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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. #671
    Quote Originally Posted by Laerun View Post
    The sound extension has a red "x" in the load up screen, I have never seen this before... any ideas? Eve when I try to create a new Campaign it remains.



    Laerun
    The red X means that the Extension is not compatible with the current Ruleset - check that you have the latest versions of the Extension AND the DOE: Base Extension (this one needs that DOE: Base)
    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

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  2. #672
    Quote Originally Posted by chawlee View Post
    Hi Everyone,

    I have been searching through this thread, but I still don't think I am understanding how to set this up correctly. I am having trouble getting chat sounds to work. In the photo below neither of the chat sounds I have created seem to be working. I have sounds enabled in the options so I know it is not that. If i create a sound that just says [ATTACK (M)] Dagger with no second trigger then it will play, but I can't get second triggers to work . Any help would be much appreciated. Thank you all so much!

    https://imgur.com/a/HajOh
    "[Attack (M)] Dagger" and "[Hit]" don't appear as part of the same chat-string, so the sound is not being triggered. Same with the other Chatsound.

    The Chatsound Trigger must be exactly the same as what appears in a single line of Chatbox output - Chatsound Triggers can't span multi-lines.

    Does that make sense?
    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

  3. #673
    Yes, I get it! i thought it was one text, as appears kind of together. But it is actually two, where as the extension can only due it via 1 line. Thanks for the help!

  4. #674
    Quote Originally Posted by dulux-oz View Post
    "[Attack (M)] Dagger" and "[Hit]" don't appear as part of the same chat-string, so the sound is not being triggered. Same with the other Chatsound.

    The Chatsound Trigger must be exactly the same as what appears in a single line of Chatbox output - Chatsound Triggers can't span multi-lines.

    Does that make sense?
    So if I am reading this properly there is no way that the attached sound string will work because the two chatsound triggers are on two separate lines?

    Attachment 18638
    FSHSchmo's Amazing Tabletop Discord Server - https://discord.gg/7RMAXfgSqd
    FSHSchmo's Amazing Tabletop Stream - http://twitch.tv/fshschmo
    FSHSchmo's Amazing Tabletop Podcast is available on
    Amazon Music/Audible, Apple Podcast, Google Podcast, Podbean, & Spotify.

  5. #675
    Quote Originally Posted by FSHSchmo View Post
    So if I am reading this properly there is no way that the attached sound string will work because the two chatsound triggers are on two separate lines?

    Attachment 18638
    That's correct - one Chatsound, one line in the Chat Box. The new Sound-Chain function allows you to "sort of" get around the one sound issue, but ATM there is no way to trigger off two separate lines of text in the Chat Box.
    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. #676
    I have been trying to integrate Syrinscape with Fantasy Grounds and have ran into an issue with the Chat Sound portion of the Sound tab in PFRPG. If I try to add a new Chat Sound, I get the following [Script Error: [string "wlListIconAdd"]:1: attempt to index upvalue 'oWindowNode' (a nil value)].

    It does not do this in 5e, I checked it to be sure. Also, I am running DOE Base v3.0 and Sound Extension v4.0

    Am I missing something?

    Thanks for any assistance!

  7. #677
    Quote Originally Posted by dulux-oz View Post
    That's correct - one Chatsound, one line in the Chat Box. The new Sound-Chain function allows you to "sort of" get around the one sound issue, but ATM there is no way to trigger off two separate lines of text in the Chat Box.
    How would you suggest creating two separate sound strings, one for a hit with a weapon and one with a miss? The one on the miss will just be the (insert weapon) swinging, the second sound string would be the weapon swinging and then string down to the weapon impact.
    FSHSchmo's Amazing Tabletop Discord Server - https://discord.gg/7RMAXfgSqd
    FSHSchmo's Amazing Tabletop Stream - http://twitch.tv/fshschmo
    FSHSchmo's Amazing Tabletop Podcast is available on
    Amazon Music/Audible, Apple Podcast, Google Podcast, Podbean, & Spotify.

  8. #678
    The way I did it is create sound for the weapon and one for the miss with a 10 delay. works freaking awesome, then you don't have to over-program.

    Attachment 18662

  9. #679
    Did everything according to the directions on the wiki and it did not work in my Fantasy Grounds. I am running the deluxe packs for the handbook, dungeonmasters guide, monster manual and volos. Could that be the issue? I did not forget to turn off the 3rd party feature in Syrinscape either. I also watched the online video by Fantasy Grounds going over the steps and followed those and it still does not work.

    Whoops, appears I'm a dumbass! I forgot to turn on the sound in Fantasy Grounds under options. Ugh.
    Last edited by kevdog45; April 30th, 2017 at 02:30.

  10. #680
    Quote Originally Posted by kevdog45 View Post
    I forgot to turn on the sound in Fantasy Grounds under options. Ugh.
    And we catch another one

    Don't worry kevdog, it's happened to quite a few people - I'm glad you got it sorted.

    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

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