Release EDDI - Windows app for immersion and more

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Okay, so in terms of VA, is {TXT:EDDI docked model} usable for that purpose, though docking hasn't happened, or are there variables that are usable that aren't in the document? Or are there variables that EDDi populates from the logs and such that don't have a VA-usable equivalent?

Thanks for the help and clarifications.

The information isn't available in VoiceAttack
 
Sorry for the confusion. I noticed in one of your videos (the leaving supercruise and docking at Jamison one) that EDDI responds to a message from flight control after you exit supercruise and the flight control contacts you to welcome you to the area. Specifically around here on the video https://youtu.be/iVRdMj-WkpE?t=51s .

I wasnt sure if its something I need to set up. Like I said not a deal breaker, was purely for immersion purposes.

I removed that from the default script, because many people were hitting the docking request before that speech had finished and so it sounded strange. You can add it back easily enough by modifying the 'Entered normal space' event to have this at the end:

Code:
{if event.bodytype = 'Station':
    {Pause(10000)}
    {ShipCallsign()} message confirmed.
}
 
Execute external plugin, 'EDDI 2.0.13' and wait for return
Set Text [script] to [Not Set]
Set decimal [EDDI insurance] value to [Not Set]
Set decimal [insurance multiple] value to [Not Set]
[/CODE]

What is the context you use for calling the EDDI plugin in the line above? Or isn't a context required for a VA call? Also, is it necessary to "blank out" the variables after running the VA script? It seems to me that's what your final three lines are doing.

Thanks!
 
I removed that from the default script, because many people were hitting the docking request before that speech had finished and so it sounded strange. You can add it back easily enough by modifying the 'Entered normal space' event to have this at the end:

Code:
{if event.bodytype = 'Station':
    {Pause(10000)}
    {ShipCallsign()} message confirmed.
}

Awesome. Set up and working. Thanks so much.
 
What is the context you use for calling the EDDI plugin in the line above? Or isn't a context required for a VA call? Also, is it necessary to "blank out" the variables after running the VA script? It seems to me that's what your final three lines are doing.

Thanks!

This code is called by my preflight check voice attack script:
Code:
Execute command, 'update status' (and wait until it completes)
Set small int (condition) [lg] value to 1
Set Text [script] to '[Running;Starting;Initialising] pre-flight checks for $=.'
Execute external plugin, 'EDDI 2.0.13' and wait for return
Execute command, 'damage report' (and wait until it completes)
Execute command, 'insurance check' (and wait until it completes)
Execute command, 'limpet check' (and wait until it completes)
Execute command, 'cargo report' (and wait until it completes)
Execute command, 'bounty reminder' (and wait until it completes)
Begin Small Integer Compare : [lights] Equals 0
    Set Text [script] to 'Ship lights are off'
Else If Small Integer Compare : [lights] Equals 1
    Set Text [script] to 'Ship lights are on'
End Condition
Execute external plugin, 'EDDI 2.0.13' and wait for return
Set Text [script] to 'Pre-flight [checks;diagnostics] for $=,your {TXT:Ship model (spoken)}, designated as {TXT:Ship role} role [are] [finished.;complete.] [Ready to go.;Ov...
Execute external plugin, 'EDDI 2.0.13' and wait for return
Set Text [script] to [Not Set]

I clear the variables at the end of the script so that they are repopulated every time I call the script by saying "preflight check".
 
Do you have any plans how to get variables from the template engine out of there scope? when you set a variable with {set x to 1} (I thing it was) it is only local available in the next response it is unset again. You already have functions maybe you can implement a set function that allow global values, something like {set("x",1)}? And when you make a set probably a get would be great too, especially when it get values from a URL (e.g. {get("http://www.myurl.com/test.php?say=hallo")}).

This would be a great addition to make EDDI more interactive and "intelligent" especially for those who don't use Voice Attack. And for those who don't use VA, you can put command into the chat and use the message send action to call the wanted response ;)
 
Jgm,
Two questions for you sir.
Is there any way to create a delay in the notification of the location of the docking pad? As it currently stands EDDI and the ATC controller step all over each other.
The second has probably been asked about on numerous occasions but I couldn't find it in the forum...
Is there a way to have EDDI read the incoming NPC messages using the TTS engine?
 
Jgm,
Two questions for you sir.
Is there any way to create a delay in the notification of the location of the docking pad? As it currently stands EDDI and the ATC controller step all over each other.
The second has probably been asked about on numerous occasions but I couldn't find it in the forum...
Is there a way to have EDDI read the incoming NPC messages using the TTS engine?

Maybe I can help, NPCs don't give a log event so it is unfortunately not possible to read them out (as far as I know). NPCs do give a Jornal.log event! So it would be possible.

A delay is possible with {Pause(1000)} (this make a 1s pause) but there should already be a pause (I think* it is in the Speech respodner tab under Docking granted) so you can just increase it by 2000-5000.


Edit: * looked it up and changed it ;)
Edit: more look up's
 
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I will give this a try when I get home. Thanks for the ideas and it is unfortunate that it won't read the NPC messages...
 
Thanks for pointing that out Joshua. I missed that little blurb when scrolling through looking for an answer.
It is good to know it is not completely off the table, since it would be nice to have the ship read me those cute interdiction phrases. So I can laugh at the fool NPC about to bite it...Lol.
 
Two quick questions, I've searched through the thread but it's so long at this point I'm having a hard time finding these answers:

- What voice is being used for the demo videos on the first page? I've seen reference to IVONA voices but can't seem to find one that matches the demo, nor do any of the included Windows 10 voices sound that good. Any thoughts on how/where to find that?

- Is there a reference or list of commands that are added by EDDI? Meaning things I can ask it - like "damage report"? I'll admit I turned off a lot of what it says automatically, when you turn in a mission, get a bounty, etc. Just too chatty for me, the primary thing I love is the system data during witch space. Great use of that time to let me know what's coming, makes it feel even less like a loading screen than it already is.

Again thanks so much for EDDI - almost every time I play or stream someone asks me about it. "Hey what's that cool voice telling you about the system?" I sing it's praises *very* often.

~X
 
Two quick questions, I've searched through the thread but it's so long at this point I'm having a hard time finding these answers:

- What voice is being used for the demo videos on the first page? I've seen reference to IVONA voices but can't seem to find one that matches the demo, nor do any of the included Windows 10 voices sound that good. Any thoughts on how/where to find that?

- Is there a reference or list of commands that are added by EDDI? Meaning things I can ask it - like "damage report"? I'll admit I turned off a lot of what it says automatically, when you turn in a mission, get a bounty, etc. Just too chatty for me, the primary thing I love is the system data during witch space. Great use of that time to let me know what's coming, makes it feel even less like a loading screen than it already is.

Again thanks so much for EDDI - almost every time I play or stream someone asks me about it. "Hey what's that cool voice telling you about the system?" I sing it's praises *very* often.

~X

The voice is Ivona's Emma.

As for commands, it's just what is in the VoiceAttack profile. There isn't a lot, because most of what is available is already spoken when the relevant event triggers. That said, there are a lot of people who have added VoiceAttack commands to allow them to obtain specific market information, repeat information already given such as landing pad, etc. To help this, EDDI provides a large number of variables in VoiceAttack: there is a full list at https://github.com/cmdrmcdonald/EliteDangerousDataProvider/blob/master/VoiceAttack.md#eddi-variables
 
I'm please to announce the second beta of EDDI 2.1. This release mainly consists of bugfixes but has a few features as well:

  • Add 'Engineer' government type for engineer bases
  • Enable update and outdate messages
  • Ensure that VoiceAttack decimal values are not written as integers
  • Add 'SetState' Cottle function. Details on how to use this are in the SpeechResponder documentation
  • Allow speech responder to not speak when subtitles are written
  • Retry companion API profile call if returned information is outdated. This should help to avoid situations where outfitting and market data is out-of-date
  • Add event when being scanned for cargo by an NPC
  • Add event when being attacked by an NPC
  • Add event when being interdicted by an NPC

You can obtain the beta from http://www.mcdee.net/elite/EDDI-beta.exe

I'm not planning on adding any more features to EDDI, so if this beta goes smoothly I will look to release the final version in the next few days. If you are using the EDDI beta please let me know your experiences, especially if there are any problems with it. Thank you.
 
I'm please to announce the second beta of EDDI 2.1. This release mainly consists of bugfixes but has a few features as well:
...

Thank you this looks great. I'm especially interested in SetState, this will open up the responses quite a bit and I'm looking forward to test it. Is it possible to allow it to save objects? For example if you want to save an event (especially arrays) for later.
Is there a slight hope you might change your mind and add a feature for pulling information out of the web inside a script? This would allow to get and/or save data outside EDDI and expand the possibilities quite a bit.
 
Using Beta..

NPC scanning us script...... The event variable doesnt work. Tried Who, who, by who. Help?


Code:
{set insult to OneOf("a curious", "a nosey", "a brave fool", "a very brave but dumb",  "a very unwise", "a crazy and stupid", "a foolish")}

{set attacker to OneOf("We are being scanned by ", "The ship scanning us has ")}

{pause (3000)}

{attacker} {insult} {P(event.Who)} pilot.


Any chance that we could have the NPC's name as a variable?
 
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jgm,

The links in the beta-2 VoiceAttack Responder tab are pointing to an outdated voiceattack.md (probably 2.0.13) and I don't see a github branch assoicated with 2.1.0-b2. Could you please provide a link to the updated voiceattack.md, at your convenience?

Thanks!
 
Thank you this looks great. I'm especially interested in SetState, this will open up the responses quite a bit and I'm looking forward to test it. Is it possible to allow it to save objects? For example if you want to save an event (especially arrays) for later.
Is there a slight hope you might change your mind and add a feature for pulling information out of the web inside a script? This would allow to get and/or save data outside EDDI and expand the possibilities quite a bit.

Both of these have the issue that I'd need to be able to handle arbitrary objects in state, which is a bit of a jump from where it is now. I'm not ruling it out in future but it's too complex to take on at the moment.
 
Using Beta..

NPC scanning us script...... The event variable doesnt work. Tried Who, who, by who. Help?


Code:
{set insult to OneOf("a curious", "a nosey", "a brave fool", "a very brave but dumb",  "a very unwise", "a crazy and stupid", "a foolish")}

{set attacker to OneOf("We are being scanned by ", "The ship scanning us has ")}

{pause (3000)}

{attacker} {insult} {P(event.Who)} pilot.


Any chance that we could have the NPC's name as a variable?

The event variable is 'by' not 'who'. Not all NPCs have names, I'll have a look as to how to add this.
 
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