Difference between revisions of "LlSetTimerEvent"

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m (added second example script)
(Corrected corrupted script which would not compile. Removed not-so-important notes.)
Line 11: Line 11:
** '''[[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.
|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". Other scripters will argue though, that 0.0 is just fine and I'm crazy.
Please take care when using something like [[llSetTimerEvent]]([[llFrand]](5.0)) in your code. There's a slight chance of [[llFrand]] returning 0.0 and that would stop your timer. Instead write [[llSetTimerEvent]](1.0 + [[llFrand]](4.0)) to get a random somewhere in {{Interval|gte=1.0|lt=5.0|lth=5.0|center=return}}. }}
<lsl>
<lsl>
// 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 27: Line 24:
     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 44: Line 37:
     {
     {
         ++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));

Revision as of 13:14, 30 December 2012

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.

Examples

<lsl> // 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));
   }

} </lsl> <lsl> // 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) );

</lsl>

Notes

See Also

Events

•  timer

Functions

•  llSensorRepeat
•  llGetRegionTimeDilation
•  llGetTime

Deep Notes

Signature

function void llSetTimerEvent( float sec );