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This entity can activate several different events (including itself) at specific times.
Name (targetname) - Property used to identify entities.
Multithreaded (1) - See notes below for an explanation.
Maximum of 16 individual targets.
To add targets, disable SmartEdit, then click Add and enter the Name as the new Key and a delay in seconds as the Value, then click OK.
Multithreading: Normally, If the 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 another 'copy' of the multi_manager 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 multimanager is still going for another player, a new thread needs to be created).
Beware of the above feature in maps with lots of entities, as a new copy of this entity will be spawned when it's 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 (or a number of loops) the limit will be reached and the game will crash. If you're getting unexpected/unexplained crashes, this might be a reason.
Naming: When naming a 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"