There are a bunch of `target <thing>` commands powered by EDDI now. Put
them in their own fresh “navigation” category along with old commands
that fit in there.
EliteDangerous: now automatically detects the bindings profile in use
and loads that.
SpanshAttack: now loads bindings, like, at all. Guess I forgot that.
Also automated, of course.
* added a couple materials/engineering related commands
* added `Entered normal space` event; will throttle you to 0 if
`EliteDangerous.hyperSpaceDethrottle` is set
* added `[what;which] materials do i need?` command
* added `EDDI Material Threshold` event
* changed `EDDI Commander continued` event to `EDDI Commander loading`
which executes on game start rather than every time you log into
a game mode.
Will check if a system exists in the database before trying to plot
a route. If not, will ask for coordinates to find the nearest system
that is.
Now requires `elite-scripts`. **This change breaks compatibilty**.
If enabled, this will ask EDDI about the ship’s laden range and default
to that instead of asking for user input. Setting a ship’s range
manually in `SpanshAttack.getShipRange` will still have higher priority
(e.g. if you are usually using a ship with less than a full cargo hold).
You can now just pass a ratsignal to VA (without it being announced) by
calling `RatAttack.getInfoFromRatsignal`, or choose to also have it
announced in TTS by calling `RatAttack.announceCaseFromRatsignal`.
**Breaks interface compatibility!** `RatAttack.getInfoFromRatsignal`
behaviour has changed.
EDDI sets `Status near surface` near stations, but without
a corresponding event firing … so I had to change the logic there.
Also updating the state variables takes a couple seconds after an event,
so `EDDI Docked`, `EDDI Near surface` and `EDDI Undocked` now have a 5s
delay each. Let’s see if that is enough.
Handling of a ratsignal will be delayed by 5s if a signal is currently
being handled. That way all signals will find their way into VoiceAttack
even if they hit simultaneously / shortly after each other.
To reduce possible confusion though the “open case?” prompt has been
removed from `RatAttack.getInfoFromRatsignal`.
**Breaks interface compatibility!**
Now treats terraformables and ELW/Ammonia Worlds as worthwhile instead
of going by estimated scan value.
Also now tells you the map data value of high-value bodies you mapped.
Basically the only thing that works and is “finished” already is pasting
ingame chat into Seals IRC. use `.sb <msg>` for \#Seal-Bob and `.rr
<msg>` for \#Repair-Requests.
You can now set a jump target. This will start writing the distance to
said target to `>jumpTargetFile` for inclusion e.g. in OBS.
If SpanshAttack currently has a target system, jump target will default
to that. A manually set target will take precedence.
Now actually notices when the script errors out for some reason.
Probably still won’t notice when it’s flat out missing, but hey, that’s
PEBKAC for not using the profile package.
Instead of using the saved jump range for your current ship, you can now
plot a route with a custom range; e.g. if you have temporarily changed
modules around or have more/less cargo than usual for this trip.
Now resides in `Sounds\scripts` for upcoming profile package compatibility.
Techincally the `Apps` directory would be more appropriate; as soon as
a profile package has that directory though you have to restart
VoiceAttack without plugin support to import the package.
In order not to confuse people that have not been using EDDI in the
past, the profiles will now automatically disable the speech responder.
To use it with the profiles, you will have to explicitly enable it
again.
If you set `>flightAssistOff` in the startup command, VA will now
automatically make sure that FA is off when you lift off a planet or
undock from a station. Defaults to on.
PC cases would have EVERYTHING till the end of the ratsignal as
platform. Didn’t cut correctly at end of platform. So I’m now just using
the ??_SIGNAL at the end instead of debugging the problem because I’m
a lazy fuck.
For one i made a bunch of small mistakes (of course), and I had to do
a dirty workaround for platform detection since IRC color coding messes
with VA really badly.
VoiceAttack will now keep a list of cases and case data. That
streamlines handling of multiple cases / opening an already announced
one after finishing the current one.
Now will only tell you about differences with EDSMM when EDSM knows
_fewer_ bodies (there are some issues with duplicate entries in EDSM,
e.g. in Dromi)
VoicaAttack can handle control characters within a commond definition.
Sadly it errors out if you try to _import_ a profile that has said
control characters in them …
The workaround is to set the delimiter variable (`^B`) in an inline
function. This way the character itself does not appear in the exported
profile and everything works fine.
– got its own command now
– called on jumped instead of disco scan for less spamming the API and
having the information available in the scan event without waiting
– information is cleared on commander login to not interfere with other
sessions
– if not already downloaded when disco scan is executed, will download
then
Not thoroughly bug tested yet, command structure should know roughly
represent what I’m aiming for, still not finished though. Everything
else (sanitising, commenting, …) still has to be done for an initial
release that can be publicly used.
You are now able to get the exact time you’ve spend on your plotted
neutron trip, complete with the option to automatically tell you your
time at the end of the route.
closes #3
It’s what I’m using right now, in no way sanitised/cleaned up/whatever
for general/public use.
USE AT YOUR OWN RISK
I mean it.
Probably still interesting if you want to know what’s possible with
VoiceAttack and just sniff around a bit.