Multi manager (Half-Life: Source): Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(seems that there is convention to use kv lowercase on goldsrc entities and KV uppercase elsewhere)
No edit summary
 
(10 intermediate revisions by 3 users not shown)
Line 3: Line 3:
{{TabsBar|main=hls|base=multi_manager}}
{{TabsBar|main=hls|base=multi_manager}}
{{obsolete|entity=1|replacement={{ent|logic_relay}}}}
{{obsolete|entity=1|replacement={{ent|logic_relay}}}}
{{this is a|point entity|name=multi_manager|sprite=1|game=Half-Life: Source}}
{{this is a|logical entity|name=multi_manager|sprite=1|game=Half-Life: Source|game1=Half-Life Deathmatch: Source}}
Deprecated entity from {{GoldSrc|2}}, replaced by {{ent|logic_relay}} in {{src|4}}.
Deprecated entity from {{GoldSrc|2}}, replaced by {{ent|logic_relay}} in {{src|4}}.
{{modernImportant|This entity counts as an [[edict]]; use [[logic_relay]] instead.}}  
{{Important|This entity counts as an [[edict]]; use [[logic_relay]] instead.}}


==Key Values==
== Keyvalues ==
{{KV Targetname}}
{{KV Targetname}}
{{KV|Wait|intn=wait|float|deprecated=1|Unused.}}
{{KV|Wait|intn=wait|float|deprecated=1|Unused.}}
{{KV|<Any other entity's [[targetname]]>|float|intn=0|The entity targetnames to be used 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. This is equivalent to firing their [[Use]] input with the specified delay{{confirm}}.
:{{note|These keyvalues must be added manually without smart edit.}}
:{{note|Almost all uses of multi_manager in {{hls}} were converted to use OnTrigger.}}
}}


== Inputs ==
== Inputs ==
{{IO|Trigger|param=void|Fire this entity's outputs.}}
{{I|[[Use]] / Trigger|param=void|Fires this entity's OnTrigger output and also uses specified targets with their specified delays.}}


== Outputs ==
== Outputs ==
{{IO|OnTrigger|param=void|Fired when this entity receives the {{mono|Trigger}} input.}}
{{O|OnTrigger|activator=activator of {{mono|Trigger}} input|Fired when this entity receives the {{mono|Trigger}} input.}}
 
== FGD Code ==
<syntaxhighlight lang="d">
@PointClass base(Targetname) color(255 128 0) iconsprite("sprites/multi_manager.vmt")= multi_manager : "MultiTarget Manager"
[
    input Trigger(void) : "Fire this entity's outputs"
    output OnTrigger(void) : "Fired when this entity receives the Trigger input."
]
</syntaxhighlight>


== See Also ==
== See Also ==
* {{ent|multisource|engine=source}}
* {{ent|multisource|engine=source}}
[[Category:Half-Life Source]]
[[Category:Half-Life Source Entities]]

Latest revision as of 06:46, 19 May 2025

English (en)Translate (Translate)
C++ Class hierarchy
CMultiManager
CPointEntity
CBaseEntity
C++ hl1/hl1_ents.cpp
Obsolete-notext.png
This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.
It has since been deprecated by: logic_relay.
Multi manager.png

multi_manager is a logical entity available in Half-Life: Source Half-Life: Source and Half-Life Deathmatch: Source Half-Life Deathmatch: Source.

Deprecated entity from GoldSrc GoldSrc, replaced by logic_relay in Source Source.

Icon-Important.pngImportant:This entity counts as an edict; use logic_relay instead.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Wait (wait) <float> Obsolete
Deprecated.
Unused.
<Any other entity's targetname> <float>
The entity targetnames to be used by this multi_manager. 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. This is equivalent to firing their Use input with the specified delay[confirm].
Note.pngNote:These keyvalues must be added manually without smart edit.
Note.pngNote:Almost all uses of multi_manager in Half-Life: Source were converted to use OnTrigger.

Inputs

Use / Trigger <void>
Fires this entity's OnTrigger output and also uses specified targets with their specified delays.

Outputs

OnTrigger
!activator = activator of Trigger input
!caller = this entity
Fired when this entity receives the Trigger input.

FGD Code

@PointClass base(Targetname) color(255 128 0) iconsprite("sprites/multi_manager.vmt")= multi_manager : "MultiTarget Manager" 
[
    input Trigger(void) : "Fire this entity's outputs"
    output OnTrigger(void) : "Fired when this entity receives the Trigger input."
]

See Also