Multimanagers are a lot like scripts for a movie. When triggered, they tell the entities within the game what to do and when, like a director telling actors what to do and when to do it. They can be as simple or complicated as you need them to be.
Here's an example showing the player entering an area causing a set of doors to open and a soldier to walk through:
In the picture the player steps on the trigger_once which triggers the multimanager. The multimanager targets the doors and then shortly afterwards targets the scripted sequence which causes the soldier to walk thru the doors.
Here's how to set up the multimanager:
First create it and give it a name (which will be targeted by the trigger_once). Then click on 'smartedit' and click on 'add'. In the field labeled "newkey1" type the name of the first entity you want triggered when the multimanager is fired. In this case it would be the doors so type "door". Then in the "value" field type how long after athe multimanager is fired you want to first entity to fire. We want the doors to open right away so type ".1" (tenth of a second) here. Then click
'OK' and click on 'add' again. We'll call the scripted sequence "move" so in the key field enter "move" and give it a value of "1" and click on 'OK'. This causes the soldier to start walking towards the scripted sequence (assuming you set it up) 1 full second after the multimanager has fired. So it should look like this:

Here's an example showing the player entering an area causing a set of doors to open and a soldier to walk through:

In the picture the player steps on the trigger_once which triggers the multimanager. The multimanager targets the doors and then shortly afterwards targets the scripted sequence which causes the soldier to walk thru the doors.
Here's how to set up the multimanager:
First create it and give it a name (which will be targeted by the trigger_once). Then click on 'smartedit' and click on 'add'. In the field labeled "newkey1" type the name of the first entity you want triggered when the multimanager is fired. In this case it would be the doors so type "door". Then in the "value" field type how long after athe multimanager is fired you want to first entity to fire. We want the doors to open right away so type ".1" (tenth of a second) here. Then click
'OK' and click on 'add' again. We'll call the scripted sequence "move" so in the key field enter "move" and give it a value of "1" and click on 'OK'. This causes the soldier to start walking towards the scripted sequence (assuming you set it up) 1 full second after the multimanager has fired. So it should look like this:
