multi_manager Last edited 11 months ago2023-12-15 19:34:47 UTC

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Point Entity

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.

Attributes

Flags

Notes

6 Comments

Commented 16 years ago2008-05-28 02:43:39 UTC Comment #101112
Multi_managers and looping note:

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!
Commented 15 years ago2009-02-24 09:41:18 UTC Comment #101113
"Maximum of 16 individual targets. "

More like 8, to keep it safe. Check out this thread for more info! = )
Commented 12 years ago2012-03-14 20:31:33 UTC Comment #101114
Pay attention to the "Game crash" warning as it is the usual case of map crashes when using this technique.

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)
Commented 6 years ago2017-11-22 23:31:59 UTC Comment #101115
Proper looping:

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.
Commented 9 months ago2024-02-01 20:16:02 UTC Comment #105948
multi_manager supports triggerstates, by default its use-type is "Toggle".
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!
Commented 9 months ago2024-02-02 01:53:19 UTC Comment #105949
I think that's Sven Co-op-specific, isn't it?
opens up the code
Yeah, there's nothing in HL SDK that points to the parsing of #N there. It is always USE_TOGGLE. Either way though, good to know!

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