Difference between revisions of "LlGetTime"

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m (formatted example)
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|func=llGetTime|sort=GetTime
|func=llGetTime|sort=GetTime
|return_type=float
|return_type=float
|return_text=that is script time in seconds since the last sim reset, script reset or call to either [[llResetTime]] or [[llGetAndResetTime]].
|return_text=that is script time in seconds with subsecond precision since the last sim reset, script reset or call to either [[llResetTime]] or [[llGetAndResetTime]].
|func_footnote
|func_footnote
|spec=Script time differs from normal time, it is affected by time dilation. See [[llGetRegionTimeDilation]] for details.
|spec=Script time differs from normal time, it is affected by time dilation. See [[llGetRegionTimeDilation]] for details.

Revision as of 16:12, 27 September 2008

Summary

Function: float llGetTime( );

Returns a float that is script time in seconds with subsecond precision since the last sim reset, script reset or call to either llResetTime or llGetAndResetTime.

Specification

Script time differs from normal time, it is affected by time dilation. See llGetRegionTimeDilation for details.

Caveats

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Examples

<lsl> default {

   state_entry()
   {
       llResetTime();
   }
   touch_start(integer num_touch)
   {
       float time = llGetTime(); //Instead getting, and then resetting the time, we could use llGetAndReset() to accomplish the same thing.
       llResetTime();
       llSay(0,(string)time + " seconds have elapsed since the last touch." );
   }

}

</lsl>

Notes

Script time does not measure time dilation. To measure elapsed calendar time, call llGetTimestamp instead, since time dilation and resets often make dilated time intervals differ from calendar time intervals.

See Also

Deep Notes

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Signature

function float llGetTime();