I use func_doors for walls that dont move where I want a surface that cannot
be defaced by sprays. Most of the maps I make are for my organisation
specifically and I place a fun_door near exits that are coated with the
server rules, special key bindings etc that may be active on that particular
server.
Utilizing a func_door prevents a spray from covering information a new
player on our servers may need to know.
Yes it is in the MOTD but walking people through looking at the MOTD is like
pulling teeth, people are soo lazy. I do this so when people ask a question
I cn say did you read this sign right here? I also make sure that the signs
are readable no matter how low their resolution is set.

On Tue, Jul 27, 2010 at 2:00 PM,
<hlmappers-requ...@list.valvesoftware.com>wrote:

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>   1. [TF2] Destroying/Knocking Stickies off of Objects that    Move.
>      (Daryl Brigner)
>   2. Re: [TF2] Destroying/Knocking Stickies off of Objects     that
>      Move. (Major Johnson)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Tue, 27 Jul 2010 11:28:54 -0400
> From: Daryl Brigner <dbrig...@gmail.com>
> Subject: [hlmappers] [TF2] Destroying/Knocking Stickies off of Objects
>        that    Move.
> To: Discussion of Half-Life Mapping <hlmappers@list.valvesoftware.com>
> Message-ID:
>        <aanlktiks-15kmayctyek4b5lg8xlhsitfr0gbcwwy...@mail.gmail.com>
> Content-Type: text/plain; charset=ISO-8859-1
>
> Couple of questions here actually.  Couldn't find info anywhere else.
>
> 1. How to remove stickies that were stuck on objects that have already
> moved.  Leaves stickies in the air.
>    -I've figure out how to get rid of buildings when I need to.  I just
> encompass the brushes in a Trigger_Hurt that is filtered for anything not a
> client, and then enable it for a second when the bridge/Func_Door starts
> moving.  What I can't figure out how to do is get rid of the stickies that
> are either sticking to, or resting on, the Func_Door.  They just end up
> floating in air after the door opens/closes
>
> 2. How to allow stickies to actually "stick" to a Func_Door.  Right now
> there are some Func surfaces that stickies just bounce across.  Is there a
> way to make them stick to these objects?
>
> Thanks for you help guys.
>
> -Daryl "RenStrike" Brigner
>
>
> ------------------------------
>
> Message: 2
> Date: Tue, 27 Jul 2010 11:43:35 -0400
> From: Major Johnson <draco...@gmail.com>
> Subject: Re: [hlmappers] [TF2] Destroying/Knocking Stickies off of
>        Objects that Move.
> To: Discussion of Half-Life Mapping <hlmappers@list.valvesoftware.com>
> Message-ID:
>        <aanlkti=3xpqfkrtcho9f_v+djgxdurfoumzfc70=m...@mail.gmail.com>
> Content-Type: text/plain; charset=ISO-8859-1
>
> I thought stickies just bounced off func_doors...
>
> Is there a volume entity that you could use to trigger a kill action on
> anything inside the volume?  I'd be pretty certain that stickies would
> respond to that.
>
> Draco18s
>
>
> On Tue, Jul 27, 2010 at 11:28 AM, Daryl Brigner <dbrig...@gmail.com>
> wrote:
>
> > Couple of questions here actually.  Couldn't find info anywhere else.
> >
> > 1. How to remove stickies that were stuck on objects that have already
> > moved.  Leaves stickies in the air.
> >    -I've figure out how to get rid of buildings when I need to.  I just
> > encompass the brushes in a Trigger_Hurt that is filtered for anything not
> a
> > client, and then enable it for a second when the bridge/Func_Door starts
> > moving.  What I can't figure out how to do is get rid of the stickies
> that
> > are either sticking to, or resting on, the Func_Door.  They just end up
> > floating in air after the door opens/closes
> >
> > 2. How to allow stickies to actually "stick" to a Func_Door.  Right now
> > there are some Func surfaces that stickies just bounce across.  Is there
> a
> > way to make them stick to these objects?
> >
> > Thanks for you help guys.
> >
> > -Daryl "RenStrike" Brigner
> > _______________________________________________
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> > please visit:
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> >
>
>
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> End of hlmappers Digest, Vol 29, Issue 8
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>
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