Something to keep in mind, but this is hopefully a one-off event.Would'nt be worthy to have a "EDSM_data_access" flag available and already set (and somewhat updated) in the scripts?
Just wondering.
Something to keep in mind, but this is hopefully a one-off event.Would'nt be worthy to have a "EDSM_data_access" flag available and already set (and somewhat updated) in the scripts?
Just wondering.
You should be able to find your EDDI personalities in the following directory:Hi there... Can anyone tell me which script gets EDDI to speak NCP comms? More than happy to be alerted with audio to a pirate attack, not so keen on the repeated quotes 'I'm gonna boil you up greenhorn' shortly followed by 'Impossible!'I've looked (obviously not hard enough
) but cannot see where that is done.
And while I'm about it, is there a way to export or save a speech responder personality so I can import it again later. I'm going to be changing PC in a few weeks, would be nice if I can save the personality that I'm editing.
Thanks.
You should be able to find your EDDI personalities in the following directory:
C:\Users\your user name\AppData\Roaming\EDDI\personalities
AppData is hidden by default though, unless you have your Windows set to show hidden files and folders. You can copy the files you find there to make your backups.
As for the NPC messages, they are in the 'Message received' event script, and there are settings in that script to configure what type of messages you want EDDI to read out. To stop pirate messages, just set the 'Pirate' line to be 'false' (line 41 in the default script).
Hope that helps.
DC
Thanks again for all your hard work. . Much appreciated.![]()
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We're pleased to announce that EDDI 3.7.2 is now available for all users from within the app and from https://github.com/EDCD/EDDI/releases/download/Release/3.7.2/EDDI-3.7.2.exe.
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This release promotes version 3.7.2-rc3 to final. No other changes.
Full release notes are at https://github.com/EDCD/EDDI/blob/Release/3.7.2/EDDI/ChangeLog.md.
It's not that simple. The checkbox that is grayed out is called from an event script or another script.Do you have any plans to add the option to untick All enabled checkboxes on the Speech Responder?
Do you have any plans to add the option to untick All enabled checkboxes on the Speech Responder?
Is that what you mean @UseLessUK? If not then please clarify?It's not that simple. The checkbox that is grayed out is called from an event script or another script.
The call of a script (text in the script) looks like this {F( xxx )} .
This call can be skipped like this, i.e. not called {_ F( xxx ) _}
Or you can tell us exactly what is bothering you, then we can be more specific.
Exactly this ... I would like to be able to click a button to untick all the checkboxes that can be unticked and then just tick the few I want to have enabled. As at the moment when I copied the personality I had to manually untick what I didn't want which was a right royal PITA. Having a Untick All button would have made that process much less of a pain.I think that @UseLessUK may want a checkbox that just tick/untick all the (selectable) scripts. At least, this is what i searched for the first time i've built my own personality![]()
I though that might be the case. I've added a ticket for this suggestion. https://github.com/EDCD/EDDI/issues/2097 o7Exactly this ... I would like to be able to click a button to untick all the checkboxes that can be unticked and then just tick the few I want to have enabled. As at the moment when I copied the personality I had to manually untick what I didn't want which was a right royal PITA. Having a Untick All button would have made that process much less of a pain.
Also same as what was mentioned here: https://forums.frontier.co.uk/threa...-cockpit-to-life.387955/page-119#post-8817920
As far as I can remember, data point intel isn't something you can claim like that. Although, I may be wrong as it's been a long time since I had anything like that. :/Have had this for a long time, EDDI telling me I can claim the bounty reward in this station or this system but it wasn't true. Please take a look, thanks guys.
Source: https://youtu.be/7qbIQ7LXj5g
Have had this for a long time, EDDI telling me I can claim the bounty reward in this station or this system but it wasn't true. Please take a look, thanks guys.
Source: https://youtu.be/7qbIQ7LXj5g
@bronney EDDI likely has incorrect / obsolete information in the Crime Monitor that ought to be removed.As far as I can remember, data point intel isn't something you can claim like that. Although, I may be wrong as it's been a long time since I had anything like that. :/
(Edit: I just thought... it's Alliance data, so shouldn't that be sold in Empire or Fed space as they would be most interested in it?)
However, I'm thinking that EDDI still has records in it's database for other things you have already claimed. It's possible that your bounties were not deleted from the database when you claimed them. This may be because you didn't have EDDI running at the time, or some other glitch occurred when you handed them in. There is also quirk of the game when using the Interstellar Factors for claiming and paying, that sometimes means EDDI can't reconcile the records to be deleted. More info on that here: https://github.com/EDCD/EDDI/issues/2073
As a workaround, go to the Crime Monitor tab in EDDI. There you should find a list of all the bounties, fines, etc. that EDDI still thinks you have. There is a 'Remove' button next to each, so just click that to remove anything that you think has already been paid or claimed.
If you're going to make a separate script for this function, and then call it from another script, then the variables from the original will be available in the called script. Just set the variables you want before you call the plural script.How could i pass data from one script to another?
I'm trying to build in my Personality a Pluralize(word, qty) "function" that i can call from the others scripts which manage the rules and exceptions in making a noun plural in italian and returns the resulting word.
{set word to "planet"}
{set qty to number}
There are {number} {F('plural')} in this system
{if word = "planet":
{if qty = 1: planet
|elif qty > 1: planets
}
}