Difference between revisions of "Category:LSL Events/zh-Hant"

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{{LSL Header/zh-Hant}}
{{LSL Header/zh-Hant}}
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|desc=This page needs a translation to traditional Chinese. Please have a look at the [[{{TALKPAGENAME}}|related discussion page]] in case you'd like to help. [[Category:Needs Translation/zh-Hant]]
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Within [[state]]s LSL works on events, such as the scripted object starting to move ([[moving_start]]), colliding with things ([[collision_start]]) or a recurring timer ([[timer]]).
Within [[state]]s LSL works on events, such as the scripted object starting to move ([[moving_start]]), colliding with things ([[collision_start]]) or a recurring timer ([[timer]]).


Events do not interrupt each other, but instead are queued {{HoverText|FIFO|First In, First Out}}, though the [[state_entry]] event can jump the queue. On state change the event queue is cleared and any open listens are [[llListenRemove|removed]] automatically. Reoccurring events ([[sensor]] and [[timer]]) are set not to reoccur in the new state and must be manually re-enabled (via [[llSensor]], [[llSensorRepeat]] or [[llSetTimerEvent]]). Please refer to the [[State]] article for further details.
Events do not interrupt each other, but instead are queued {{HoverText|FIFO|First In, First Out}}, though the [[state_entry]] event can jump the queue. On state change the event queue is cleared and any open listens are [[llListenRemove|removed]] automatically. Reoccurring events ([[sensor]] and [[timer]]) are set not to reoccur in the new state and must be manually re-enabled (via [[llSensor]], [[llSensorRepeat]] or [[llSetTimerEvent]]). Please refer to the [[State]] article for further details.


{{LSLC|Keywords}}
{{LSLC|Keywords|3=/zh-Hant}}
{{LSLC|||/zh-Hant}}
{{LSLC|3=/zh-Hant}}

Latest revision as of 18:28, 21 September 2009

Emblem-important.png Important! Page is missing translations

This page needs a translation to traditional Chinese. Please have a look at the related discussion page in case you'd like to help.

Within states LSL works on events, such as the scripted object starting to move (moving_start), colliding with things (collision_start) or a recurring timer (timer).

Events do not interrupt each other, but instead are queued FIFO, though the state_entry event can jump the queue. On state change the event queue is cleared and any open listens are removed automatically. Reoccurring events (sensor and timer) are set not to reoccur in the new state and must be manually re-enabled (via llSensor, llSensorRepeat or llSetTimerEvent). Please refer to the State article for further details.

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