Release EDDI - Windows app for immersion and more

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I was wondering if there was a way for EDDI / Voice Attack to remind me of the planets gravity I've just entered orbital cruise at.
I was thinking of maybe using something like this...

If {TXT:EDDI entered normal space body} is equal to {TXT:EDDI body scanned name}
Then say The gravity of {TXT:EDDI entered normal space body} is {DEC:EDDI body scanned gravity}

But one problem I see with this solution, is that once a body is scanned it won't be scanned again. Causing the script to never trigger.
Does anyone have any suggestions? I hate it when I forget to check the gravity of a planet before I try to land, only to realize too late I'm at a high G world when my breaking maneuver fails. *SPLAT*

You could edit the 'Entered normal space' event to check if you have dropped near a planet and if so fetch the planet data to find the gravity.
 
Is there any way for Eddi to know when the FSD is charged and ready to use?
My FSD is offline when my weapons are deployed and when I retract them it takes a few seconds for the FSD to charge up. Problem is, when I am making a run for my life, I need to know the second the FSD is online.
I'd like to be able to associate a sound in VA if Eddi has that variable.
 
Is there any way for Eddi to know when the FSD is charged and ready to use?
My FSD is offline when my weapons are deployed and when I retract them it takes a few seconds for the FSD to charge up. Problem is, when I am making a run for my life, I need to know the second the FSD is online.
I'd like to be able to associate a sound in VA if Eddi has that variable.

There's nothing in EDDI that can help here, I'm afraid. If you are using VoiceAttack to retract hardpoints you could build a pause in to the script so that it can tell when the FSD is ready, something like:

  • Press the 'U' button
  • Wait for 20 seconds
  • Say 'FSD ready'
 
There's nothing in EDDI that can help here, I'm afraid. If you are using VoiceAttack to retract hardpoints you could build a pause in to the script so that it can tell when the FSD is ready, something like:

  • Press the 'U' button
  • Wait for 20 seconds
  • Say 'FSD ready'

oh... I hadn't thought of that! thanks.
And by the way jgm, thank you so much for Eddi, it has transformed my gaming experience.
 
oh... I hadn't thought of that! thanks.
And by the way jgm, thank you so much for Eddi, it has transformed my gaming experience.

Actually, I thought of something else based on your idea.
Does Eddi know when the hardpoints have been retracted? If so, I could build a script around that so that when the hardpoints have benn retracted it can wait 20s then say FSD is ready via VA.
 
Actually, I thought of something else based on your idea.
Does Eddi know when the hardpoints have been retracted? If so, I could build a script around that so that when the hardpoints have benn retracted it can wait 20s then say FSD is ready via VA.

Unfortunately that info isn't available either. Most real-time data isn't supplied in the journal.
 
Can someone tell me what's wrong with the following code? Yeah, the formulas are enclosed in brackets, but it didn't work when they weren't enclosed in brackets. I'm about to tear my hair out here.

Code:
{if {event.soldship}:
   {{if event.soldprice} > {event.price}}:
      {event.ship} purchased. Your trade in was worth more than the ship purchased by {{event.soldprice} - {event.price}}. This has been credited to your account
   else|
      {event.ship} purchased. Your trade in was worth {event.soldprice}. The cost of the purchased ship was {event.price}. This resulted in a shortfall of {{event.price} - {event.soldprice}}. This amount has been deducted from your account.
   }
}
 
Can someone tell me what's wrong with the following code? Yeah, the formulas are enclosed in brackets, but it didn't work when they weren't enclosed in brackets. I'm about to tear my hair out here.

Code:
{if {event.soldship}:
   {{if event.soldprice} > {event.price}}:
      {event.ship} purchased. Your trade in was worth more than the ship purchased by {{event.soldprice} - {event.price}}. This has been credited to your account
   else|
      {event.ship} purchased. Your trade in was worth {event.soldprice}. The cost of the purchased ship was {event.price}. This resulted in a shortfall of {{event.price} - {event.soldprice}}. This amount has been deducted from your account.
   }
}

You don't need the additional brackets, and it may well cause the template to fail. So for example '{if event.soldship:' rather than '{if {event.soldship}:' Also, your else line is the wrong way around. It should be '|else:' rather than 'else|'.

I added a couple of 'P()' and 'Humanise()' functions as well. This is hand-written and untested so I can't guarantee it works but it should be close.

Code:
{if event.soldship:
   {if event.soldprice > event.price}:
      {P(event.ship)} purchased. Your trade in was worth more than the ship purchased by {Humanise(event.soldprice - event.price)} credits. This has been credited to your account.
   |else:
      {P(event.ship)} purchased. Your trade in was worth {event.soldprice}. The cost of the purchased ship was {event.price}. This resulted in a shortfall of {Humanise(event.price - event.soldprice)} credits. This amount has been deducted from your account.
   }
}
 
You don't need the additional brackets, and it may well cause the template to fail. So for example '{if event.soldship:' rather than '{if {event.soldship}:' Also, your else line is the wrong way around. It should be '|else:' rather than 'else|'.

I added a couple of 'P()' and 'Humanise()' functions as well. This is hand-written and untested so I can't guarantee it works but it should be close.

Code:
{if event.soldship:
   {if event.soldprice > event.price}:
      {P(event.ship)} purchased. Your trade in was worth more than the ship purchased by {Humanise(event.soldprice - event.price)} credits. This has been credited to your account.
   |else:
      {P(event.ship)} purchased. Your trade in was worth {event.soldprice}. The cost of the purchased ship was {event.price}. This resulted in a shortfall of {Humanise(event.price - event.soldprice)} credits. This amount has been deducted from your account.
   }
}

It didn't work, but when I removed the P's and the humanise it did. Just for reference, I'm including the code that worked below.

Code:
{if event.soldship:
   {if event.soldprice > event.price:
      {event.ship} purchased. Your trade in was worth more than the ship purchased by {event.soldprice - event.price} credits. This has been credited to your account.
   |else:
      {event.ship} purchased. Your trade in was worth {event.soldprice} credits. The cost of the purchased ship was {event.price} credits. This resulted in a shortfall of {event.price - event.soldprice} credits. This amount has been deducted from your account.
   }
}

I see what was wrong with my original. I was enclosing each equation variable in brackets when only the entire equation needs to be enclosed. {event.soldship} - {event.price} when it should be {event.soldship - event.price}. Still not sure what was wrong with the P and humanise statements.

Thanks for the help.
 
Would it be possible to get another video tutorial on using commands for EDDI in VA? Or if someone could point me in the right direction if there are already some out there?
 
Every time I trade in a ship for a new one, It causes Voice Attack to crash. This never happened before installing EDDI. The Ship Handover speech from the speech responder starts and then as soon as the ship call sign completes VA crashes. Any ideas?
 
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I've just released EDDI 2.2.2. This is a mandatory upgrade to meet changes in the journal for the upcoming Elite 2.3 release. There are no functionality changes in this release.
 
Every time I trade in a ship for a new one, It causes Voice Attack to crash. This never happened before installing EDDI. The Ship Handover speech from the speech responder starts and then as soon as the ship call sign completes VA crashes. Any ideas?

Do you havea custom ship handover speech? Also, which voice are you using?
 
I've just released EDDI 2.2.2. This is a mandatory upgrade to meet changes in the journal for the upcoming Elite 2.3 release. There are no functionality changes in this release.

jgm, when do you expect to release EDDI 2.3 final?

If not by 2.3, could you release a beta? I'm very keen on accessing the new Journal functionality.
 
jgm, when do you expect to release EDDI 2.3 final?

If not by 2.3, could you release a beta? I'm very keen on accessing the new Journal functionality.

Uh, the new EDDI2 v2.2.2 already has the new journal functionality for ED v2.3 in it, according to the release note.
 
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jgm, when do you expect to release EDDI 2.3 final?

If not by 2.3, could you release a beta? I'm very keen on accessing the new Journal functionality.

There will be an EDDI 2.3 beta after Elite 2.3 releases. EDDI 2.3 requires Elite 2.3 so it won't happen before that. I'm not sure how long the beta will run for - there have been quite a few changes so it might take a while to shake out.
 
Uh, the new EDDI2 v2.2.2 already has the new journal functionality for ED v2.3 in it, according to the release note.

EDDI 2.2.2 has changes to ensure that it works with Elite 2.3, as Elite 2.3 changed the journal entries for one event in particular. It doesn't bring any new functionality or handle any of the new journal entries; that will be EDDI 2.3.
 
There will be an EDDI 2.3 beta after Elite 2.3 releases. EDDI 2.3 requires Elite 2.3 so it won't happen before that. I'm not sure how long the beta will run for - there have been quite a few changes so it might take a while to shake out.

Thanks, jgm, can't wait to get my hands on the beta!

I have 2.3 beta access but I'm content to wait for the official release in a few days. :)
 
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