I ran across the same "needs an alias in ubersound.scr" errors a few times. There's a few ways to potentially solve this. In your aliascache lines, change "m t dm moh obj" to "0 1 2 3 4 5 6 7 8 9 a b c d e f g h i j k l m n o p q r s t u v w x y z " and that should cover just about all possible map names.
A second way is to add individual aliascaches inside each map's .scr file before "level waittill spawn" by spawning a scriptmaster, code examples below:
Code:
local.master = spawn scriptmaster
local.master aliascache king_snd_idle sound/vehicle/veh_tank_idle1.wav soundparms 0.5 0.0 1.0 0.0 800 4000 auto loaded maps "0 1 2 3 4 5 6 7 8 9 a b c d e f g h i j k l m n o p q r s t u v w x y z "
local.master aliascache king_snd_run sound/vehicle/veh_tank_run1.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "0 1 2 3 4 5 6 7 8 9 a b c d e f g h i j k l m n o p q r s t u v w x y z "
Code:
local.master0 = spawn ScriptMaster
local.master0 aliascache timer01 sound/items/Item_Timer_01.wav soundparms 1.5 0.0 1.0 0.0 400 3000 auto loaded maps "0 1 2 3 4 5 6 7 8 9 a b c d e f g h i j k l m n o p q r s t u v w x y z "
local.master1 = spawn ScriptMaster
local.master1 aliascache fireplace1 sound/amb/Amb_FirePlace.wav soundparms 2.0 0.0 1.0 0.0 400 5000 auto loaded maps "0 1 2 3 4 5 6 7 8 9 a b c d e f g h i j k l m n o p q r s t u v w x y z "
A third way (my preferred method) is to place all your added aliascache sounds into its own script, then exec that script into your map .scr file before "level waittill spawn". The exec'd script uses "level.mapname = getcvar mapname" to guarantee that the sound gets precached for the map. Examples below are from my mods:
Code:
main: // map script
// ...
level waittill prespawn
// ...
exec global/aliascache_triggersounds.scr // precache DM stuff
// ...
level waittill spawn
end
Code:
main: // aliascache_triggersounds.scr
level.mapname = getcvar "mapname"
local.woodgate = spawn scriptmaster
local.woodgate aliascache gate_wood_open sound/mechanics/GateWoodOpen_01.wav soundparms 1.2 0.2 0.8 0.2 160 1600 item loaded maps level.mapname
local.woodgate2 = spawn scriptmaster
local.woodgate2 aliascache gate_wood_close sound/mechanics/GateWoodClose_01.wav soundparms 1.2 0.2 0.8 0.2 160 1600 item loaded maps level.mapname
local.master = spawn scriptmaster
local.master aliascache exp_searchlight sound/weapons/explo/Explo_Searchlight1.wav soundparms 0.9 0.2 0.8 0.4 1000 8000 auto loaded maps level.mapname
local.master0 = spawn ScriptMaster
local.master0 aliascache timer01 sound/items/Item_Timer_01.wav soundparms 1.5 0.0 1.0 0.0 400 3000 auto loaded maps level.mapname
local.master1 = spawn ScriptMaster
local.master1 aliascache fireplace1 sound/amb/Amb_FirePlace.wav soundparms 2.0 0.0 1.0 0.0 400 5000 auto loaded maps level.mapname
local.master2 = spawn ScriptMaster
local.master2 aliascache gastank_explo1 sound/weapons/explo/Explo_GasTank1.wav soundparms 1.0 0.2 0.8 0.4 800 7000 weapon loaded maps level.mapname
local.master3 = spawn ScriptMaster
local.master3 aliascache gastank_explo2 sound/weapons/explo/Explo_GasTank2.wav soundparms 1.0 0.2 0.8 0.4 800 7000 weapon loaded maps level.mapname
local.master4 = spawn ScriptMaster
local.master4 aliascache bombpickup1 sound/items/Item_BangaloreAssemble_01.wav soundparms 1.0 0.2 0.9 0.1 250 1000 auto loaded maps level.mapname
local.master5 = spawn ScriptMaster
local.master5 aliascache bombpickup2 sound/items/Item_BangaloreAssemble_02.wav soundparms 1.0 0.2 0.8 0.4 250 1000 weapon loaded maps level.mapname
local.master6 = spawn ScriptMaster
local.master6 aliascache bombpickup3 sound/items/Item_BangaloreAssemble_03.wav soundparms 1.0 0.2 0.8 0.4 250 1000 weapon loaded maps level.mapname
local.master7 = spawn ScriptMaster
local.master7 aliascache bombpickup4 sound/items/Item_BangalorePickup_01.wav soundparms 1.0 0.2 0.8 0.4 250 1000 weapon loaded maps level.mapname