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]]
===Mono===
*Script time measures real world time, it is unaffected by time dilation.  
*Script time measures real world time, it is unaffected by time dilation.
===LSO===
*Script time doesn't measure real world time, it is affected by time dilation.
|examples=
|examples=
<lsl>
<source lang="lsl2">
default {
default {
     state_entry()
     state_entry()
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     }
     }
}
}
</lsl>
</source>
|helpers
|helpers
|also_functions={{LSL DefineRow||[[llGetTime]]|}}
|also_functions={{LSL DefineRow||[[llGetTime]]|}}

Latest revision as of 13:30, 22 January 2015

Summary

Function: llResetTime( );
0.0 Forced Delay
10.0 Energy

Resets the script-time timer to zero.

Caveats

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

Deep Notes

Signature

function void llResetTime();