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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. #321
    Awesome! Looking forward to trying it in my Unknown Whom game Sunday morning!
    Live stream: https://www.twitch.tv/gwydione
    Youtube replays of fg sessions and tutorials: https://www.youtube.com/channel/UCQr...bIpAauZB41z8gA

    Free stuff:
    D&D5e FAQ module for fg: http://www.dmsguild.com/product/196704/FAQs
    FG 5e Module Conversions: https://tinyurl.com/y6awo2la
    Map Maker Conversion: https://tinyurl.com/y3awlo4b
    Roll Player Conversion: https://tinyurl.com/y399kffz
    Rangers of Shadow Deep Conversion: https://tinyurl.com/rnyrgwg

  2. #322
    Thank you very much!!

  3. #323
    Hey dulux-oz. Having so much fun with your hard worked extension. One thing of note that i have noticed. I like to DM my game with the option of CHAT: SHOW GM ROLL __ OFF.
    With this option off, any of the Hidden rolls do not trigger the CHAT-SOUND audios. Any CHAT phrases that follow the:
    Attachment 16297
    will not trigger the sound.

    When i have the Option turned ON then i works as intended. I know can roll in the tower to hide my rolls, so that is what i am doing, or i can just roll outside the chat window to hide my rolls.
    I believe the graphic "?" has something to do with it.
    If that is something that can be tweaked, or if im doing something wrong, please guide me.

    Thanks
    Last edited by hotline; November 12th, 2016 at 08:34.

  4. #324
    No, that's working as designed - the ChatSound Triggers are only triggered when chat text flows across the Internet (even if its just from the GM's host to the GM's host). With a hidden roll that doesn't happen. Getting a ChatSound to trigger from a hidden role is going to take some more/different coding - so let me look into it, OK?
    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

  5. #325
    wow thanks brotha, that was fast. i was busy editing my post while you were replying.
    I believe the graphic "?" has something to do with it.

  6. #326
    Trenloe's Avatar
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    Quote Originally Posted by hotline View Post
    I believe the graphic "?" has something to do with it.
    The ? is not an error. It is just an indicator to the GM that their roll is hidden. This is standard in FG rulesets (it can also be a shuttered eye icon). More info here: https://www.fantasygrounds.com/wiki/..._Chat_Messages
    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!

  7. #327
    Hey there, I just followed the Manual and I think I've done everything.

    It is working correctly, sending sounds through Syrinscape - TS second identity: the problem occurs everytime I speak and sometimes for no other reason, because the second TS identity (the one using Virtual Audio Cable) suddenly disable itself on TS ("Speakers/Headphones disabled"). What's wrong with that?

  8. #328
    Quote Originally Posted by AndreBLJ View Post
    Hey there, I just followed the Manual and I think I've done everything.

    It is working correctly, sending sounds through Syrinscape - TS second identity: the problem occurs everytime I speak and sometimes for no other reason, because the second TS identity (the one using Virtual Audio Cable) suddenly disable itself on TS ("Speakers/Headphones disabled"). What's wrong with that?
    Hmmm.. When you open teamspeak and look at the options, click on "capture". For your profiles, you should have two profiles. One for your voice and one for syriscape. Your capture device should be your mic. Your capture device for syrinscape should be the virtual audio cable. For playback, your voice should be default and syrinscape does not need a playback profile. Does this all look correct? I'm thinking that actually your syrinscape profile will always show the speakers/headphones disabled as it doesn't need to playback anything. I suspect it actually is all working correctly unless your players aren't hearing the sounds when you test them.
    Live stream: https://www.twitch.tv/gwydione
    Youtube replays of fg sessions and tutorials: https://www.youtube.com/channel/UCQr...bIpAauZB41z8gA

    Free stuff:
    D&D5e FAQ module for fg: http://www.dmsguild.com/product/196704/FAQs
    FG 5e Module Conversions: https://tinyurl.com/y6awo2la
    Map Maker Conversion: https://tinyurl.com/y3awlo4b
    Roll Player Conversion: https://tinyurl.com/y399kffz
    Rangers of Shadow Deep Conversion: https://tinyurl.com/rnyrgwg

  9. #329
    Quote Originally Posted by darrenan View Post
    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.
    I can make this happen the other way as well. First create a new campaign. Then create a new miniboard with no sound links in it and then close it. Finally open a module with existing miniboards in it. You will see that the miniboard created prior to opening the module has the same sound links as one of the miniboards from the module. I suspect there is an XML element naming collision happening.

  10. #330
    Thanks for the further info Darrenan - I'm still working on what's causing it
    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

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