You can always start a 2nd instance of FG and connect to the 1st using "localhost" as the connection string.
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You can always start a 2nd instance of FG and connect to the 1st using "localhost" as the connection string.
I don't know mate, I've just set up a Chatsound (using the Laser Sound) with a name of "Pistol" and a Trigger of "Pistol" and when I type "Pistol"(without the quotes) into the Chatbox I hear the Laser shot. I'm on CoreRPG when I test this.
All I can think of is (1) Do you have any spaces in the trigger string (front and/or back), & (2) you did press the "Create Sound" Button to the right of the Sound and below the SoundString.
What Ruleset are you using? (And I assume you don't have any other Extensions loaded)
Works OK for me. Make a Chatsound called "Laser" with a one-shot Laser blast from the Sci-Fi Syrinscape. I get the sounds when I type Laser and press return. I don't even need a client up and running, just the GM side.
Found the root cause....even though the basic functionality works in the Savage Worlds ruleset, it does not appear to work with the Chatsound functionality (Sound Board and Automated DO work). When I test in 5e, the full functionality, including Chatsound work for me.
OK, I'll take a look and see what I can work our re: SavageWorlds (actually, I'm not surprised SavageWorlds was the cause - its the one Ruleset that always gives me the most trouble :) )
Doesn't seem to work for me in PFRPG/3.5 ruleset. Double checked that the sound link itself worked (Sad Trombone from Syrinscape), so I can manually trigger the sound within FG, and even from within the chatsound window. I then created a chatsound with name epicfail and trigger epicfail, but it doesn't fire from either GM or player side when I type epicfail and hit enter.
EDIT: Hmm, I messed around with it a bit and it seems to work most of the time. I deleted the epicfail one above, created a few different ones that all worked, then came back and tried epicfail again, and it worked. No idea what was different.
Another issue, this one regarding miniboards (still in 3.5/PF ruleset). Steps:
1. Create a module that includes some miniboards and export the module with the miniboards in it.
2. Create a campaign and open the module created in the previous step. So far so good, miniboards and sounds from the imported module work fine.
3. Now, if I try to create a new miniboard in the campaign, it seems to link the new miniboard with one of the imported ones. The new miniboard will contain the same sound links as one of the imported ones, and if I edit the new one (delete the sound links in it for instance) it also changes the imported one. It does this regardless of which groups I have selected. All, None, specific group, all behaved the same way.
My intention was to create a bunch of module-specific miniboards in the module campaign, and have them exported. And then in the main campaign have one miniboard per-player that I could share with them so they could trigger character-specific sounds.