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

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(actual description of HLS version)
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{{CD|CMultiManager|base=CPointEntity|file1=hl1/hl1_ents.cpp}}
{{CD|CMultiManager|base=CPointEntity|file1=hl1/hl1_ents.cpp}}
{{TabsBar|main=hls|base=multi_manager}}
{{TabsBar|main=hls|base=multi_manager}}
{{draft}}
{{cleanup|This entity seems to actually work more akin to {{ent|logic_relay}} than its GoldSrc counterpart.}}
{{obsolete|entity=1|replacement={{ent|logic_relay}}}}
{{obsolete|entity=1|replacement={{ent|logic_relay}}}}
{{this is a|point entity|name=multi_manager|engine=Source|sprite=1|game=Half-Life: Source|game1=Half-Life Deathmatch: Source}}
{{this is a|point entity|name=multi_manager|engine=Source|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.}}
{{modernImportant|This entity counts as an [[edict]]; use [[logic_relay]] instead.}}  
__NOTOC__
==Entity description==
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 <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.
 
A maximum of 16 targets can exist for a single <code>multi_manager</code>.


==Key Values==
==Key Values==
{{Hl1 kv targetname}}
{{KV Targetname}}
{{KV|Any other entity's [[targetname]]|float|intn=0|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.
{{kv|Wait|intn=wait|float|deprecated=1|Unused.}}
:{{note|These keyvalues must be added manually without smart edit.}}}}


== Media ==
== Inputs ==
<gallery mode=nolines widths=384px heights=256px>
{{IO|Trigger|param=void|Fire this entity's outputs.}}
mm_in_source.png|Entity in {{hammer|4}}, as seen in the {{hldms}} version of {{cow|Crossfire (multiplayer map)|Crossfire}}.
</gallery>


==Flags==
== Outputs ==
{{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.}}
{{IO|OnTrigger|param=void|Fired when this entity receives the {{mono|Trigger}} input.}}
:{{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 ==
== See Also ==

Revision as of 14:31, 6 September 2024

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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.

Key Values

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.

Inputs

Trigger <void>
Fire this entity's outputs.

Outputs

OnTrigger <void>
Fired when this entity receives the Trigger input.

See Also