Eh? Where the hell are you talking about? You asked how to install costum sounds? Well, you place the downloaded sound files in your ns/sounds/doors folder.
AFAIK the sounds for doors, platforms etc always have to be the default ones. You could place your own sounds with the same name at the same location, to make them override the default ones, but then they would <i>allways</i> override the default sounds, which is OK if you're building an entire single player MOD, but not desirable if you're just making one map.
You could get creative by using ambient_generic entities to play the sounds instead of the doors themselves. Of course these sources wouldn't move, so for a platform traveling over a considerable distance this again isn't a good option.
Combining trigger_relays with triggerstate <i>on</i> and <i>off</i> can turn such a looping ambient generic on or off, so that shouldn't be the problem. Try the doors of siege007 for an example, or probably the firedoors in SP Half-Life.
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Well, you place the downloaded sound files in your ns/sounds/doors folder.
You could place your own sounds with the same name at the same location, to make them override the default ones, but then they would <i>allways</i> override the default sounds, which is OK if you're building an entire single player MOD, but not desirable if you're just making one map.
You could get creative by using ambient_generic entities to play the sounds instead of the doors themselves. Of course these sources wouldn't move, so for a platform traveling over a considerable distance this again isn't a good option.