No worries. As long as we got it working
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Oddly, I've reproduced this error in one spot (only)--when I (attempt to) create a new Mini-List in the Mini-List tab of the OLE window (v1.3). My workaround is to create a MiniBoard in the DOE: Sound Extension (v3.0) and drag the OLE "Sound" links to there--which is working fine.
Here's a screen shot of my what I've loaded, for reference: https://www.fantasygrounds.com/forum...chmentid=17823
Also oddly, sammyp03's fix worked for me too -- creating a new campaign eliminates the error (while the old campaign retains the error--perhaps because it was created prior to the current versions of the DOE Extensions in question).
Am wondering how hard (or if it's even possible) to make the triggers for sounds NOT case sensitive. The workaround is to make two versions of every word one capitalized and one not but was just wondering.
Also, if I understand correctly, if there are two triggers in a chat entry it will only use the first one. So in order to get two sounds off one entry, you have to make a sound trigger with trigger #1 and then a separate sound with trigger #1 and trigger #2.
Is that correct?
The issue with case sensitivity is that some people want it case sensitive and some don't - and I'm still trying to come up with a way of allowing this.
And at the moment the logic behind multiple triggers isn't quite right => and that feeds into everything else - which means I'm working on it.
The issue is that the Chat Sounds are compared to the ChatString in an arbitrary order, so each one has to be compared and the "best" match returned. Historically the "best" match has been determined to be the longest (ie the one with the most number of characters). When we go to ChatSounds with multiple triggers we get situations where a single trigger 5 characters long is a "better" match than a ChatSound with two 2 character long triggers - but is this correct? And if the answer is "sometimes" then that's not good enough for a computer: computers don't do well with "sometimes" only with "yes" or "no". :(
So I'm working on it - people need to have a little patience (I am doing this for free, after-all) :)
And @Hector: That's not the way that the DOE: OLE and the DOE: Sound were designed to work, and I strongly encourage people NOT to do this (even though at the moment the DOEs allow this to be done) - just because you can drive down the freeway the wrong way doesn't mean you should - and don't be surprised if you receive very little sympathy from the police and the judge when you appear before them = "But your Honour, the car manufactures and the people who built the road didn't build their things to stop people from doing that" :)
And @Rob: no, that's completely incorrect - you will only ever get one ChatSound triggering of a single Chat String. There is no way to get two ChatSounds triggering off of one Char String. The multi-trigger ChatSounds were put in place to allow for those Chat Strings with a "wildcard-value" in the middle. What should happen with those ChatSounds is that BOTH/ALL the triggers need to match (in the order they are defined) for the ChatSound to trigger - but that's not happening now due to a bug.
Note that it is possible for a single action to cause two or more Chat Strings to be displayed, and thus get two or more ChatSounds to trigger (one per Chat String)
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.
Do I have that right?
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.
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!
Getting the following when trying to create chatsounds in the Castles & Crusades ruleset:
I have made sure I have the latest sound, base, and OLE extensions, and I get this error with all other extensions disabled.Quote:
Runtime Notice: Host session started
Script Error: [string "wlListIconAdd"]:1: attempt to index upvalue 'oWindowNode' (a nil value)