Elite doesn't provide the star's class anywhere in the journal unless it is unknown and then scanned with a detailed surface scanner, so if it isn't in EDDB then EDDI can't report on it.
If you find such a star you can add it's information directly to EDDB by clicking the 'Fix it on ROSS' link at the bottom of the relevant EDDB page.
EDDI should unset the stellar class if it isn't known; I'll take a look at this and fix it.
Please continue, i'm enjoying your scripts...Here's my "Bounty awarded" script.
{Pause(3000)}
{OneOf(
"You destroyed a ship of the {(event.faction)} fleet.",
"You just killed some {(event.faction)} scumbag.",
"You broke his space ship.",
"Those {(event.faction)} scum will have to float their way home.",
"Apology accepted you {(event.faction)} scum.",
"Frying tonight.. {(event.faction)} ships.",
"Those {(event.faction)} ships explode very nicely.",
"The {(event.faction)} pilot just ejected.",
"You certainly punched his ticket.",
"That guy should have been more respectful.",
"We got 'em, yeah!. We got 'em.",
"That pilot won't be getting his bounty vouchers any time soon.",
"{(event.faction)}.. Don't send anymore of your ships after me.",
"{(event.faction)}.. One of your pilots is missing.",
"{(event.faction)}.. There were no survivors from that ship.",
"{(event.faction)}.. I hope your escape pods malfunction. "
)}
{Pause(1500)}
{if len(event.rewards) = 1:
{OneOf("Bounty voucher","Voucher","Bounty")} of {Humanise(event.reward)} credits received from {P(event.rewards[0].faction)}
|elif len(event.rewards) > 1:
{len(event.rewards)} {OneOf("Bounty vouchers","Vouchers","Bounties")} received for a total of {Humanise(event.reward)} credits
}
{if event.shared:
to share between yourself and your wing-mates
}.
{Pause(1500)}
{F("Damage check")}
...Also where is a good place to post our Coddle scripts.. I've done a few good ones and would be keen to swap / share scripts.
{set station to StationDetails(event.station)}
{if station.model = "Coriolis Starport" || station.model = "Orbis Starport" || station.model = "Ocellus Starport" || station.model = "Unknown Starport":
{Pause(8000)}
Landing pad {event.landingpad} is
{if event.landingpad = 1:
close to the entrance. Mind your speed Joshua.
|elif event.landingpad = 2:
in the mid section of the station.
|elif event.landingpad = 3:
in the far section of the station.
|elif event.landingpad = 4:
in the far section of the station.
|elif event.landingpad = 5:
close to the entrance. Mind your speed Joshua
|elif event.landingpad = 6:
in the mid section of the station.
|elif event.landingpad = 7:
in the mid section of the station.
|elif event.landingpad = 8:
in the far section of the station.
|elif event.landingpad = 9:
close to the entrance. Mind your speed Joshua
|elif event.landingpad = 10:
in the far section of the station.
|elif event.landingpad = 11:
close to the entrance. Mind your speed Joshua
|elif event.landingpad = 12:
in the mid section of the station.
|elif event.landingpad = 13:
in the mid section of the station.
|elif event.landingpad = 14:
in the far section of the station.
|elif event.landingpad = 15:
in the far section of the station.
|elif event.landingpad = 16:
close to the entrance. Mind your speed Joshua
|elif event.landingpad = 17:
in the mid section of the station.
|elif event.landingpad = 18:
in the far section of the station.
|elif event.landingpad = 19:
in the far section of the station.
|elif event.landingpad = 20:
close to the entrance. Mind your speed Joshua
|elif event.landingpad = 21:
in the mid section of the station.
|elif event.landingpad = 22:
in the mid section of the station.
|elif event.landingpad = 23:
in the far section of the station.
|elif event.landingpad = 24:
close to the entrance. Mind your speed Joshua
|elif event.landingpad = 25:
in the far section of the station.
|elif event.landingpad = 26:
close to the entrance. Mind your speed Joshua
|elif event.landingpad = 27:
in the mid section of the station.
|elif event.landingpad = 28:
in the mid section of the station.
|elif event.landingpad = 29:
in the far section of the station.
|elif event.landingpad = 30:
in the far section of the station.
|elif event.landingpad = 31:
close to the entrance. Mind your speed Joshua
|elif event.landingpad = 32:
in the mid section of the station.
|elif event.landingpad = 33:
in the far section of the station.
|elif event.landingpad = 34:
in the far section of the station.
|elif event.landingpad = 35:
close to the entrance. Mind your speed Joshua
|elif event.landingpad = 36:
in the mid section of the station.
|elif event.landingpad = 37:
in the mid section of the station.
|elif event.landingpad = 38:
in the far section of the station.
|elif event.landingpad = 39:
close to the entrance. Mind your speed Joshua
|elif event.landingpad = 40:
in the far section of the station.
|elif event.landingpad = 41:
close to the entrance. Mind your speed Joshua
|elif event.landingpad = 42:
in the mid section of the station.
|elif event.landingpad = 43:
in the mid section of the station.
|elif event.landingpad = 44:
in the far section of the station.
|elif event.landingpad = 45:
in the far section of the station.
}
}
Is it possible to change the moment EDDI checks for new articles ?
I use EDDI with VA. I first start VA and than ED..
I'm having difficulties with two short commands that used to work fine under 1.4. I'm not sure the issues are EDDI related but I'll post here in the hope I can pick your collective brains.
First, this is my "clear the pad" command which acknowledges by sending text to EDDI to read out in his/her voice, lifts the ship for 4.5 seconds, retracts the landing gear, then announces completion again by sending text to EDDI. I've used this command for a very long time and in fact updated it for EDDI 2 to change the way it passes text to EDDI. The issue with this script is it often takes a good 10 seconds or more to actually read back the passed text when it used to respond immediately under 1.4. Sometimes it works but I usually get the delay now. Have I coded something incorrectly?
Set Text [Script] to 'Aye Sir!'
Execute external plugin, 'EDDI 2.0.11' and wait for return
Press R key and hold for 4.5 seconds and release
Pause 0.08 seconds
Press L key and hold for 0.08 seconds and release
Set Text [Script] to 'helm is yours sir'
Execute external plugin, 'EDDI 2.0.11' and wait for return
The EDDI line context is Say and the text variable is Script.
The other is a simple say time command. Pre-EDDI 2 the command would simply say its line then read the time, but now VA doesn't read the time at all. I don't think this is due to EDDI but i would appreciate some feedback anyway. This command has not changed since I updated EDDI however I of course updated VA to the latest version to be compatible with the new EDDI:
Set integer [RandomSound] value as random from 1 to 2
Execute command, 'Silentcheck'
Begin Integer Compare : [RandomSound] Equals 1
Play sound, '{VA_SOUNDS}\Ripley Galactic\KICS 4\Audio\KICS_TheTimeIsNow.mp3' (and wait until it completes)
Say, '{TIME}'
Else
Play sound, '{VA_SOUNDS}\Ripley Galactic\KICS 4\Audio\KICS_AtTheSoundOfTheTone.mp3' (and wait until it completes)
Say, '{TIME}' (and wait until it completes)
Play sound, '{VA_SOUNDS}\Ripley Galactic\KICS 4\Audio\KICS_TimeTone.mp3'
End Condition
As you can see this is a legacy KICS command but when executed, all I hear is "At the sound of the tone, the time will be..." then nothing. This worked fine with EDDI 1.4/last VA version. Any helpful suggestions would be greatly appreciated.
I thought we didn't need (or should) start EDDI if we're using VA.
I've been playing with the warning system a bit and it looks like a lot of Spectral Classes are missing or wrong in EDDB (or is it EDDP). Yesterday I added the Spectral Class of LAWD 27 to EDDB but today still now warning.
Just now I was at Aulin and it also doesn't seem to have a Spectral Class in EDDB.
I tested when jumping from Ross 640 (a White Dwarf (SC = D) and the warning was given). After that a straight jump to Aulin. According to the screeninfo when counting down the jump it's SC = K, I had VA read out the SC during the jump and it said "D" (old value of the last system) but despite this no warning was given (I expected a warning, albeit a false one).
To cut a long story short I made a request (in the bug section) for Frontier to put the Spectral Class in the FSDjump event of the journal.
I've noticed when entering signal sources that EDDI doesn't say what it is properly. EDDI says "$USS_TYPECONVOY" and not "Convoy Dispersal Pattern". Seems to happen with all signal sources Ie come across. Haven't had a chance to send in a log yet
There have been a fair few changes internally between 2.0.11 and what will be 2.0.13, so I'm requesting beta testers for this release. If you are interested then please download http://www.mcdee.net/elite/EDDI-beta.exe. Note that the it will report itself as version 2.0.12.
The biggest internal changes have been around the speech subsystem, where there have been on-going reports of crashes that I haven't been able to track down. I've put a lot more defensive code in place as well as a new exception reporting system, so even if it does still crash I should be able to track down root cause. It also provides various enhancements that people have asked for but caused more code disruption than I would normally have liked in a minor release. All of this leads me to be a little wary, hence the beta status of this for the moment. Once I have some feedback on how it's going I'll re-evaluate promoting this to being an official release.
If you do want to give this a test, please drop a note here to say you're testing it, and another when you either see a crash or you play for a significant chunk of time (several active hours) without a crash. This will allow me to gauge how well the code is holding up. Also, if you do have a crash please use the 'Send EDDI logs to developers' button on EDDI's UI to send over your logs for investigation. Thank you.
The full changelog is as follows:
- Fix issue where engineer rank journal message without rank would cause a crash
- Allow non-string sample events for testing scripts
- Add sample galnet news event for testing
- Do not throw spurious errors when shutting down
- Avoid bug in journal where superpower promotions are logged as combat promotions
- Update shield resistances with booster stats when exporting ship
- Add body information to speech responder
- Add system main star stellar class and age to VoiceAttack variables
- Fix commander progress "trade" rating
- Disable "distort voice on damage" effect until we can find a better distortion process
- Add separate exception logging system
- Fix incorrect name for Type-7 when exporting to Coriolis
- Send raw ship JSON directly to Coriolis for import rather than use local processing
- Update 'Jumping' script: add warning if jumping to known white dwarf or neutron star
- Update 'Body scanned' script: fix typo where 'higher' was written 'higer'
Here's my "Bounty awarded" script.
{Pause(3000)}
{OneOf(
"You destroyed a ship of the {(event.faction)} fleet.",
"You just killed some {(event.faction)} scumbag.",
"You broke his space ship.",
"Those {(event.faction)} scum will have to float their way home.",
"Apology accepted you {(event.faction)} scum.",
"Frying tonight.. {(event.faction)} ships.",
"Those {(event.faction)} ships explode very nicely.",
"The {(event.faction)} pilot just ejected.",
"You certainly punched his ticket.",
"That guy should have been more respectful.",
"We got 'em, yeah!. We got 'em.",
"That pilot won't be getting his bounty vouchers any time soon.",
"{(event.faction)}.. Don't send anymore of your ships after me.",
"{(event.faction)}.. One of your pilots is missing.",
"{(event.faction)}.. There were no survivors from that ship.",
"{(event.faction)}.. I hope your escape pods malfunction. "
)}
{Pause(1500)}
{if len(event.rewards) = 1:
{OneOf("Bounty voucher","Voucher","Bounty")} of {Humanise(event.reward)} credits received from {P(event.rewards[0].faction)}
|elif len(event.rewards) > 1:
{len(event.rewards)} {OneOf("Bounty vouchers","Vouchers","Bounties")} received for a total of {Humanise(event.reward)} credits
}
{if event.shared:
to share between yourself and your wing-mates
}.
{Pause(1500)}
{F("Damage check")}
For the first one, your issue is probably that you also have the Undocked script running. This contains some sizeable pauses to avoid the background noises and speech. Your best bet is to disable the default Undocked script and write your own in VoiceAttack for whatever purposes you want.
No idea on the second one I'm afraid. Nothing looks immediately wrong; it's odd that it says the "at the sound of the tone" but not the time tone at the end, certainly.
0 | Harmless |
1 | Mostly Harmless |
2 | Novice |
3 | Competent |
4 | Expert |
5 | Master |
6 | Dangerous |
7 | Deadly |
8 | Elite |
I have a question about the commander variables for use in Voice Attack. In your VA instruction sheet, for the {INT:RANK rating} variable (where RANK is combat, trade, etc.), you state that the lowest rank is 0 and the highest, Elite, is 9. However, if you look at the progression, for example Combat:
0 Harmless 1 Mostly Harmless 2 Novice 3 Competent 4 Expert 5 Master 6 Dangerous 7 Deadly 8 Elite
Elite counts out as 8, not 9. Is this an error in your instructions? Or, am I miscounting somehow. I currently cannot test it due to my highest rank being Tycoon in Exploration. Let me know, thanks!!
..
public static readonly CombatRating Elite = new CombatRating("Elite", 8, "Elite");
..
..
public static readonly TradeRating Elite = new TradeRating("Elite", 8, "Elite");
..
..
{ "timestamp":"2016-11-27T17:13:47Z", "event":"Rank", "Combat":8, "Trade":8,../*← Elite*/
0 | Harmless | 1 |
1 | Mostly Harmless | 2 |
2 | Novice | 3 |
3 | Competent | 4 |
4 | Expert | 5 |
5 | Master | 6 |
6 | Dangerous | 7 |
7 | Deadly | 8 |
8 | Elite | 9 |