View Poll Results: How should Autosounds Trigger?
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Multiple Choice Poll.
Thread: DOE: Sound Extension
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February 8th, 2017, 05:55 #581
@sammyyp03 - please provide a screenshot of the chat window after you load up the campaign, we need to see all of the versions of the rulesets etc. you're running. This sounds like a version mismatch somewhere. The quickest way to checking that is for you to provide a screenshot of the chat window showing everything that is loaded.
Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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February 8th, 2017, 06:54 #582
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Ok here you go Attachment 17820 Attachment 17821
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February 8th, 2017, 07:10 #583
So could you try it with nothing but the 5E Ruleset and the two DOEs, please - no themes, alternate decals, etc
And if that doesn't work, you could re-download the DOE: Base.Last edited by dulux-oz; February 8th, 2017 at 07:13.
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February 8th, 2017, 07:20 #584
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Attachment 17822
Tried it and i still get the same error
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February 8th, 2017, 07:28 #585
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Ok so Weird. I deleted all my extensions, re downloaded them. It doesnt work on my current campaign but when i created a new 5e campaign it works fine
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February 8th, 2017, 08:12 #586
Last edited by dulux-oz; February 12th, 2017 at 03:57.
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February 8th, 2017, 08:16 #587
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February 8th, 2017, 09:43 #588
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:
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).Last edited by Hector Trelane; February 8th, 2017 at 10:18. Reason: Added more info on error and its work-around.
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February 12th, 2017, 03:42 #589
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.
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February 12th, 2017, 04:12 #590
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)Last edited by dulux-oz; February 12th, 2017 at 04:17.
Dulux-Oz
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