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

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(You can LINK_ENTITY_TO_CLASS to CLogicRelay)
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{{this is a|point entity|name=multi_manager|sprite=1|game=Half-Life: Source}}
{{this is a|point entity|name=multi_manager|sprite=1|game=Half-Life: 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.}}
{{codenote|{{ent|logic_relay}} is backwards compatible with Half-Life: Source's version of {{mono|multi_manager}}; all KVs and I/O required for multi_manager perform the same function in logic_relay.}}


==Key Values==
==Key Values==

Revision as of 12:09, 9 December 2024

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This entity is obsolete.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.

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.
Cpp.pngCode:logic_relay is backwards compatible with Half-Life: Source's version of multi_manager; all KVs and I/O required for multi_manager perform the same function in logic_relay.

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.

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