Difference between revisions of "LlSetTimerEvent"
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Kireji Haiku (talk | contribs) m (added second example script) |
Omei Qunhua (talk | contribs) (Corrected corrupted script which would not compile. Removed not-so-important notes.) |
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** '''[[LSL Delay#Events|Default event delay]]''' - Only so many events can be triggered per second. | ** '''[[LSL Delay#Events|Default event delay]]''' - Only so many events can be triggered per second. | ||
** '''Event Execution''' - If the execution of an event takes too long. | ** '''Event Execution''' - If the execution of an event takes too long. | ||
*The timer persists across state changes, but gets removed when the script is reset | *The timer persists across state changes, but gets removed when the script is reset. So if you change to a state that has a timer() event, with the timer still running, it will fire in the new state. | ||
|constants | |constants | ||
|examples= | |examples= | ||
<lsl> | <lsl> | ||
// default of counter is 0 upon script load | // default of counter is 0 upon script load | ||
integer counter; | integer counter; | ||
float gap = 2.0; | |||
default | default | ||
Line 27: | Line 24: | ||
state_entry() | state_entry() | ||
{ | { | ||
llSetTimerEvent(gap); | |||
llSetTimerEvent( | |||
} | } | ||
touch_start(integer total_number) | touch_start(integer total_number) | ||
{ | { | ||
llSay(0, "The timer stops."); | |||
llSay( | |||
llSetTimerEvent(0.0); | llSetTimerEvent(0.0); | ||
counter = 0; | counter = 0; | ||
Line 44: | Line 37: | ||
{ | { | ||
++counter; | ++counter; | ||
llSay( | llSay(0, | ||
(string)counter+" ticks have passed in " + (string)llGetTime() | (string)counter+" ticks have passed in " + (string)llGetTime() | ||
+ " script seconds.\nEstimated elapsed time: " + (string)(counter * gap)); | + " script seconds.\nEstimated elapsed time: " + (string)(counter * gap)); |
Revision as of 14:14, 30 December 2012
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
Summary
Function: llSetTimerEvent( float sec );107 | Function ID |
0.0 | Forced Delay |
10.0 | Energy |
Cause the timer event to be triggered a maximum of once every sec seconds. Passing in 0.0 stops further timer events.
• float | sec | – | Any positive non-zero value to enable, zero (0.0) to disable. |
Caveats
- The time between timer events can be longer, this is caused by:
- Time dilation - See llGetRegionTimeDilation for more information.
- Default event delay - Only so many events can be triggered per second.
- Event Execution - If the execution of an event takes too long.
- The timer persists across state changes, but gets removed when the script is reset. So if you change to a state that has a timer() event, with the timer still running, it will fire in the new state.
Examples
<lsl> // default of counter is 0 upon script load integer counter; float gap = 2.0;
default {
state_entry() { llSetTimerEvent(gap); }
touch_start(integer total_number) { llSay(0, "The timer stops."); llSetTimerEvent(0.0); counter = 0; }
timer() { ++counter; llSay(0, (string)counter+" ticks have passed in " + (string)llGetTime() + " script seconds.\nEstimated elapsed time: " + (string)(counter * gap)); }
} </lsl> <lsl> // random period in between (+15.0, +30.0] // which means the resulting float could be 30.0 but not 15.0
llSetTimerEvent( 30.0 - llFrand(15.0) );
// same results for: // llSetTimerEvent( 30.0 + llFrand(-15.0) );
</lsl>Notes
- Notes on minimum practical llSetTimerEvent values, Second Life forum, 2011-03-21