download link for the simple test mod: mod_test.zip
unzip it into the root folder of COD1 and start with "CoDMP.exe +set fs_game test +set g_gametype tdm +map mp_carentan"
the mod only changes the vanilla tdm.gsc; here is the diff:
PHP Code:
diff --git a/tdm_old.gsc b/tdm.gsc
index f8b7911..cfe9e15 100644
--- a/tdm_old.gsc
+++ b/tdm.gsc
@@ -642,11 +642,34 @@ Callback_PlayerKilled(eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDi
self thread respawn();
}
+test()
+{
+ self endon("death");
+ self endon("disconnect");
+ self endon("spectate");
+
+ self iprintln("*** enter thread");
+ wait 1.0;
+ self playsound("whizby");
+ wait 1.0;
+
+ while (1) {
+ org = spawn("script_origin", self.origin);
+ self iprintln("***", self.origin, org.origin);
+ org playsound("whizby");
+ wait 1.0;
+ org delete();
+ }
+}
+
spawnPlayer()
{
self notify("spawned");
self notify("end_respawn");
+ self iprintln("*** spawned");
+ self thread test();
+
resettimeout();
self.sessionteam = self.pers["team"];
i'm starting to think that either there is some sort of a flag that disables sounds for spawned entities or that the sound aliases for spawned entities demand something special (yet i've tried pretty much all sound alias flags already).
note: i also have cod:uo-1.51 and there even the first self playsound("whizby"); doesn't work.