ok, lets suppose i wanna make something like an elevator, like when you push a button, 2 doors open, so i used a multimanager
the doors dont move...
here is what i used
func_button:
global entity name:
name:
target:multimanager2
render fx:normal
render mode:normal
fx amount(1-255):0
fx color:0 0 0
pitch raw roll:0 0 0
zhlt lightflags:default
light origin target:
speed:5
health :0
lip :0
master:
sounds:big zap&warmup
delay before reset:3
delay before trigger:0
locked sound:none
unlocked sound:none
locked sentence:
unlocked sentence:none
minimun light level:
angle 0
FLAGS
dont move marked
toggle unmarked
sparks unmarked
touch activattes unmarked
multimanager
name:multimanager2
key:door2
value:.1
key:door3
value:.1
func_door:
name:door2
render fx:normal
render mode:normal
fx amount:0
fx color:0 0 0
global entity name:
pitch raw roll:0 180 0
killtarget:
speed:100
master:
move sound:servo (sliding)
stop sound:none
delay before close:4
lip:0
damage inflicted when blocked:0
message if triggered:
target:
delay before fire:0
fire on close:
health:0
locked sound:nonce
unlocked sound:none
locked sentence:none
unlocked sentence:none
minimun light level:
sound replacement file:
zhlt lightflags:default
light origin traget:
FLAGS
all of them unmarked
func_door:
name:door3
render fx:normal
render mode:normal
fx amount:0
fx color:0 0 0
global entity name:
pitch raw roll:0 0 0
killtarget:
speed:100
master:
move sound:servo (sliding)
stop sound:none
delay before close:4
lip:0
damage inflicted when blocked:0
message if triggered:
target:
delay before fire:0
fire on close:
health:0
locked sound:nonce
unlocked sound:none
locked sentence:none
unlocked sentence:none
minimun light level:
sound replacement file:
zhlt lightflags:default
light origin traget:
FLAGS
all of them unmarked


