Unfortunately with func_statics you need a script. A great example can be found in the kor1 sample map, where (if you remember the SP game) there is a door that needs some three correct buttons to be pressed.
Basically, you need make a crate with an origin brush (like a 16x16 units small cube brush all covered with the ugly system origin texture). Select both the crate itself and the origin somewhere inside it, and make them func_static. Then you need to place somewhere a ref_taq. Your script will later move the crate so that the origin brush will be in the same place as that ref_taq, so that's the location after the push.
Then check that flag in the func_static entity settings, and give it a usescript key with the value mymap/movescript. That's the path to the script.
Then go to the kor1 directory of the Raven sample scripts, and check button_1 script. Make your own script to follow the example.
Also, your ref_taq needs a targetname that you will use in your script. Your func_static, how ever does not, if you use the usescript key, because it assumes always the using entity to be also the affected one (as it is in this case).
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This day we fight
[This message has been edited by lassev (edited January 23, 2004).]
Frozen in the past by ICARUS