Starfinder Playlist

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. #901
    Hey Dulux, is it possible to enable "hovering" titles on mouse hover for the sound links themselves?

  2. #902
    Sorry, do you mean "Tooltips": where some sort of information is displayed when the mouse is positioned (hovered) over the SoundLink?

    If that's what you mean, then I'll look into it, OK? If not, then what do you mean?

    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

  3. #903
    Is there any way to incorporate my own sounds into this? Either through the extension or to add them to my Syrinscape installation?

  4. #904
    Okay, been searching and I can't seem to find the answer to this, or may just be missing it totally.

    So if the chat output I am triggering off of is the following:
    Code:
    [ATTACK (M)] Dagger
    Attack [27] -> [at Stoken Arro] [HIT]
    How or can I set up the triggers so that when a dagger is making attack, it plays SOUND A if the attack HIT, SOUND B if it misses, SOUND C if it's CRITS, SOUND D if it AUTOMATICALLY MISSES?

  5. #905

    Join Date
    May 2013
    Location
    East Coast USA.
    Posts
    970
    Quote Originally Posted by Rilmarion View Post
    ...
    How or can I set up the triggers so that when a dagger is making attack, it plays SOUND A if the attack HIT, SOUND B if it misses, SOUND C if it's CRITS, SOUND D if it AUTOMATICALLY MISSES?
    You have to incorporate the messages that appear in the chat window. So for your first case, you would trigger off of (for example) "Attack","Dagger" and "HIT".

  6. #906

    Join Date
    May 2013
    Location
    East Coast USA.
    Posts
    970
    Quote Originally Posted by TimeForAPint View Post
    Is there any way to incorporate my own sounds into this? Either through the extension or to add them to my Syrinscape installation?
    Yes, people do it all the time. You just need to set up the filepath to the sound file.

  7. #907
    https://cdn.discordapp.com/attachmen...0/Untitled.jpg

    If I do that, it doesn't work. It stop working as soon as I put the third trigger of hit on. With just the first trigger or the first and second, it plays the sound when ever the first line is seen in chat:

    [ATTACK (M)] Dagger

    But when I add that third line, it no longer plays the sound, on a HIT or MISS.

  8. #908
    Quote Originally Posted by seycyrus View Post
    Yes, people do it all the time. You just need to set up the filepath to the sound file.
    Where do I do this?

  9. #909
    Quote Originally Posted by TimeForAPint View Post
    Where do I do this?
    Would writing the directory location in the "string' field work?

  10. #910
    Quote Originally Posted by Rilmarion View Post
    Would writing the directory location in the "string' field work?
    Why yes, yes it does!

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