Difference between revisions of "LlResetOtherScript"

From Second Life Wiki
Jump to navigation Jump to search
(it does have to be active... as explained above. otherwise it's not reset)
Line 31: Line 31:
if (message == "Yes"){
if (message == "Yes"){
llSay(0, "Reseting script...");
llSay(0, "Reseting script...");
llResetOtherScript("Database_script"); // The script must be in the same prim and doesn`t have to be active
llResetOtherScript("Database_script"); // The script must be in the same prim and does have to be active
} else
} else
llSay(0, "Operation canceled");
llSay(0, "Operation canceled");

Revision as of 05:42, 8 August 2009

Summary

Function: llResetOtherScript( string name );
0.0 Forced Delay
10.0 Energy

Resets script name

• string name a script in the inventory of the prim this script is in

On script reset...

  • The current event/function is exited without further execution or return.
  • All global variables are set to their defaults
  • The event queue is cleared, and recurring events are stopped.
  • The default state is set as the active state

Caveats

  • If name is missing from the prim's inventory or it is not a script then an error is shouted on DEBUG_CHANNEL.
  • If the script is not running, this call has no effect, even after the script is set running again.

Examples

<lsl> integer menu_channel = -2345;

default { state_entry(){ llListen(menu_channel, "", "", ""); }

touch_start(integer total_number){ llDialog(llDetectedKey(0), "Reset database script?", ["Yes", "No"], menu_channel); }

listen(integer channel, string name, key id, string message){ if (message == "Yes"){ llSay(0, "Reseting script..."); llResetOtherScript("Database_script"); // The script must be in the same prim and does have to be active } else llSay(0, "Operation canceled"); } }

</lsl>

See Also

Functions

•  llResetScript
•  llGetScriptState
•  llSetScriptState

Deep Notes

Signature

function void llResetOtherScript( string name );