Yeah, unless you want it to work always the same way (like a cinematic scene) you will have to stick to what?s said here :D. If you want to make it always work the same Multimanagers are your deal ;). But, if, for example, you want the spike to trigger a sound when the player?s hit, you couldn?t unless you can code. You could make the spike trigger something when passing through certain points (using a func_train and setting some events to occur when it passes determined path_corners) but I don?t think you can make it when the player?s hit.
Good Luck Brattylord.