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This is a draft page. It is a work in progress open to editing by anyone.
Remember to check for any notes left by the tagger at this article's talk page.
This article or section needs to be cleaned up to conform to a higher standard of quality because:
This entity seems to actually work more akin to logic_relay than its GoldSrc counterpart.
For help, see the VDC Editing Help and Wikipedia cleanup process. Also, remember to check for any notes left by the tagger at this article's talk page.
This entity is Obsolete. Its use is discouraged, and it may only exist/function in older engine branches.
It has since been replaced by logic_relay.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, only used in Half-Life: Source Half-Life: Source, replaced by logic relay in Source Source.

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 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) <targetname>
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 in the queue can exist.
Note.pngNote:These keyvalues must be added manually without smart edit.



  • 1: Multithreaded - 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.