This entity can activate several different events (including itself) at specific times. It can only be used when the SmartEdit option in the 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.
Name (targetname) - Property used to identify entities. You need this in order to activate the multi_manager.
Multithreaded (1) - Allow the 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.
Be aware that a 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.
The keyvalues list are placed in the order that they were created in, instead of when they get activated first. This means that reading what a specific 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.
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 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.
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".
You can call the same entity multiple times in a single 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: