I've recently encountered a strange (to me) thing.
I was trying to make a kinda breakable halogen lamp. To do so, I've done a box textured like broken lamp, then covered the front face with func_breakable textured as lit lamp.
I have used 2 lights: light_spot to create a beam (info_target used to direct it), and light to create a kind of halo in the vicinity of my lamp. In both lamps, "initialy dark" is OFF of course.
Then, func_breakable targets a trigger_relay, which targets a multi_manager, which targets both lights.
When I compiled this and shot the lamp, next round I was amazed, because light entity was on, but light_spot was off When I shot the lamp again, of course, it was toggled, so light entity went off, but the light_spot switched on.
Putting "trigger state" to OFF in the trigger_relay does not help. I thought maybe this OFF commang does not pass through the multi_manager well, so I tried to put it this way: func_breakable targets a multi_manager, which targets two trigger_relays (with trigger state OFF), which target the lights respectively. OK, this way the light_spot stopped turning ON when the lamp was shot, but it did not want to be ON next round either, while with the light entity there was no problem.
The only solution was (to me) to use additional trigger_relay named game_playerspawn with trigger state ON to switch on the light_spot.
Is this "normal" behavior of the light_spot entity? (again, with the light, there was no problem).