Check out Half-Life Re-imagined competition results!
Check out Skewing textures in Hammer, our newest tutorial!
Welcome, timadam, our newest member!

logo

Site Stuff

Reference

Maps

Community

ShoutBOX

Poll

Feeling Blue

What's your favourite shade of blue?

Azure

20

Cobalt

36

Turquoise

11

Cyan

17

Royal

11

Teal

3

Onliners

18 mins

Instant Mix

44 mins

JeffMOD

45 mins

Shepard62700FR

49 mins

Jessie

51 mins

Windawz

52 mins

Victor-933

1 hours

The Mad Carrot

Affiliates

A gaming and technology blog by TWHL admins Penguinboy and Ant. A music blog by TWHL users Ant and Hugh.

multi_manager

Wiki > Entity Guides > Half-Life Entity Guide > multi_manager > [History]

Point Entity

This entity can activate several different events (including itself) at specific times.

Attributes


Flags


Notes

Comments

avatar Captain Terror says: Report | 27th May 2008, 19:43 PM
Multi_managers and looping note:

If your using an MM as a continuous loop (by having the MM call itself at the end of it's routine), it will only loop if you have the "multithreaded" flag checked!
avatar Captain Terror says: Report | 24th February 2009, 01:41 AM
"Maximum of 16 individual targets. "

More like 8, to keep it safe. Check out this thread for more info! = )
avatar Stojke says: Report | 14th March 2012, 13:31 PM
Pay attention to the "Game crash" warning as it is the usual case of map crashes when using this technique.

Also don't forget to make the start time 0.1 and not 0, as 0 can cause the map to crash and/or other game bugs.
That said, when deactivating something, lets say:

00laser1 0.1
00laser1#1 2.1
00laser1#2 ??

Do NOT start it after it is deactivated (00laser1#2 2.1), give it 0.1 seconds freeze time (or more if you need it):

00laser1 0.1
00laser1#1 2.1
00laser1#2 2.2

And remember not to use long entity names, for example (i use):

0lsrmm (Laser control multi manager)
0expmm (Explosion control multi manager)
avatar olograph says: Report | 22nd November 2017, 15:31 PM
Proper looping:

Proper looping is done with an env_beam repeatedly shooting through a func_button with health = 1. info_targets must sandwich the button. The button activates the multi.

The env_beam must have damage set to >=1. Change Strike again time to set the loop frequency.

Note: You'll lose the activator (current player) reference.
You are not able to comment. Are you logged in?