Difference between revisions of "State entry"

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{{LSL_Event
{{Issues/SVC-3373}}{{LSL_Event
|event_id=0|event_delay|event=state_entry
|event_id=0|event_delay|event=state_entry
|event_desc=Triggered on any state transition and startup
|event_desc=Triggered on any state transition and startup

Revision as of 19:27, 19 November 2008

Description

Event: state_entry( ){ ; }

Triggered on any state transition and startup


Specification

Triggered

  1. Script save or adding to object
  2. 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 a result of the state change.
  3. On script reset, either by client or llResetScript/llResetOtherScript
  4. When the object is rezzed without a saved script status
    • If it was a copy taken from inworld
    • If the event had not been triggered due to no-script land.

Not Triggered

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

Examples

<lsl>default {

   state_entry()
   {
       llSay(0, "Hello, Avatar!");
   }

}</lsl>

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(  );