Difference between revisions of "State entry"

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#*If the event had not been triggered due to no-script land.
#*If the event had not been triggered due to no-script land.
#On script reset, either by client or [[llResetScript]]/[[llResetOtherScript]]
#On script reset, either by client or [[llResetScript]]/[[llResetOtherScript]]
#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 ===
=== Not Triggered ===

Revision as of 10:31, 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 state)
    • Use on_rez event in this situation

Examples

Deep Notes

Signature

event void state_entry(  );