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Multi manager (GoldSrc): Difference between revisions

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(Added more info as well as flag and keyvalue.)
(→‎Key Values: if you want to make your entity untargetable by multi_manager, call it "wait")
 
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{{stub}}
{{LanguageBar}}
{{Hl1_series_point|multi_manager}}
{{TabsBar|main=hls|base=multi_manager}}
{{CD|CMultiManager|goldsrc=1}}
{{this is a|point entity|engine=GoldSrc|name=multi_manager|sprite=1}}
Lets you trigger multiple entities, potentially with a delay before fire for each targeted entity.


==Entity description==
To trigger an entity with it, you must first turn off smartedit, then add keyvalue pairs for the targets. The "key" is the [[targetname (GoldSrc)|targetname]] of the entity you want to target. The "value" is the delay in seconds before the entity is triggered after the <code>multi_manager</code> itself has been triggered. The same targetname can be targeted multiple times at different delays, however the keyvalue will become ''targetname#1'' and so on.
 
Let you activate various triggers and entities at the same time.
 
To add outputs to it, you must first turn off smart edit, then add keyvalue pairs for the targets. The "key" is the [[targetname]] of the entity you want to target. The "value" is the delay in seconds before the entity is being targeted after the <code>multi_manager</code> is targeted itself. The same targetname can be fired multiple times at different delays, however the keyvalue will become ''targetname#1'' and so on.


A maximum of 16 targets can exist for a single <code>multi_manager</code>.
A maximum of 16 targets can exist for a single <code>multi_manager</code>.
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==Key Values==
==Key Values==
{{Hl1 kv targetname}}
{{Hl1 kv targetname}}
{{ScrollBox|title=Targets|
{{kv|Any other entity's [[targetname]]|intn=0|float|The entity targetnames to be fired by this <code>multi_manager</code>. The key is the targetname of another entity, and the value is the delay in seconds. Up to 16 targets can be set. The same targetname can be targeted multiple times at different delays, however the keyvalue will become ''targetname#1'' and so on.
; Any other entity's [[targetname]] <code><[[integer]]></code>
:{{note|These keyvalues must be added manually without smart edit.}}}}
: The entity targetnames to be fired by this <code>multi_manager</code>. The key is the targetname of another entity, and the value is the delay in seconds. Up to 16 targets in the queue can exist.{{note|These keyvalues must be added manually without smart edit.}}}}
{{kv|Wait|intn=wait|float|deprecated=1|Unused, but parsed. As such, any entities cannot have a targetname of "{{mono|wait}}".}}


==Flags==
==Flags==
* 1: Multithreaded - This allows the <code>multi_manager</code> to be targeted again after it has been targeted once, but before all of the targets in it's queue have been fired. What it does is creating a copy of itself that will remain in the map and can cuase the entity count rasing drasticly if improperly used and may eventually reach the entity limit.
{{fl|1|Multithreaded|This allows the <code>multi_manager</code> to be targeted again after it has been targeted once, but before all of the targets in its queue have been fired. It does this by creating a clone of itself that will trigger all targets and then remove itself. This can cause a noticeable increase in the number of entities if the manager has targets with long delays.}}
[[Category:Half-Life]][[Category:Half-Life Entities]]
:{{warning|When the <code>multi_manager</code> clones itself, it takes an additional entity slot in the game for every cloning. If all entity slots are taken up, the game will crash with an error message of <code>'''ED_Alloc No Free Edicts'''</code>. There are other ways of looping one multimanager without the need of this flag ticked, [https://twhl.info/wiki/page/Tutorial%3A_Multi_manager_Looping_Made_Easy such as this one].}}
 
== See Also ==
* {{ent|multisource|engine=goldsrc}}
 
[[Category:Half-Life]]
[[Category:Half-Life Entities]]

Latest revision as of 05:25, 9 May 2025

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C++ Class hierarchy
CMultiManager
CBaseToggle
CBaseAnimating
CBaseDelay
CBaseEntity
C++ triggers.cpp
Multi manager.png

multi_manager is a point entity available in all GoldSrc GoldSrc games.

Lets you trigger multiple entities, potentially with a delay before fire for each targeted entity.

To trigger an entity with it, you must first turn off smartedit, then add keyvalue pairs for the targets. The "key" is the targetname of the entity you want to target. The "value" is the delay in seconds before the entity is triggered after the multi_manager itself has been triggered. The same targetname can be targeted multiple times at different delays, however the keyvalue will become targetname#1 and so on.

A maximum of 16 targets can exist for a single multi_manager.

Key Values

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Any other entity's targetname <float>
The entity targetnames to be fired by this multi_manager. The key is the targetname of another entity, and the value is the delay in seconds. Up to 16 targets can be set. The same targetname can be targeted multiple times at different delays, however the keyvalue will become targetname#1 and so on.
Note.pngNote:These keyvalues must be added manually without smart edit.
Wait (wait) <float> Obsolete
Deprecated.
Unused, but parsed. As such, any entities cannot have a targetname of "wait".

Flags

Multithreaded : [1]
This allows the multi_manager to be targeted again after it has been targeted once, but before all of the targets in its queue have been fired. It does this by creating a clone of itself that will trigger all targets and then remove itself. This can cause a noticeable increase in the number of entities if the manager has targets with long delays.
Warning.pngWarning:When the multi_manager clones itself, it takes an additional entity slot in the game for every cloning. If all entity slots are taken up, the game will crash with an error message of ED_Alloc No Free Edicts. There are other ways of looping one multimanager without the need of this flag ticked, such as this one.

See Also