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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. #521
    Quote Originally Posted by Jay_NOLA View Post
    Beginner question about the extension.
    How do you delete sounds?
    I've got a couple of New Auto-Sounds and Chat sounds that I want to remove along with a Mini-Board and I don't know hot delete them. As I have no Delete Item option.
    My screenshot attached will be different because of the theme I use but same concept. There should be a circle with a slash through it at the bottom right of the sound popup. See where I circled in the attached screenshot. Once you click that it will open up the red slashes next to each chatsound as per the attached image. Just click on one of them to delete a sound.
    Live stream: https://www.twitch.tv/gwydione
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  2. #522

    Join Date
    Nov 2016
    Location
    New Orleans, LA, USA
    Posts
    195
    Thanks,
    I was able to delete the sounds.

  3. #523
    Quote Originally Posted by Jay_NOLA View Post
    Beginner question about the extension.
    How do you delete sounds?
    I've got a couple of New Auto-Sounds and Chat sounds that I want to remove along with a Mini-Board and I don't know hot delete them. As I have no Delete Item option.
    There should be an edit button at the bottom/right of the window, hit that and it allows to create new or d we delete

  4. #524
    Quote Originally Posted by christophersons View Post
    I'm trying to use the string "Parry: 7 -> Miss!" to Trigger in Chatsound. But i would like to use for any number of Parry "Parry: X -> Miss!". Can I use a neutral character in place of the number? Or can I split the sequence in two for the same trigger? like "Parry ; Miss!". Sorry for my bad english gramar....
    Teaser Alert!

    This functionality is now incorporated into the next version of the Extension - however, it won't be released until FGv3.2.2 is released

    Cheers
    Dulux-Oz

    √(-1) 2^3 Σ Π
    ...And it was Delicious!


    Alpha-Geek
    ICT Professional
    GMing Since 1982
    NSW, Australia, UTC +10
    LinkedIn Profile: www.linkedin.com/in/mjblack

    Watch our games on Twitch: www.twitch.tv/dulux_oz

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    Past Games, etc, on my YouTube Channel: www.youtube.com/c/duluxoz

  5. #525

    Join Date
    Apr 2008
    Location
    Virginia Beach
    Posts
    3,096
    Thanks, Dulux!

  6. #526

    By the gods!

    When? When?
    Sorry for the pressure!!! rssss

    obs: i am still using 3.2.2

    Thanks man!
    Last edited by christophersons; January 13th, 2017 at 18:22.

  7. #527
    Hi Everybody,

    I've just placed an update to the Extension on the first post. Be aware that you will also need to download the new version of the DOE: Base Extension.

    As normal, if you have any issues or suggestions then please let me know.

    Enjoy!

    Cheers
    Dulux-Oz

    √(-1) 2^3 Σ Π
    ...And it was Delicious!


    Alpha-Geek
    ICT Professional
    GMing Since 1982
    NSW, Australia, UTC +10
    LinkedIn Profile: www.linkedin.com/in/mjblack

    Watch our games on Twitch: www.twitch.tv/dulux_oz

    Support Me on Patreon: www.patreon.com/duluxoz

    Past Games, etc, on my YouTube Channel: www.youtube.com/c/duluxoz

  8. #528
    Is it possible to add a delay time for the sound trigger? Like when there is a successful attack, in case there are two sound trigger for a single action, but the sounds overlap and you can not distinguish one sound from the other.

  9. #529
    I don't know - I'll have to look into it.

    But I have a feeling that because FG is asynchronist it might not be possible

    Edit: Actually, thinking about this some more (in my late-night-addled-brain-state) unless I've make a massive coding error its not possible to trigger two Chatsounds off the same Chat Box string. The way the Chatsound system works is that it scans the entire Chatsound list looking for the best (ie longest) match of a Chatsound trigger to the Chat Box string, and then plays the best one found. So even if you've got two Chatsound triggers the same in two different Chatsound Entries only one of them will play.

    But it's not the Chatsound that plays the sound; the Chatsound sends an OOB Message to all the connected computers which is picked up by other parts of the DOE: Sound which then plays the sound.

    And even that's not true - its not that the DOE: Sound plays the sound; it sends a command to Syrinscape to play the sound.

    The only way you'd get two sounds playing off the same Chat Box string is if you had a Chatsound and an Ausotsound with the Autosound triggered off the OOB Message cause FG to display the Chat Box string.

    Unless I've made a massive coding/logic blunder
    Last edited by dulux-oz; January 19th, 2017 at 12:57.
    Dulux-Oz

    √(-1) 2^3 Σ Π
    ...And it was Delicious!


    Alpha-Geek
    ICT Professional
    GMing Since 1982
    NSW, Australia, UTC +10
    LinkedIn Profile: www.linkedin.com/in/mjblack

    Watch our games on Twitch: www.twitch.tv/dulux_oz

    Support Me on Patreon: www.patreon.com/duluxoz

    Past Games, etc, on my YouTube Channel: www.youtube.com/c/duluxoz

  10. #530
    Like this:

    Attachment 17497

    For an attacking action, I have a sound trigger for "Fighting: Short Sword" and a sound trigger for "..] Parry: 7 -> Hit!" (The colon at the beginning is part of the name of the character to differentiate whether it is male or female: ".." for woman and "." For man to differentiate the sounds of each type.. kkkkkkkk!!!. When I make the attack these two sounds overlap.

    Edit: I understood what you said
    Last edited by christophersons; January 19th, 2017 at 13:51.

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