@Dragofer @JackFarmer
I made a custom definition for func_mover_dragofer that has all the used spawnargs and "help" text in it, and it works so far. Only thing is you still need to manually target the atdm:target_callobjectfunction to call the script move_mover, and manually put in the names for the button and speaker. If we somehow can manage to get the name of the button targeting the func_mover_dragofer and have de audio play from the script + target the move_mover script from this definition, it would be rather awsome. Maybe it should have a frob on/of function like a door, and have an interuptable/not interuptable function also, so it can be triggered by frobbing, or any button/switch/trigger you want.
Put a folder "def" in your own mission folder and put tdm_func.def in there. (re-start darkradiant) func_mover_dragofer should be selctable when you rightclick and select Create Entity. It's on the top of the list in "fms".
tdm_func.def