Difference between revisions of "LlInstantMessage"

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|caveats=**For applications where this is problematic, it's possible to place the call to llInstantMessage in a child script and pass the information to that script via other means. The message sent can not be longer than 1024 bytes.
|caveats=**For applications where this is problematic, it's possible to place the call to llInstantMessage in a child script and pass the information to that script via other means.
*The message sent can not be longer than 1024 bytes.
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Revision as of 14:34, 21 February 2007

Summary

Function: llInstantMessage( key user, string message );
2.0 Forced Delay
10.0 Energy

Sends an Instant Message specified in the string message to the user specified by the key key.

• key user
• string message

Caveats

  • This function causes the script to sleep for 2.0 seconds.
    • For applications where this is problematic, it's possible to place the call to llInstantMessage in a child script and pass the information to that script via other means.
  • The message sent can not be longer than 1024 bytes.

Examples

key owner;

default {

    on_rez(integer start_param)
    {
        owner=llGetOwner();  // get the key of the objects owner.
    }
    touch_start(integer total_num)
    {        
        llInstantMessage(owner,llKey2Name(owner)+", " + (string)total_num +" Avatar(s) touched me!");
    }
}

Notes

Instant Messaging has the benefit of allowing communication from an object to an avatar anywhere in the Grid. The downside is that an object cannot receive an Instant Message, therefore an avatar cannot send an Instant Message to an object. It's a one-way communication avenue. Also, the two-second script delay can be considered a downside in some applications.

See Also

Deep Notes

Signature

function void llInstantMessage( key user, string message );