What's Wrong (please be as specific as possible)
Expected
The New StopSpeaking() function to work as described, and stop any current and queued speech.
Observed
The function appears not to work. Current speech continues until the normal end.
Steps to reproduce
- Add
StopSpeaking() to the start of a script like FSD engaged
- Play the game and jump to a new system while EDDI is in the middle of a long speech.
- Observe that the current speech is not ended when the FSD engaged script is triggered and the new funtion is executed.
Configuration
- Version [Please give full version numbers here, not just "latest" or "current"]
- EDDI Version: v5.0.0
- VoiceAttack Version: v2.1.8
- Localization [if applicable]
- EDDI's language: EN-GB
- Voice: Ivona Amy
My Investigation
Investigation Notes
(From Discord)
I've just tried the StopSpeaking() command in my FSD engaged script. I jumped out of system while EDDI was talking about the body I had just mapped. The FSD speech appeared in the speechresponder.out file, but EDDI kept reading out the body scanned script. It did not 'stop speaking' as I would have expected it to.
I've added the new function near the start of the FSD engaged script (where jumping to hyperspace), so I was expecting EDDI to stop the current speech (from describing the mapped body) when the FSD engaged script was triggered, but it didn't stop, even though the FSD engaged speech text did appear in the speechresponder.out file.
Have I misunderstood how to use this function?
EDDI Logs
None, but can provide one if needed.
Player journals
N/A
What's Wrong (please be as specific as possible)
Expected
The New
StopSpeaking()function to work as described, and stop any current and queued speech.Observed
The function appears not to work. Current speech continues until the normal end.
Steps to reproduce
StopSpeaking()to the start of a script likeFSD engagedConfiguration
My Investigation
Investigation Notes
(From Discord)
I've added the new function near the start of the
FSD engagedscript (where jumping to hyperspace), so I was expecting EDDI to stop the current speech (from describing the mapped body) when the FSD engaged script was triggered, but it didn't stop, even though the FSD engaged speech text did appear in the speechresponder.out file.Have I misunderstood how to use this function?
EDDI Logs
None, but can provide one if needed.
Player journals
N/A