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View Poll Results: How should Autosounds Trigger?

Voters
49. You may not vote on this poll
  • Keep as is (OOB Messages)

    3 6.12%
  • Off Chat Window Strings (more manual work for GM)

    4 8.16%
  • Have Both Options Avalaible

    38 77.55%
  • Don't care

    4 8.16%
Multiple Choice Poll.
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  1. #921
    Quote Originally Posted by TimeForAPint View Post
    I have both of those options on, but I still have the exact same problem - typing triggers in a chat bubble works, while the same triggers from dice rolling do nothing. Any other ideas?
    Whenever something shows a "?" in front of it, it is not being sent over the internet to the players. So, your first one that says "does not work" has a ? in front of it which is why it doesn't work. I think in this case since you are testing it from the character's sheet as the GM, FG consider it a "GM roll". In options in FG under "Game (GM), if Chat: show GM rolls is set to "off" (which mine are), then your rolls will NOT trigger sounds but the player rolls will if they roll from their character sheet. Hope that makes sense....
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  2. #922
    That makes good sense, and good info on the ?. In my case, though, I have a separate client connected, so I'm sure(?) I am sending it over the internet. Here's my ss

    [ATTACH=CONFIG]roll not working ss[/ATTACH]

    I tried as the player, as the GM using the player, but only the chat bubble produces sound.
    Attached Images Attached Images

  3. #923
    Quote Originally Posted by TimeForAPint View Post
    That makes good sense, and good info on the ?. In my case, though, I have a separate client connected, so I'm sure(?) I am sending it over the internet. Here's my ss

    [ATTACH=CONFIG]roll not working ss[/ATTACH]

    I tried as the player, as the GM using the player, but only the chat bubble produces sound.
    Ok. Now I'm speculating a bit here, but based on your screenshot can you try something? In the option that says "Chat: Set GM voice to active CT", you have it set to "on". The default (and what I use) is "off". Can you toggle that option off and try again? I'm not 100% positive this is the issue but it is possible that it is.
    Live stream: https://www.twitch.tv/gwydione
    Youtube replays of fg sessions and tutorials: https://www.youtube.com/channel/UCQr...bIpAauZB41z8gA

    Free stuff:
    D&D5e FAQ module for fg: https://www.dmsguild.com/product/196704/FAQs
    FG 5e Module Conversions: https://tinyurl.com/y6awo2la
    Map Maker Conversion: https://tinyurl.com/y3awlo4b
    Roll Player Conversion: https://tinyurl.com/y399kffz
    Rangers of Shadow Deep Conversion: https://tinyurl.com/rnyrgwg

  4. #924
    No dice (get it). I have actually tried pretty much every permutation of those settings possible and none seems to make a difference. This must be something simple.

  5. #925
    Darnit. I must be missing something easy too. Let me keep thinking about it. We know things are working because it is picking up the chat bubble for sounds which is good. Can you post the sound trigger itself so I can look at that as well? I assume it is just "Longsword" but would like to look at it.
    Live stream: https://www.twitch.tv/gwydione
    Youtube replays of fg sessions and tutorials: https://www.youtube.com/channel/UCQr...bIpAauZB41z8gA

    Free stuff:
    D&D5e FAQ module for fg: https://www.dmsguild.com/product/196704/FAQs
    FG 5e Module Conversions: https://tinyurl.com/y6awo2la
    Map Maker Conversion: https://tinyurl.com/y3awlo4b
    Roll Player Conversion: https://tinyurl.com/y399kffz
    Rangers of Shadow Deep Conversion: https://tinyurl.com/rnyrgwg

  6. #926
    Quote Originally Posted by Gwydion View Post
    Darnit. I must be missing something easy too. Let me keep thinking about it. We know things are working because it is picking up the chat bubble for sounds which is good. Can you post the sound trigger itself so I can look at that as well? I assume it is just "Longsword" but would like to look at it.
    Hah! Ok so because I made my trigger very generic ("Longsword") it was being overridden by other, more specific ones ("[ATTACK (M)] Longsword") (I think) for which I didn't have a valid sound string set up. Apparently if multiple sounds have the same trigger, they don't all play. Not sure how it chooses which one to play, but that's what was happening with me.

    Once I got that sorted, they're working fine. Really appreciate your help!

  7. #927
    Quote Originally Posted by TimeForAPint View Post
    Hah! Ok so because I made my trigger very generic ("Longsword") it was being overridden by other, more specific ones ("[ATTACK (M)] Longsword") (I think) for which I didn't have a valid sound string set up. Apparently if multiple sounds have the same trigger, they don't all play. Not sure how it chooses which one to play, but that's what was happening with me.

    Once I got that sorted, they're working fine. Really appreciate your help!
    Yep... That is most definitely true! So glad you found it.
    Live stream: https://www.twitch.tv/gwydione
    Youtube replays of fg sessions and tutorials: https://www.youtube.com/channel/UCQr...bIpAauZB41z8gA

    Free stuff:
    D&D5e FAQ module for fg: https://www.dmsguild.com/product/196704/FAQs
    FG 5e Module Conversions: https://tinyurl.com/y6awo2la
    Map Maker Conversion: https://tinyurl.com/y3awlo4b
    Roll Player Conversion: https://tinyurl.com/y399kffz
    Rangers of Shadow Deep Conversion: https://tinyurl.com/rnyrgwg

  8. #928
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    Quote Originally Posted by Rilmarion View Post
    Code:
    [ATTACK (M)] Dagger
    Attack [27] -> [at Stoken Arro] [HIT]
    How or can I set up the triggers so that when a dagger is making attack, it plays SOUND A if the attack HIT, SOUND B if it misses, SOUND C if it's CRITS, SOUND D if it AUTOMATICALLY MISSES?
    Hey there Rilmarion
    You've bumped into an issue that has been discussed within this thread, and your answer is deep within posts in this huge thread.
    Simple answer is that you can't do what you are wanting. In the code window above there are 2 separate chat window lines. When setting up a chatsound it is BASED ONE SINGLE LINE. Therefore you configure your chatsound as against either "[ATTACK (M)] Dagger" or some flavour of "Attack [27] -> [at Stoken Arro] [HIT]"

    To get around what you've asked I've configured that all ATTACK (M/R) Weapon are hit sounds, and then if it's a MISS I have a 2nd chatsound. So in FG the first sound is triggered when they swing, and they get a hit sound, then when the MISS is spooled on a separate chat window line it triggers a 2nd chatsound ... see my attached images.


    So in essence that one swing and MISS will trigger 2 separate DOE chatsounds.

    The secret is to remember that you CAN ONLY CONFIGURE a chatsound based off of ONE LINE in the chat window, and you ARE NOT ABLE to use the prefix name of the PC or NPC that is triggering the sound (name within the red box in next attached image):


    Hope that answers your question ...
    Attached Images Attached Images
    Last edited by skj310; October 28th, 2017 at 00:52.

  9. #929
    skj310's Avatar
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    And one more thing ... if you wanna listen to the sounds you've just configured ... please open an 2nd localhost FG session (which is explained in the forums how this is done, if you don't know), and JOIN your soundeffect config campaign. It's that 2nd FG session that JOINS the first that you use to listen to the results of your configuration. Because for some reason, you aren't able to listen to ALL and EVERY chatsound that you configure and wanna test from your 1st FG session. That was a big headache to figure out and fix!

  10. #930
    Quote Originally Posted by TimeForAPint View Post
    ... Not sure how it chooses which one to play...
    As per the manual, it will play the one with the longest match.
    Dulux-Oz

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