The multi_manager entity receives special interpretation of its keyvalues by the game engine to allow the triggering of up to 32 targets with delay and use-type of your choice. In order to do this, you will have to disable Valve Hammer Editor's smart edit mode while viewing a multi_manager entitiy's properties. There, you may add custom keyvalues. The name of the key be the targetname of the entity/entities to be triggered. The value be the time, in seconds, till the target will be fired after the multi_manager entity is triggered (E.g.: "2.5"). The default use-type is 'Toggle'. For other use-types, you must add a token to the value (without the quotes):
- For 'Off', add "#0".
- For 'On', add "#1".
- For 'Kill', add "#2".
E.g., a value could be "3.25#2" to killtarget after 3.25 seconds. You may add the same targetnames/keys multiple times. Valve Hammer Editor will automatically add a hash ('#') followed by an ID to the key, as identical keys in the same entity aren't originally supported.
- 1: "Multithreaded": If set, a single multi_manager can have multiple instances. That means, it can be activated while already running, causing a temporary copy of it to be created and run on its own. Otherwise, only one instance of it may run at a time. Without this, a multi_manager entity cannot trigger itself.
- "Name", targetname :
- The name by which other entities refer to this one. In the case of the multi_manager, you obviously should not try to trigger an entity by the name of "targetname". Avoiding common keyvalue names in entity names is good practice.
- Removing a multi_manager from the game while it is running results in it properly ceasing all of its triggering-actions. A running multi_manager entity cannot be stopped through other means than removing it.