Difference between revisions of "LlResetTime"
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**Simulator reset (admin or crash) | **Simulator reset (admin or crash) | ||
**Call to either [[llResetTime]] or [[llGetAndResetTime]] | **Call to either [[llResetTime]] or [[llGetAndResetTime]] | ||
|examples=< | *Script time measures real world time, it is unaffected by time dilation. | ||
|examples= | |||
<source lang="lsl2"> | |||
default { | default { | ||
state_entry() | state_entry() | ||
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} | } | ||
} | } | ||
</ | </source> | ||
|helpers | |helpers | ||
|also_functions={{LSL DefineRow||[[llGetTime]]|}} | |also_functions={{LSL DefineRow||[[llGetTime]]|}} |
Latest revision as of 14:30, 22 January 2015
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
Summary
Function: llResetTime( );83 | Function ID |
0.0 | Forced Delay |
10.0 | Energy |
Resets the script-time timer to zero.
Caveats
- Script time resets when...
- Script reset (user or llResetScript or llResetOtherScript)
- Simulator reset (admin or crash)
- Call to either llResetTime or llGetAndResetTime
- Script time measures real world time, it is unaffected by time dilation.
Examples
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." );
}
}
See Also
Functions
• | llGetTime | |||
• | llGetAndResetTime |