|
How to use the multi_manager entity by Silver
The multi_manager (point entity), refered to as "mm", is one
of the most powerfull entitys inside the editor.
If you wanna make a singleplayerlevel, you can't
live without it, and for those who just want to
make a multiplayer map with some additional adds,
is it still a very importaint entity.

To understand how it works, is like imagining
a robot that gets activated and after a
predefined time, it will begin to activate other
robots. When taking a look in the properties,
it doesn't look like much. Only a name

Now its very importaint to give it a name!
A good name would be something like mm or
mm1, because then you can remember the name from
the function of the trigger. If having multiple
triggers in your map, then use something like
mm_light, if having it triggering a group of
lights.
To make the mm to trigger other inititys or
events, you have to deselect the smart editor

Now the multi_manager probeties look diffrent from the
old ones. You have two variables now. press
add, and remove the "newkey" and instead write
the name of the triggered intity / event, and
value is the amount of seconds before its triggered.
AFter finishing these two baisc steps, press
ok, and a the two variables would be
refreshed. The mm can handle multiple comandoes
(cant remember the excact numbers) but it should
be around 8-10 diffrend exec.
Lets see what it can be used as. As refered
earlyer, a multi_managers main purpose is singleplayer
maps. But it can also be used in multiplayer
maps. Below is the list of intitys and their
values
mm:

that was the mm, and now we hafta make
the intitys the mm just triggered.
First something to trigger the mm, lets
say a button.

So we have a button, when pressed it will
trigger the mm. but the mm has to trigger
something. As you can see one of the
variables was called "weap", so yu can
guess it has something to do with weapons.
So i place a info_player_equip in the map
Name it weap, and turn of smart edit.
Then i add these variables

Now for the light properties.

And for the sound:

Remember two things, put the CORRECT path
for the sound file under filename for wave.
seccond. under flags, choose is NOT looped.
Wich means that when the file will only play once.
The last intity in my excample is the door.

Remember to check toogle under flags. So the
door will only open when its triggered.
build a room with one door. A button
a info_player start, and use the given intitys.
What happens in short is, when you press the
button, you will recieve an AK and a knife.
0,2 seconds after youve pressed the button, a
light would be turned on. And 1 second after
youve pressed the button, you will hear a sound
and the door will open at the excact time.....
If you made this, and it didnt work, try double
check all the intitys and variables. Even a
minor spellmistake, will cause, not in an error
but in an intity that isnt triggerd. It is
very hard to understand the first couple of
times, but try do decompile a given singleplayer
level, and see how the diffrend intitys coop.

-silver
Back Last updated the 1st of November 2003 - Copyright www.egir.dk |