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

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


== Outputs ==
== Outputs ==

Revision as of 12:47, 12 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This entity is obsolete.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 point 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.
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