Difference between revisions of "LSL llGetTime"

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Line 6: Line 6:
|sort=GetTime
|sort=GetTime
|return_type=float
|return_type=float
|return_text=time in seconds.
|return_text=that is the time in seconds since the last script reset, or since the last call to {{LSLG|llResetTime}} or {{LSLG|llGetAndResetTime}}.
|func_footnote=Retrieves the time in seconds since the last script reset, or since the last call to {{LSLG|llResetTime}} / {{LSLG|llGetAndResetTime}}.
|func_footnote
|spec
|spec
|caveats=Known to be reset by various events outside user control, such as sim resets. Reliable only for short term timing measurements.
|caveats=Known to be reset by various events outside user control, such as sim resets. Reliable only for short term timing measurements.

Revision as of 13:04, 9 February 2007

Summary

Function: float llGetTime( );
0.0 Forced Delay
10.0 Energy

Returns a float that is the time in seconds since the last script reset, or since the last call to llResetTime or llGetAndResetTime.

Caveats

Known to be reset by various events outside user control, such as sim resets. Reliable only for short term timing measurements.

Examples

<lsl> default {

   state_entry()
   {
       llResetTime();
   }
   touch_start(integer num_touch)
   {
       float time;
       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." );
   }

}

</lsl>

See Also

Deep Notes

Signature

function float llGetTime();