EliteDangerousDataProvider
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EDDI not firing Message Received script
I dont know if this happens for all messages received. However, I am trying to create a spoken alert when a Pirate makes initial contact in order to provide a warning of interdiction.
Hence, I want the event message received to fire when the Pirate sends his first message. However, while the Pirates message is definitely in the Journal File, it does not appear to be triggering the EDDI event. I have tested this with the following script assigned to message received in EDDI
Message received from {if event.player: Commander {event.from} |else: {event.from} }.
Message Date and time {event.timestamp}. Raw {event.raw}. Event type {event.type}. Message received on {event.channel} channel and reads {event.message}.
But I get nothing.
Also could you explain why you are only populating some of the message fields and are not providing other information from the Journal (e.g. a typical npc message in the journal contains:
timestamp 2016-11-20T17:39:17Z event ReceiveText From $npc_name_decorate:#name=EGP Operative; From_Localised EGP Operative Message $PowersPirate_StartInterdiction03; Message_Localised Let's see what you can add to our collection. Channel npc
I have looked through your code and I cannot identify if there is anything in there that filters out 'npc' messages? If there is why? sure it is just as easy to filter out those messages in the user configurable code.
Ok, now I can see where you ignore NPC messages, and your explanation that it is due to data volume in JournalMonitor.cs
Would it not be possible to make this configurable? So that those of us that want more data can get hold of it? The same goes for my reply to your closing the issue relating to PowerPlay, it would be very helpful to have access to the PowerPlay events in the journal as well.
I am wary of opening up the NPC speech due to the potential for automation that comes from it, and associated upset that it might cause. I'll consider what best to do here.
I appreciate your concerns regarding automation. However, I am simply trying to create an audible response for an in game communications message (which I frequently overlook when it appears in the communications box). I dont see that this would affect gameplay. After all, if this application is targetted at VoiceAttack users, then its sole purpose relates to automation so you have rather let the cat out of the bag already.
Since all of this information is already available in the journal and therefore anyone else can also write an application to use it, I do not believe that FDEV would consider this anything to become 'upset' about.
Also, I have found a very useful use of the Message sent event in EDDI, I can now type messages on the Local channel which are picked up by EDDI and trigger useful actions. For example, if I type 'Stations report' into the ED Communications box, then EDDI reads out information (services, status, pad size) on each station within the system. Likewise 'Damage report' reads out the current status of my ship and its modules - thus avoiding the need to flip to right screen and scroll while travelling (keep your eyes on the road). If anything, this may be a level of automation too far!