View Poll Results: How should Autosounds Trigger?
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Multiple Choice Poll.
Thread: DOE: Sound Extension
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February 12th, 2017, 04:46 #591
So in the case where I have in the chat:
[ATTACK (M)] Shortsword [CRITICAL HIT]
I would need a chatsound with a trigger for the attack to hear the weapon sound and then ANOTHER chatsound with BOTH the weapon trigger and the CRIT trigger to hear the CRIT sound.
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February 12th, 2017, 05:24 #592
No - you can only get ONE ChatSound triggering off of a single ChatString - so what should happen (in your scenario) is that the ChatSound with both triggers in it (the CRIT Sound) would (ie should) be the one that plays ONLY.
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February 12th, 2017, 05:54 #593
And now that I've tested it, that's ABSOLUTELY TRUE! It would be cool to have multiple sounds triggered since Syrinscape can play them simultaneously, but if I code out FIVE different ways a weapon can result in a chat sentence, then I have it all covered.
Name Syrinscape Trigger 1 Trigger 2
Blowgun Attack Bow Fire [ATTACK (R)] Blowgun
Blowgun Attack (Fumble) Sad Trombone [ATTACK (R)] Blowgun [AUTOMATIC MISS]
Blowgun Attack (Crit) Yay! [ATTACK (R)] Blowgun [CRITICAL HIT]
Blowgun Critical Bow Critical [DAMAGE (R)] Blowgun [CRITICAL
Blowgun Hit Crossbow Hit [DAMAGE (R)] Blowgun
This is a "crapton" of work, but it's cool to have every scenario for every weapon. Now I just have to build 40 more!
Gwydion and I are currently using sounds and have EVERY cantrip, 1st-3rd level spells, about half the weapons, about 30 environmental sounds (swamp, wind, thunder, etc.) as well as the following auto sounds:
Language Chat
Roll Initiative
Set AFK
Transfer Currency
Transfer Item
Transfer Parcel
Whisper
So our games are super fun! ThanX for what you're doing Dulux-Oz!rob2e - Join me on Discord!
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February 13th, 2017, 22:21 #594
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February 13th, 2017, 22:54 #595
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Getting the following when trying to create chatsounds in the Castles & Crusades ruleset:
Runtime Notice: Host session started
Script Error: [string "wlListIconAdd"]:1: attempt to index upvalue 'oWindowNode' (a nil value)
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February 13th, 2017, 22:58 #596rob2e - Join me on Discord!
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February 13th, 2017, 23:10 #597
But that's one of the major bonuses of this extension and the OLE extension - you don't need to worry about jumping around all over the place during your game to use sounds from your HD, sounds from Syrinscape, sounds from Soundcloud, etc.. Set them all up as DOE: Sound or DOE: Ole links within FG.
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February 13th, 2017, 23:14 #598
Last edited by st4lk3r87; February 13th, 2017 at 23:18.
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February 14th, 2017, 04:43 #599
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February 14th, 2017, 06:17 #600
This is just my first attempt on using this extension:
I've actually put some work on the code, every weapon has three different sounds when it hits and three different sounds when it misses, they are selected randomly and then played using OOB, not Chatsound. Also I'm not using Syrinscape at all.
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