Difference between revisions of "LlSetTimerEvent"

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|func_id=107|func_sleep=0.0|func_energy=10.0
|func_id=107|func_sleep=0.0|func_energy=10.0
|func=llSetTimerEvent|p1_type=float|p1_name=sec|p1_desc=Any positive non-zero value to enable, zero (0.0) to disable.
|func=llSetTimerEvent|p1_type=float|p1_name=sec|p1_desc=Any positive non-zero value to enable, zero (0.0) to disable.
|func_desc=Cause the [[timer]] event to be triggered a maximum of once every '''sec''' seconds. Passing in 0.0 stops further timer events.
|func_desc=Cause the [[timer]] event to be triggered a maximum of once every {{LSLPT|sec}} seconds. Passing in 0.0 stops further timer events.
|func_footnote
|func_footnote
|return_text
|return_text
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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.
*Setting a new timer replaces the old timer and resets the timer clock.
**If you repeatedly call this function at some interval less than {{LSLPT|sec}} the timer event will never fire.
*The [[timer]] event is not an interrupt, it will not pause the execution of the currently running event to execute the timer. The current event must finish executing before the timer executes.
|constants
|constants
|examples=
|examples=
{{LSL Tip|Timers inside Second Life are either running, when you set the time inside the [[llSetTimerEvent]] function call to a positive float, or they are not running, when you set the time inside the [[llSetTimerEvent]] function call to 0.0. Each state in your script only has one timer, and timers keep running even when switching states. For the sake of readability I personally tend to write llSetTimerEvent( (float)FALSE ); when stopping a timer, because I read it as "stop timer". Some other scripters will argue though, that 0.0 will be just fine too and I'm crazy.}}
 
<lsl>
<source lang="lsl2">
// 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 23: Line 27:
     state_entry()
     state_entry()
     {
     {
        // llResetTime();
         llSetTimerEvent(gap);
 
         llSetTimerEvent(2.0);
     }
     }


     touch_start(integer total_number)
     touch_start(integer total_number)
     {
     {
        // PUBLIC_CHANNEL has the integer value 0
         llSay(0, "The timer stops.");
         llSay(PUBLIC_CHANNEL, "The timer stops.");
 
         llSetTimerEvent(0.0);
         llSetTimerEvent(0.0);
         counter = 0;
         counter = 0;
Line 40: Line 40:
     {
     {
         ++counter;  
         ++counter;  
         llSay(PUBLIC_CHANNEL,
         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));
     }
     }
}
}
</lsl>
</source>
<source lang="lsl2">
//  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) );
</source>
<source lang="lsl2">
// The timer event will never fire.
default
{
    state_entry()
    {
        llSetTimerEvent(5.0);
        // Sensor every 2.5 seconds
        llSensorRepeat("", NULL_KEY, FALSE, 0.0, 0.0, 2.5);
    }
 
    no_sensor()
    {
        llSetTimerEvent(5.0);
    }
   
    timer()
    {
        llSay(0, "I will never happen.");
        llSay(0, "Well, unless llSensorRepeat() magically finds something,"+
                    "or maybe there's 2.5+ seconds of lag and the timer()"+
                    "event queues.");
    }
}
</source>
<source lang="lsl2">
// Using a timer to simulate multiple timers
integer counter_a = 0;
integer counter_b = 0;
 
default
{
    state_entry()
    {
        //Starting Timer Event
        llSetTimerEvent(1.0);
    }
 
    timer()
    {
        //Increment counters
        counter_a++;
        counter_b++;
 
        if(counter_a >= 100)
        {
            //Resetting Counter A
            counter_a = 0;
            llOwnerSay("Counter a has reached 100");
        }
 
        if(counter_b >= 200)
        {
            //Resetting counter B
            counter_b = 0;
            llOwnerSay("Counter b has reached 200");
        }
 
    }
}
</source>
 
|helpers
|helpers
|also_functions=
|also_functions=

Latest revision as of 10:10, 5 July 2023

Summary

Function: llSetTimerEvent( float sec );
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:
  • 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.
  • Setting a new timer replaces the old timer and resets the timer clock.
    • If you repeatedly call this function at some interval less than sec the timer event will never fire.
  • The timer event is not an interrupt, it will not pause the execution of the currently running event to execute the timer. The current event must finish executing before the timer executes.

Examples

// 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));
    }
}
//  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) );
// The timer event will never fire.
default
{
    state_entry()
    {
        llSetTimerEvent(5.0);
        // Sensor every 2.5 seconds
        llSensorRepeat("", NULL_KEY, FALSE, 0.0, 0.0, 2.5);
    }

    no_sensor()
    {
        llSetTimerEvent(5.0);
    }
    
    timer()
    {
        llSay(0, "I will never happen.");
        llSay(0, "Well, unless llSensorRepeat() magically finds something,"+
                    "or maybe there's 2.5+ seconds of lag and the timer()"+
                    "event queues.");
    }
}
// Using a timer to simulate multiple timers
integer counter_a = 0;
integer counter_b = 0;

default
{
    state_entry()
    {
        //Starting Timer Event
        llSetTimerEvent(1.0);
    }

    timer()
    {
        //Increment counters
        counter_a++;
        counter_b++;

        if(counter_a >= 100)
        {
            //Resetting Counter A
            counter_a = 0;
            llOwnerSay("Counter a has reached 100");
        }

        if(counter_b >= 200)
        {
            //Resetting counter B
            counter_b = 0;
            llOwnerSay("Counter b has reached 200");
        }

    }
}

Notes

See Also

Events

•  timer

Functions

•  llSensorRepeat
•  llGetRegionTimeDilation
•  llGetTime

Deep Notes

Signature

function void llSetTimerEvent( float sec );