This entity is excellent. Lets say you want to have the player
press a button and a door to open and the roof to cave in, What
would you do if you wanted them at the same time? make 2 func_buttons
and put them exactly over each over, so when the player presses
use they both go off? well no, that doesn't work.....
What
we need is a multi_manager, its quite simply, say you have 2 entities
you want to go off, well in your func_button or trigger name target
the name of a multi_manager, obviously give the multi_manager
a name, (just open the properties up for it, then give it a name)
So
say your multi_manager is called "haxor" then the func_button
wants to have a target of "haxor".
Now
in the multi_manager you need to click on "smart edit"
then click on "add" a window will pop up, with "key"
and "value" in, key is the name of the trigger you want
to go off, and value is the delay in seconds before it goes off.
see the pictures below
Firstly we click on smart edit, and the screen has changed like
above.

Then after clicking on add, this window appears and you can enter
details. remember, key is the name of the trigger you want to
go off, and value is the delay in secs, so in this case ive put
0, as I dont want a delay.
Finally I clicked ok and there it is. You can put in I think a
total of 16 triggers, which would be pretty crazy 16 things going
off after you pressed one button.To add more things you just do
the same as you do for "mydoor" add the name and the
delay then press ok.
Also
it doesn't have to be a func_button targeting the multi manager,
it could be a trigger_once or a trigger_multiple, which are pretty
much like func_buttons only they are triggered when the player
or a monster runs over them.
Its
pretty easy to do, but maybe ive explained it poorly or you want
to see, so ive made a quick map to show you.
Download
example (rmf & bsp) N/A
Notes
You
can place the multi manager anywhere in the level as well, it
doesnt need to be near the things you want to trigger.
If
you wanted some items to only trigger once rather than being able
to be triggered again, use a trigger_once instead of a func_button