Difference between revisions of "State entry"

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#*Use [[on_rez]] event in this situation
#*Use [[on_rez]] event in this situation
|caveats
|caveats
|examples
|examples=
<Pre>
default
{
    state_entry()
    {
        llSay(0, "Hello, Avatar!");
    }
}
</Pre>
|helpers
|helpers
|also_header
|also_header

Revision as of 03:43, 27 September 2007

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 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

Caveats


Examples

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

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(  );