Difference between revisions of "State entry"

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=== Not Triggered ===
=== Not Triggered ===
#When the object is rezzed (with saved script state)
#When the object is rezzed (with saved script status)
#*Use [[on_rez]] event in this situation
#*Use [[on_rez]] event in this situation
|caveats
|caveats
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|helpers
|helpers
|also_header
|also_header
|also_events
|also_events={{LSL DefineRow||[[on_rez]]|Triggered when the object is rezzed}}
|also_functions
{{LSL DefineRow||[[state_exit]]|Triggered when the state is exited at state change}}
|also_functions={{LSL DefineRow||[[llResetScript]]|Resets the script}}
{{LSL DefineRow||[[llResetOtherScript]]|Resets another script in the prim}}
{{LSL DefineRow||[[llGetStartParameter]]|The [[on_rez]] parameter (or [[llRemoteLoadScriptPin]] parameter)}}
|also_articles
|also_articles
|also_footer
|also_footer

Revision as of 10:35, 23 February 2007

Description

Event: state_entry( ){ ; }

Triggered on any state transition and startup


Specification

Triggered

  1. When rezzing a script that does not have a saved state.
    • If it was a copy taken from inworld
    • If the event had not been triggered due to no-script land.
  2. On script reset, either by client or llResetScript/llResetOtherScript
  3. State change
    • A state_exit is triggered in the old state and the state_entry is triggered in the new state. All other events in the queue are lost as result of the state change.

Not Triggered

  1. When the object is rezzed (with saved script status)
    • Use on_rez event in this situation

Examples

See Also

Events

•  on_rez Triggered when the object is rezzed
•  state_exit Triggered when the state is exited at state change

Functions

•  llResetScript Resets the script
•  llResetOtherScript Resets another script in the prim
•  llGetStartParameter The on_rez parameter (or llRemoteLoadScriptPin parameter)

Deep Notes

Signature

event void state_entry(  );