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.
  1. #1011

    Join Date
    Apr 2008
    Location
    Virginia Beach
    Posts
    3,085
    Dulux needs to weigh in.

  2. #1012
    dulux-oz's Avatar
    Join Date
    Jan 2012
    Location
    Australia
    Posts
    4,056
    Blog Entries
    14
    Quote Originally Posted by Grimlore View Post
    ... three options exist: Sound - AutoChat, Sound - Autosound, & Sound - Miniboard. If I click all these for my export, will this also export the Sounds & Setup tabs when I activate the exported module in another campaign?
    No, but you won't need them - use the Sounlinks on the MiniBoards: that's one reason the MiniBoards were created.

    The DOM SoundLink Module (mentioned (previously) a few posts ago and available from the DM's Guide) is basically exactly how/what you want to set up. It consists of a bunch (over 4000) of MiniBoards each with a Soundlink to one of the existing Syrinscape 1-Shots Sounds and/or Moods. The Fantasy Grounds Sounds Module by Rob2e (also available from the DM's Guide after Rob arranged for an appropriate license) is basically the same - although he used a smaller set of 5E-specific SoundLinks attached to ChatSounds instead of MiniBoards.
    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

    Read my FG Blog here.

    Watch our games on Twitch: www.twitch.tv/dulux_oz

    Support Ongoing Video, Ruleset & Extension Development: via PayPal (Send To: [email protected])

    YouTube Channel/Tutorial Playlists: www.youtube.com/c/duluxoz

  3. #1013
    I've tried so many searches and different attempts at getting separate chat sounds for a specific weapon hit, miss and critical. No matter what i do, i can't seem to get it to work.

    Am i wrong to assume that it's currently not possible with this extension in PFRPG?

  4. #1014
    dulux-oz's Avatar
    Join Date
    Jan 2012
    Location
    Australia
    Posts
    4,056
    Blog Entries
    14
    Yes, you are (probably) wrong

    Why don't you post a description of what you are trying to acheive and a screenshot of what you have tried to do - then the Community can have a look and see how we can help - OK?

    Oh, and Welcome! to the Community
    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

    Read my FG Blog here.

    Watch our games on Twitch: www.twitch.tv/dulux_oz

    Support Ongoing Video, Ruleset & Extension Development: via PayPal (Send To: [email protected])

    YouTube Channel/Tutorial Playlists: www.youtube.com/c/duluxoz

  5. #1015
    Quote Originally Posted by dulux-oz View Post
    Yes, you are (probably) wrong

    Why don't you post a description of what you are trying to acheive and a screenshot of what you have tried to do - then the Community can have a look and see how we can help - OK?

    Oh, and Welcome! to the Community
    Thank Dulux-Oz!

    Wow! That was quick! Happy Australia/Invasion day!

    I've had a crack at the triggers for the results of each weapon hit, but can't seem to get it to work properly as FG puts the weapon type on one line and the result on the next. At least, that's what i think is happening at the moment.

    Anyways, here's a snapshot of what i'm trying to do. Thanks so much for your help and all your hard work so far!
    Hit miss crit.jpg

    (Edit: I just noticed I've put Crit and Miss the wrong way around. That's what i get for rushing through putting an example together after this many beers.)
    Last edited by anj; January 26th, 2018 at 11:27.

  6. #1016
    dulux-oz's Avatar
    Join Date
    Jan 2012
    Location
    Australia
    Posts
    4,056
    Blog Entries
    14
    A ChatSound only works over a single line of text in the FG Chat Window - this is simply the way it works and is fundamental to the DOE: Sound (ie is the same in all Rulesets). As there is no single line in the Chat window that has "ATTACK", "Longsword" and "Critical" in it (or "Hit" and/or "Miss", respectively) - in that order - the ChatSound is not being triggered.

    Somewhere in this thread this has come up before, and I can't remember the solution - or even if there was a solution. All I can suggest at this stage is have a look at the previous posts in the thread and see if you can find them, and/or wait to see if someone else can chime in with how they solved the issue.
    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

    Read my FG Blog here.

    Watch our games on Twitch: www.twitch.tv/dulux_oz

    Support Ongoing Video, Ruleset & Extension Development: via PayPal (Send To: [email protected])

    YouTube Channel/Tutorial Playlists: www.youtube.com/c/duluxoz

  7. #1017
    damned's Avatar
    Join Date
    Mar 2011
    Location
    Australia
    Posts
    19,529
    Blog Entries
    1
    I think you have to break it into three sounds:

    ATTACK
    LONGSWORD
    = Swooosh sound

    CRITICAL HIT
    = Yeeeeaaaargghh

    [HIT]
    = Squelch

    And no sound for miss or a mumbled curse...

    MoreCore - Generic Ruleset
    --- Projects ---
    Extensions | Tutorials | MoreCore | MoreCore Themes | Call of Cthulhu | Maelstrom | FG Con

  8. #1018
    Zacchaeus's Avatar
    Join Date
    Dec 2014
    Location
    Scotland
    Posts
    11,843
    Your sounds need to feed off each line in the chat window; and as Dulux says since the attack string and the result (hit/miss/crit) strings are separate lines then you can't have both things in the same chat sound.

    So your first sound is the actual attack and you need to have things exactly as they appear in the chat and in the same order. So for the attack you need ATTACK (M) in the first line. In the second line (or it could be the third line with nothing in the second) you'll need 'Longsword'. You can then match that to whatever sound you want.

    If you want a different sound for a critical hit then you'll need another sound string with the first line being Attack and the third line being CRITICAL HIT (you don't need anything in the second line).

    Now I'm doing this from memory so I may well be wrong so you might need to experiment a little.
    Last edited by Zacchaeus; January 26th, 2018 at 14:16.
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea to the wish list http://fg2app.idea.informer.com/

  9. #1019
    Thanks guys. I figured that's what was causing the issue, but thought it might be worth a shot asking the community.
    I've set it up to just make the 'HIT' noise when the damage is rolled.

    During my travels, i found one user who had modified part of the code to get the weapon name in the same line as the result, but was not allowed to share the code due to some legal issues.
    Last edited by anj; January 26th, 2018 at 22:13.

  10. #1020

    Join Date
    Jun 2013
    Location
    Isanti, MN
    Posts
    2,874
    Quote Originally Posted by anj View Post
    During my travels, i found one user who had modified part of the code to get the weapon name in the same line as the result, but was not allowed to share the code due to some legal issues.
    We share code all the time. Sounds like something that would be pretty easy to implement as an extension.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

Log in

Log in