1. Usually, all players begin a round in a "start-up" or "holding" area. Would that be a good place to post the server's House Rules on the walls? That way, stickies not sticking to func_door doesn't matter, and nobody can cover up the Rules with sprays.
2. If not, then you ought to make a func_door that looks like a big sign hanging on a wall, and then put your message on that sign brush. Then attach the sign brush to the wall. Tada, you now have House Rules in-map and the whole wall is not a func_door. 3. Can you just make a very thin nodraw brush solid and put it in front of the func_door that has the House Rules on it? Will stickies stick to a nodraw solid? Or perhaps a non-rendering func_brush? ----- Original Message ----- From: Don P <buzza...@gmail.com> Date: Tuesday, July 27, 2010 5:36 pm Subject: [hlmappers] [TF2] Destroying/Knocking Stickies off of Objects To: hlmappers@list.valvesoftware.com > 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: > > > Send hlmappers mailing list submissions to > > > hlmappers@list.valvesoftware.com> > > To subscribe or unsubscribe via the World Wide Web, visit > > > http://list.valvesoftware.com/mailman/listinfo/hlmappers> or, > via email, send a message with subject or body 'help' to > > hlmappers- > requ...@list.valvesoftware.com> > > You can reach the person managing the list at > > hlmappers- > ow...@list.valvesoftware.com> > > When replying, please edit your Subject line so it is more specific > > than "Re: Contents of hlmappers digest..." > > > > > > Today's Topics: > > > > 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 > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list > archives,> > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > > > > > > > > > > ------------------------------ > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list > archives,> please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > > > > > > End of hlmappers Digest, Vol 29, Issue 8 > > **************************************** > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers