I wouldn't add a speaker, as jv_map said, because the normal sounds will still be heard as well--using a func_door.
Here are the key/values to change the sounds of the door.
Key: sound_close_end
Value: snd_step_paper // null.wav to kill normal sound
Key: sound_close_start
Value:
fence_roll_open
Key: sound_open_end
Value: snd_step_paper // null.wav to kill normal sound
Key: sound_open_start
Value:
fence_roll_open
Now that you have "fence_roll_open" in the door entity, you need to make that alias work for your map's game type--normally only works for map m2l2 (singleplayer), as you can see in this line from the ubersound script.
aliascache fence_roll_open sound/mechanics/Fence_Open.wav soundparms 1.2 0.0 1.1 0.0 160 1600 item loaded maps "m2l2 "
To fix it, you'll need to add this above "level waittill prespawn" in your map's script.
Code: Select all
local.master = spawn ScriptMaster
local.master aliascache fence_roll_open sound/mechanics/Fence_Open.wav soundparms 1.2 0.0 1.1 0.0 160 1600 item loaded maps "m dm obj train "
Hope that helps!