multisource
acts as an AND gate. It only triggers its targets if all entities targeting it are in the 'ON' state. It can also be used as a master (instead of actively triggering something when the conditions are met, events or entities using it as a master will only be able to function when the conditions are met).multisource
can be used in 2 ways:
multisource
, and when those buttons get activated, the multisource
will activate a door (this is an example of course, the possibilities are endless).multisource
, then that door will only unlock once that multisource
gets activated in some way. Be aware though: If just 1 of those X amount of entities gets disabled (such as a button turning off), the multisource
will turn off and the door (or anything else you have) will now be locked once again.env_global
) that can be used to control the state of the multisource
.multisource
has to be able to be activated by some other entity in some way, otherwise it will not work. That can be anything, from buttons to triggers, but always make sure that something triggers it.multisource
, pressing both will make the multisource active, until either one resets (pops back).multisource
, do not call it "multisource". It will not function properly. Give it a helpful name that relates to your entity set-up.multisource
can have up to 32 entities targeting it.multisource
creates a list of "clients" (i.e. entities that target it) once, at map load. You cannot change an entity's target to point to or away from a multisource
using trigger_changetarget
after the fact; the multisource
will not recognize such changes. In particular, changing an entity's target that initially targets a multisource
will permanently disable the multisource
as that client entity can no longer trigger the multisource
.multisource
doesn't actually look at the state of the entities that trigger it. Instead, it stores its own 'on/off' flag for each entity (initially set to 'off'). Whenever an entity triggers the multisource, it simply toggles the 'on/off' flag for that entity. Auto-resetting func_buttons
have special behavior when targeting a multisource
: they normally don't trigger their target when they reset, unless the target is a multisource
, so the button state automatically matches the multisource
's 'on/off' flag for that button.func_button
with its 'Toggle' flag set targets a multisource
, it will fail to trigger the multisource
once every 4 times (the third time out of every 4 times that the player uses the button). To work around this bug, make the button target a trigger_relay
which then targets the multisource.multisource
, use an intermediary trigger_relay
as above, and add a trigger_auto
that triggers the trigger_relay
when the level starts (be sure to set its 'Remove On fire' flag to prevent problems when loading savegames). This results in a button that can disable other entities when pressed. This is more difficult for auto-resetting buttons, because they won't trigger the intermediary trigger_relay
when they reset, but one workaround for that is to make the button target a multi_manager
that then triggers the trigger_relay
twice (first with a delay of 0, then with a delay that matches the buttons auto-reset time).multisource
, you could target it with a button_target
, and use two trigger_relay
s to send an 'on' or 'off' signal to the button_target. This allows you to enable the multisource
with the trigger_relay
that sends the 'on' signal, and disable it with the trigger_relay
that sends the 'off' signal.You must log in to post a comment. You can login or register a new account.
Master properties expect a multisource name. A multisource acts as an on/off switch that you trigger to toggle your entity. If two entities target the multisource, both must be active at the same time for the multisource to work. (e.g.: two buttons).