Looks awesome! And that's done with VoiceAttack scripting? Hmm. I'll probably still go the route of a Python script because then I can basically run it as a service that just parses the journals and provides all these different variables to be plugged into whatever I want (Since I'd like to display the information on little LCDs and stuff, too.) and Python can run on anything from my PC, to a RasPi, to an ESP8266 wifi/microcontroller chip. (Also, I actually know how to Python already.[wacky])I've already kinda done the same thing with my twitch stream with an overlay when playing Elite. I don't do anything fancy I just used voice attack scripting (with EDDI plugin) and .txt files to load into OBS to display stats on my twitch stream.
I keep track of pretty much everything, kills, bounties, jumps, fuel, distance. Also what stars and planets I've scanned while exploring.
Check out my youtube achieves of my streams and you will get the idea.... CMDR Bumble B Live Twitch Stream achieves
Yeah, I'm getting the same results.I'm also noticing that the default body report returns with "I'm not sure what body you are asking about."
Starting to have probs with EDDI recognizing my ships/names. Swapped ships and renamed multiple times, but still. Was a DBX in this case.
Alright, so I downloaded EDDI for the first time last night and was wondering about a few things. Some functions (such as the system state that describes the system population, controlling faction, etc) seem very useful but I can't seem to see how they're triggered. Are keybinds available to trigger certain commands/functions, and if so, how/where are those set up?
I'm pleased to announce the eighth beta release of EDDI 2.3. This contains a number of bugfixes. At this stage I'm not planning on adding any new features, so I'd very much like to hear of any bugs that people experience with this release prior to moving this to production.
The full changelog is as follows:
- Core
- Tidy ups for reading from and writing to files to catch potential exceptions
- Do not send data to EDSM or EDDN if in a multicrew session
- EDDN Responder
- Avoid use of data from Frontier API when setting starsystem information
- VoiceAttack Responder
- Use defensive copies of arrays to avoid potential exceptions when they are modified whilst we are reading them
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
I'm trying to set the body scanned event to tell me if the scan is a detailed scan, or a normal scan. I can't get it to work. Using the code below the command loops and never says the correct thing. Does any one have any ideas?
Code:{for compartment in ship.compartments: {if compartment.module.name = "Detailed Surface Scanner": Detailed Scan of {P(event.name)} complete. |else Scan of {P(event.name)} complete. } } {F("Body report")}
{set surface_scanner to 0}
{for compartment in ship.compartments:
{if compartment.module.name = "Detailed Surface Scanner":
{set surface_scanner to 1}
}
}
{if surface_scanner = 1:
Detailed Scan of {P(event.name)} complete.
|else:
Scan of {P(event.name)} complete.
}
{F("Body report")}
*****Edit
I'm also noticing that the default body report returns with "I'm not sure what body you are asking about."
{set discovery_scanner to 0}
{set fighter_hangar to 0}
{set fsd_interdictor to 0}
{set srv_hangar to 0}
{set surface_scanner to 0}
{for compartment in ship.compartments:
{if compartment.module.name = "Advanced Discovery Scanner":
{set discovery_scanner to 3}
|elif compartment.module.name = "Basic Discovery Scanner":
{set discovery_scanner to 1}
|elif compartment.module.name = "Fighter Hangar":
{if compartment.module.class = 5:
{set fighter_hangar to 1}
|else:
{set fighter_hangar to 2}
}
|elif compartment.module.name = "Detailed Surface Scanner":
{set surface_scanner to 1}
|elif compartment.module.name = "Frame Shift Drive Interdictor":
{set fsd_interdictor to 1}
|elif compartment.module.name = "Intermediate Discovery Scanner":
{set discovery_scanner to 2}
|elif compartment.module.name = "Planetary Vehicle Hangar":
{if compartment.module.class = 2:
{set srv_hangar to 1}
|elif compartment.module.class = 4:
{set srv_hangar to 2}
|else:
{set srv_hangar to 4}
}
}
}
{SetState("discovery_scanner", discovery_scanner)}
{SetState("fighter_hangar", fighter_hangar)}
{SetState("fsd_interdictor", fsd_interdictor)}
{SetState("srv_hangar", srv_hangar)}
{SetState("surface_scanner", surface_scanner)}
I'm using the latest beta version and it seem like I can't change how my ship name is pronounced. Its name is Viaticus Rex II.I (which it pronounces Aye-Aye-Aye at the end). When I try to change the name in the proper box, it goes red. This happens if I use a capital letter (so it goes red once I type capital V) or even halfway through in small letters (only gets as far as viati before it goes red).
Suggestions?
The box is for IPA characters only; there is a full list of them available at the link provided on that tab.
I tried converting Viaticus to IPA online but it just comes out spelled the same...
How would you expect to hear your ship name? Give me a rough pronunciation (e.g. "Viaticus Rex the Third") and I'll see what I can do.
Just "Viaticus Rex" is fine (the numeral is actually II.I or 2.1, a joke since there are no decimals in Roman numerals, which is fitting because Viaticus Rex isn't exactly proper Latin)
I don't mind needing to use API for pronunciation, I just wish there was an easier way to implement it.