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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. #291
    And one more regarding miniboards (again, still 3.5/PF): when I share a miniboard with a player, on the player side I see a <<New Sound>> entry is added to the miniboard with no sound link.

  2. #292
    i just noticed that the new versions of Syrinscape does not have the 3rd party tab. Could that be a problem?

  3. #293
    Quote Originally Posted by hotline View Post
    i just noticed that the new versions of Syrinscape does not have the 3rd party tab. Could that be a problem?
    I'm running the latest version of Syrinscape (v1.3.3-20160816 - Windows) which is also the version available for download from the Syrinscape Store, and I've got 3rd Party Integration - click on the Settings icon in the bottom-left corner of Syrinscape and then you can Enable/Disable 3PI from the resulting window.

    And besides, there's a Library of SoundLinks available (a module - read the Thread/Doco/Wiki)

    Cheers
    Dulux-Oz

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  4. #294
    We used the extension in a full session yesterday I figured out that the ( ) [] when between a sequence of letters seems to stop autochat trigger.

    Example: "Attack: [37] (Greatsword) [to TestDude] [HIT]"

    Chatsound will autotrigger fine for "Attack" or "to TestDude", "Greatsword" or "HIT"
    But will fail for "Attack HIT" or "Greatsword HIT" or also "[to TestDude] [HIT]"

    I also think (have to test again) that two triggers in the same sentence will make the second one to fail:
    If you have 2 different triggers and sounds "Greatsword" and "HIT" created with the above example only "Greatsword" trigger will work, the others seems to be skipped.

    Happy to give more details/tests if I can, as I really enjoy this extension.
    Last edited by Glad; November 4th, 2016 at 12:09.

  5. #295
    Yeah, once the system finds a trigger-match it'll stop looking, hence the 2nd sound won't trigger (its not being found). It may be possible to change things so that the system keeps looking until it goes through all the Chatsounds, but there will be consequences and complications in getting the system NOT to play sounds, hence being designed the way it is.

    I'm still going to see about getting the system to recognize '"[", etc, but it'll take me a while.

    I've also got to see why darran's got Miniboard issues - give me some time, but everyone keep us all up to date on how things are working for you all

    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

  6. #296
    Quote Originally Posted by Glad View Post
    We used the extension in a full session yesterday I figured out that the ( ) [] when between a sequence of letters seems to stop autochat trigger.

    Example: "Attack: [37] (Greatsword) [to TestDude] [HIT]"

    Chatsound will autotrigger fine for "Attack" or "to TestDude", "Greatsword" or "HIT"
    But will fail for "Attack HIT" or "Greatsword HIT" or also "[to TestDude] [HIT]"

    I also think (have to test again) that two triggers in the same sentence will make the second one to fail:
    If you have 2 different triggers and sounds "Greatsword" and "HIT" created with the above example only "Greatsword" trigger will work, the others seems to be skipped.

    Happy to give more details/tests if I can, as I really enjoy this extension.
    How did you get it display the weapon name on an attack roll? Mine only goes "Attack[x] -> [at target][HIT/MISS]"

  7. #297
    Thanks dulux-oz for your reply. I have tried looking there and i see no option for 3rd party. Attachment 16074

  8. #298
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    Quote Originally Posted by hotline View Post
    Thanks dulux-oz for your reply. I have tried looking there and i see no option for 3rd party. Attachment 16074
    Looks like the boardgame version doesn't have it. The Fantasy and SciFi versions do.
    FG Wiki: How to Compile the FG Logs

    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!

  9. #299
    Thank TrenLoe. But the board game version has the spell sound effects. The Fantasy has only 4 or 5 total. The Board game has a bunch and in both Male and Female voices. I was wanting to use these sound effects for Casting and Spell sounds.

  10. #300
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    Quote Originally Posted by hotline View Post
    Thank TrenLoe. But the board game version has the spell sound effects. The Fantasy has only 4 or 5 total. The Board game has a bunch and in both Male and Female voices. I was wanting to use these sound effects for Casting and Spell sounds.
    Ask Syrinscape directly to add them in - it's their product.

    Also, if you want spell effects, load up Fantasy Syrinscape and look for "Ezren - Male Wizard" and "Kyra - Female Cleric", they both come with lots and lots and lots of spell sound effects.
    FG Wiki: How to Compile the FG Logs

    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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