multi_manager
's properties is disabled. To add targets, click "Add" and enter the name of your first target entity in the "Key" dialog, and a delay of activation in seconds as the "Value", then click OK.
multi_manager
.multi_manager
to be called multiple times concurrently. If not set the entity will ignore being used until it is done calling all its targets. See notes below.multi_manager
can only have a maximum of 16 individual targets. If you add more than that, then some of them will simply not activate. If you need to activate more than 16, then you should use more than one multi_manager
and activate all of them at once to get the timings more easily.multi_manager
does is messy, because it's not clearly visible what entity gets activated first. Keep that in mind when trying to edit already existing `multi_manager`s.multi_manager
is called again before it has finished its work-order, it will ignore the new call and will just carry on with its work. However, with the Multithreaded flag enabled, when the manager is called again it will continue working while a clone of itself will start up. This solves various problems, mainly related to multiplayer games (where you might want a multi_manager
to start up for each player that joins - if one player joins while the multi_manager
is still going for another player, a new thread needs to be created). Be aware that a new copy of this entity will be created every time it is triggered. This also happens when the entity calls itself as part of a looping routine. If the map is near the entity limit, after a number of copies are called the limit will be reached and the game will crash. If you're getting unexpected/unexplained crashes, this might be a reason. Having a multi_manager
call itself only once as its last target is safe to do in single-player, the clones remove themselves from the entity pool after calling all their targets, only the original entity is kept along with the active clone.multi_manager
, do not call it "multi_manager", as the entity will not function properly. Make sure to give it a name that relates to your entity setup. Ex: "explosion_mm".multi_manager
by appending a number sign (#
) and a number or letter to the entity name. eg. having the following keys and values will toggle the entity foo
three times:"foo#0" "0.001"
"foo#1" "1"
"foo#2" "2"
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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!
More like 8, to keep it safe. Check out this thread for more info! = )
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)
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.
Add a "#x" at the end of the value, where "x" is the triggerstate value:
"0.001#0" means to trigger via use-type Off after 0.001s
"0.001#1" means to trigger via use-type On after 0.001s
"0.001#2" means to trigger via "killtarget" triggerstate after 0.001s
multi_manager is basically a trigger_relay now with this knowledge!
opens up the code
Yeah, there's nothing in HL SDK that points to the parsing of
#N
there. It is alwaysUSE_TOGGLE
. Either way though, good to know!