Hi again.
I´m working ond the final cinematic of my map. What I tried to do is make a trigger_auto (delay 50) activate a button (turn it ON) that activates a multimanager which, if not deactivated through breaking a func_breakable which activates the previous button again (turns it OFF), finally activates a game_end and other entities (env_fade, etc.).
Well, the fact is that the ending of the game works if I don´t shoot the func_breakable in time, which is Ok, but the multimanager does not deactivate if I break the func_breakable.
What should I do? Is there a way to destroy that button so the trigger auto will not activate it anymore making the multimanager be deactivated?.
I know that there´s a map in half-life, the one on which Gordon must jump into the teleport gate to travel to Xen before all explode. In this case, is not the events are turned off, it´s the player activating the trigger_changelevel which "stops" the events. What I want is to kow if is there a way to stop a chain of events controlled by a multi_manager (A) making another multi_manager (B) takes control of the furter actions.