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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. #281
    You can always start a 2nd instance of FG and connect to the 1st using "localhost" as the connection string.
    Dulux-Oz

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  2. #282
    Understand regarding the continued development. Having said that - Im not able to generate a Chatsound no matter what iteration I use - neither "Shooting: Pistol", "Shooting", nor "Pistol" work.


    Quote Originally Posted by dulux-oz View Post
    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

  3. #283
    Quote Originally Posted by Talen View Post
    Understand regarding the continued development. Having said that - Im not able to generate a Chatsound no matter what iteration I use - neither "Shooting: Pistol", "Shooting", nor "Pistol" work.
    OK, so you've turned on Sounds in the FG Options; you've got a 2nd instance of FG running and connected to the first, and you can hear a sound when you click on a SoundLink, yes?
    Dulux-Oz

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  4. #284
    Check, Check and Check (in addition, had another player log in and check to ensure no issues with local host). To be clear, I can hear the sounds and can manually launch the sounds- I just cant get the trigger for the Chatsounds to kick in.

    Quote Originally Posted by dulux-oz View Post
    OK, so you've turned on Sounds in the FG Options; you've got a 2nd instance of FG running and connected to the first, and you can hear a sound when you click on a SoundLink, yes?

  5. #285
    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)
    Dulux-Oz

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  6. #286
    Trenloe's Avatar
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    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.
    FG Wiki: How to Compile the FG Logs

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  7. #287
    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.

  8. #288
    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 )
    Dulux-Oz

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  9. #289
    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.
    Last edited by darrenan; November 4th, 2016 at 06:36.

  10. #290
    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.

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