are seeing. What exactly are you doing to change ships, and what are you seeing that makes you think that EDDI doesn't recognise it?

You're right, I can't. I bought a dolphin, exchanged my DBX for it. Ship monitor still shows DBX. When I jump or anything EDDI used to say my "Diamondback Explorer" it now just has a pause, like ".... has exited supercruise near station XYZ". Ship monitor shows I am in a DBX, while in elite I am in a dolphin. I have docked, undocked, jumped, and quit and relaunched elite and voice attack and none has updated EDDI to my current ship.
 
jgm, thanks for another great update and the mountains of time you've clearly put the into VA Integration wiki page.

Some questions on the Ship Monitor and Ship Variables with regards to the mechanics of how the variables are now updated.

The 'Ship name' documentation says, "the name of the ship as set in EDDI configuration". This appears to be no longer the case since Ship Monitor documentation also says, "Due to API limitations the ship monitor requires you to make a ship active before details of it are available to you." For 'Ship Loadout' events, how 'Ship name' and 'Ship model' are updated is a no brainer because it's given in the Journal event data. Meanwhile, the 'Ship swapped' event is a bit vague because all you're given that's usable is the 'shipid'.

So, we have to 'cycle' through all our ships and make them active so the Ship Monitor now 'knows' all our ships because API only provides the active ship... makes sense.

I'm trying to wrap my head around when 'Ship name' and 'Ship model' variables ('Ship callsign' is a separate issue) are valid. Are the 'Ship loadout' and 'Ship swapped' (and I suppose 'Ship renamed') events just used as triggers to update the variables from the API data stream, or some combination of API and Journal? Are you using 'shipid' as your main indicator of which ship is active?

Are other ship events (delivered, purchased, repurchased, sold, transfer initiated) just used to keep the Ship Monitor database up to date, or do they provide some 'behind the scenes' value?

Lastly, is the 'Ship callsign' variable now populated with the Ship Ident data?

Thanks again for your hard work and your time reading this.
 
Last edited:
jgm, thanks for another great update and the mountains of time you've clearly put the into VA Integration wiki page.

Some questions on the Ship Monitor and Ship Variables with regards to the mechanics of how the variables are now updated.

The 'Ship name' documentation says, "the name of the ship as set in EDDI configuration". This appears to be no longer the case since Ship Monitor documentation also says, "Due to API limitations the ship monitor requires you to make a ship active before details of it are available to you." For 'Ship Loadout' events, how 'Ship name' and 'Ship model' are updated is a no brainer because it's given in the Journal event data. Meanwhile, the 'Ship swapped' event is a bit vague because all you're given that's usable is the 'shipid'.

So, we have to 'cycle' through all our ships and make them active so the Ship Monitor now 'knows' all our ships because API only provides the active ship... makes sense.

I'm trying to wrap my head around when 'Ship name' and 'Ship model' variables ('Ship callsign' is a separate issue) are valid. Are the 'Ship loadout' and 'Ship swapped' (and I suppose 'Ship renamed') events just used as triggers to update the variables from the API data stream, or some combination of API and Journal? Are you using 'shipid' as your main indicator of which ship is active?

Are other ship events (delivered, purchased, repurchased, sold, transfer initiated) just used to keep the Ship Monitor database up to date, or do they provide some 'behind the scenes' value?

Lastly, is the 'Ship callsign' variable now populated with the Ship Ident data?

Thanks again for your hard work and your time reading this.

A number of the events are used internally to keep track of the currently active ship along with the details of the shipyard. Various events contain the ship name, most notably the ship loadout and ship renamed items, and once EDDI has seen a ship become active the data should be valid from then on (as they can't be changed without EDDI seeing the relevant event and updating the information).

As for the VoiceAttack variables:

  • "Ship callsign" remains the callsign that the stations use when talking to you i.e. the manufacturer of your ship and the first three characters of your commander name
  • "Ship callsign (spoken)" is the same but in the ICAO alphabet
  • "Ship name" is the name of your ship as in Elite
  • "Ship name (spoken)" is the name of your ship as in Elite, unless you have configured the phonetic name in the Shipyard monitor tab in which case it will be that
  • "Ship ident" is the ident of your ship as in Elite (only present as of EDDI 2.3 beta 3)
  • "Ship ident (spoken)" is the same but in the ICAO alphabet (only present as of EDDI 2.3 beta 3)

Hope that clears things up.
 
When I open EDDI it tells me there is new version available (2.2.2 I believe) but then nothing happens and no download and program fails to open. Am I doing something wrong as all was working fine few weeks ago for me!??
 
Last edited:
Last edited:
Hey jgm,

It's possible that I'm just now noticing this since I'm re-working my VA commands to accommodate ED & EDDI 2.3...

I'm not getting getting ((EDDI docked)) and ((EDDI location)) commands triggered while docked, especially when logging out and back in, but I see all the events in the Journal file.

I remember a fuss a while back with folks not wanting the speech responder scripts repeated with consecutive re-logs (open, private, solo) while mission stacking.

Is this a deliberate effect from that? If so, would it be possible to continue to suspend the speech responder event scripts while allowing the VA event commands to pass thru?

I use the VA event commands to initialize variables.

Thanks!
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom