The multisource entity is a master-entity which starts disabled/locked and sets its state to be enabled/unlocked when all entities having the multisource entity as their target "provide trigger input". To understand this, imagine a door that requires multiple keys to unlock. Only if every key is turned, the door will open, meaning that only if every trigger targeting the multisource entity has triggered it, the multisource entity will change its state to be enabled. It is hence also referred to as an 'AND-Gate'. Multisource entities are most commonly used to lock func_door
entities till the players accomplish/obtain something specific. Some entities, like func_button
(see its "Delay before reset"-keyvalue), exhibit special behaviour towards triggering the multisource entity.
- "Name", targetname :
- Name by which other entities refer to this entity, either to use it as their master, or to act as one of its required inputs to enable.
- "Target", target :
- The multisource entity will fire its target in every instant after it has changed its state to be enabled. You can specify an entity using the multisource entity as its master here to make sure it will be triggered the instant the multisource entity goes into its enabled state.
- "Global state master", globalstate :
- If set, the multisource entity will read its initial state from the global state variable specified here on map load. See env_global for more information about this. You should not have any entities targeting this multisource entity when using this.
- If you change the target of an entity targeting a multisource entity, the multisource entity will automatically no longer expect input from it.