Keep a record of what doesn't work, please - I might be able to re-work the recognition code so that we can do things like what you are trying.
Actually, could everyone keep such a record - the more data the better the potential solution.
Cheers
Printable View
Keep a record of what doesn't work, please - I might be able to re-work the recognition code so that we can do things like what you are trying.
Actually, could everyone keep such a record - the more data the better the potential solution.
Cheers
Thank you very much for the answer :)
I will use the Miniboard like you say.
I know also you say that i shouldnt be linking Sounds directly to a map (dont know well why but if you say so there will be a good reason) but it will be nice (if it doesnt create any trouble) to have some day the option with the title. In some cases, like a trap door or opening a door, etc and nothing else its quickier to have the sound than to have to make a miniboard and then open it for only one sound. I hope you understand what i mean.
Anyway thank you very much for this awesome extension and from answering my question!!!!
Regards from one of your fans :D
Loving the extension and creating the soundboard is a snap. Theres somethink Im not quite groking with the new Chatsound functionality. I'm creating the sound string as before, clicking the new button to create the sound after assigning the trigger....but that's where I think I'm breaking down.
In my example, Im trying to automate a gunshot sound whenever the pc fires his pistol. I was using both "shooting: pistol" and when that failed "pistol" to trigger the chatsound - but doesn't seem to work. I see that the chat must travel over the internet so had a player log in to test, and no dice. Any idea from this description what Im leaving out?
Got a screenshot of the ChatBox and the ChatSouind Entry for us? That may help in determining what going wrong.
(And I'm going to assume that the Sounds Option in the FG Option List in turned "ON") :)
Cheers
Hey there Dulux-oz. First of all, I would like to thank your for your efforts in making Fantasy Grounds a better experience.
On to the question :)
I read that the auto-sound's are populated automatically. Indeed, when I go to the tab I see things like applyatk and and applydmg.
Question 1: Can you manually add them somehow?
Question 2: Could you have a different "applyatk" for each character? One guys swinging a sword that should "swish" and another has a bow (that should uh.. sound like a bow :)
Thanks again!
James
Here's the screenshot...
Hi James,
Glad you like things.
Autosounds are generated from internal messages generated by the FG-engine and the various rulesets, so the only way to add new ones is for the Devs and Community Devs to code them (instructions in post #2).
The Chatsound function, on-the-other-hand, is more "generic" in that it picks up strings of characters from the ChatBox - so if you'd like to do what you've indicated then work out what appears in the ChatBox when the event occurs and put that in the Trigger of a Chatsound.
Does that make sense?
Try it without the "Shooting:" part - the character recognition code isn't thjat sophisticated and we've already discovered that it doesn't like "[]" and "()" so I suspect it's getting hung up on ":".
As I said a few posts ago as people find these issues if they could keep a record I'll see about making the recognition code better.
Basically, we're all going to have to experiment for a week or two to see what works and what doesn't :)
Cheers
I believe so, however I haven't been able to get a attack roll to trigger a sound.
I read that "GM's can share MiniBoards with Players and can also create Chatsound Triggers which will automatically play Sounds whenever a give sequence of characters is sent from one computer to another to appear in the Fantasy Ground's Chatbox.
Does that mean that I can't test it locally? I have to have a player log in and attack to make it fire off?