Posted: Mon Mar 28, 2011 7:04 pm
Yes, this is done by the ubersound workaround.
Here's what you will use in you .scr file:
local.master = spawn ScriptMaster
local.master aliascache [aliasname] [soundfile] soundparms [basevolume] [randvolume] [basepitch] [randpitch] [mindist] [maxdist] [channel] loaded maps "YourMapNameHere"
Here's an example for your script:
main:
level waittill prespawn
local.master = spawn ScriptMaster
local.master aliascache tank_snd_fire2 sound/weapons/fire/Flak88Fire1.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "FlakFest"
end
Getting the flak to play the sound would be done like this:
$flak playsound tank_snd_fire2
This is just one of the many, many sound aliases you can copy from the ubersound.scr. You can find it in the Pak0.pk3
Note that this method will only work properly for the original MOHAA. It will not work with Spearhead or Breakthrough.
If this is a Spearhead or Breakthrough map, the second method is to write your own ubersound.scr and place it in the ubersound folder of your custom pk3. It can be of any title you want. Just use the setup and directory of the original ubersound.scr file.
I would recommend using the second method, as it is less prone to error.
Just as a reference, below is a portion of my ubersound script file. I gave it the title of BehindEnemyLines_Ubersound.scr
/////////////////////////////////////////////////////////
///////////////Behind Enemy Lines //////////////////
/////////////////////Sounds///////////////////////////
////////////////////////////////////////////////////////
settiki none
//==========================================================
// Jeep Sounds
//==========================================================
aliascache cache jeep_snd_idle sound/vehicle/veh_jeep_idle.wav soundparms 0.5 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_snd_run sound/vehicle/veh_jeep_move.wav soundparms 0.8 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_snd_revup sound/vehicle/veh_jeep_start.wav soundparms 1.2 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_snd_revdown sound/vehicle/veh_jeep_revdown.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_snd_shift2 sound/vehicle/veh_jeep_shiftout.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_snd_on sound/vehicle/veh_jeep_start.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_snd_start sound/vehicle/veh_jeep_on.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_snd_off sound/vehicle/veh_jeep_off.wav soundparms 1.5 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_snd_stop sound/vehicle/veh_jeep_off.wav soundparms 1.5 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_snd_doorclose sound/mechanics/DoorJeepClose_02.wav soundparms 1.2 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_tread_snd_dirt sound/vehicle/veh_tread_grass.wav soundparms 0.28 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_tread_snd_stone sound/vehicle/veh_tread_grass.wav soundparms 0.28 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_tread_snd_grass sound/vehicle/veh_tread_grass.wav soundparms 0.28 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_tread_snd_wood sound/vehicle/veh_tread_grass.wav soundparms 0.28 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_tread_snd_mud sound/vehicle/veh_tread_grass.wav soundparms 2.8 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_vehicle_crash sound/null.wav soundparms 0.7 0.4 1.0 0.5 100 1600 auto loaded maps "test_BehindEnemyLines"
end
If need a little more help understanding this, just let me know!

Here's what you will use in you .scr file:
local.master = spawn ScriptMaster
local.master aliascache [aliasname] [soundfile] soundparms [basevolume] [randvolume] [basepitch] [randpitch] [mindist] [maxdist] [channel] loaded maps "YourMapNameHere"
Here's an example for your script:
main:
level waittill prespawn
local.master = spawn ScriptMaster
local.master aliascache tank_snd_fire2 sound/weapons/fire/Flak88Fire1.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "FlakFest"
end
Getting the flak to play the sound would be done like this:
$flak playsound tank_snd_fire2
This is just one of the many, many sound aliases you can copy from the ubersound.scr. You can find it in the Pak0.pk3
Note that this method will only work properly for the original MOHAA. It will not work with Spearhead or Breakthrough.
If this is a Spearhead or Breakthrough map, the second method is to write your own ubersound.scr and place it in the ubersound folder of your custom pk3. It can be of any title you want. Just use the setup and directory of the original ubersound.scr file.
I would recommend using the second method, as it is less prone to error.
Just as a reference, below is a portion of my ubersound script file. I gave it the title of BehindEnemyLines_Ubersound.scr
/////////////////////////////////////////////////////////
///////////////Behind Enemy Lines //////////////////
/////////////////////Sounds///////////////////////////
////////////////////////////////////////////////////////
settiki none
//==========================================================
// Jeep Sounds
//==========================================================
aliascache cache jeep_snd_idle sound/vehicle/veh_jeep_idle.wav soundparms 0.5 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_snd_run sound/vehicle/veh_jeep_move.wav soundparms 0.8 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_snd_revup sound/vehicle/veh_jeep_start.wav soundparms 1.2 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_snd_revdown sound/vehicle/veh_jeep_revdown.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_snd_shift2 sound/vehicle/veh_jeep_shiftout.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_snd_on sound/vehicle/veh_jeep_start.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_snd_start sound/vehicle/veh_jeep_on.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_snd_off sound/vehicle/veh_jeep_off.wav soundparms 1.5 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_snd_stop sound/vehicle/veh_jeep_off.wav soundparms 1.5 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_snd_doorclose sound/mechanics/DoorJeepClose_02.wav soundparms 1.2 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_tread_snd_dirt sound/vehicle/veh_tread_grass.wav soundparms 0.28 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_tread_snd_stone sound/vehicle/veh_tread_grass.wav soundparms 0.28 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_tread_snd_grass sound/vehicle/veh_tread_grass.wav soundparms 0.28 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_tread_snd_wood sound/vehicle/veh_tread_grass.wav soundparms 0.28 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_tread_snd_mud sound/vehicle/veh_tread_grass.wav soundparms 2.8 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_vehicle_crash sound/null.wav soundparms 0.7 0.4 1.0 0.5 100 1600 auto loaded maps "test_BehindEnemyLines"
end
If need a little more help understanding this, just let me know!