Difference between revisions of "LlGetTime"

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|func=llGetTime|sort=GetTime
|func=llGetTime|sort=GetTime
|return_type=float
|return_type=float
|return_text=that is script time in seconds with subsecond precision since the last sim reset, script reset or call to either [[llResetTime]] or [[llGetAndResetTime]].
|return_text=that is script time in seconds with subsecond precision since the script started, was last reset, or call to either [[llResetTime]] or [[llGetAndResetTime]].
|func_footnote
|func_footnote
|spec=Script time matches normal time, it is unaffected by time dilation.  For example, if you call llResetTime on two objects in separate simulators at the same time, and later call llGetTime on both at the same time, their values will be equal regardless of differences in dilation.
|spec=Script time matches normal time, it is unaffected by time dilation.  For example, if you call llResetTime on two objects in separate simulators at the same time, and later call llGetTime on both at the same time, their values will be equal regardless of differences in dilation.

Revision as of 18:21, 14 April 2010

Summary

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

Returns a float that is script time in seconds with subsecond precision since the script started, was last reset, or call to either llResetTime or llGetAndResetTime.

Specification

Script time matches normal time, it is unaffected by time dilation. For example, if you call llResetTime on two objects in separate simulators at the same time, and later call llGetTime on both at the same time, their values will be equal regardless of differences in dilation.

Caveats

Examples

<lsl> default {

   state_entry()
   {
       llResetTime();
   }
   touch_start(integer num_touch)
   {
       float 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>

Notes

Script time can be reset by various events. To measure elapsed calendar time, call llGetTimestamp instead, since simulator or script resets will make script time intervals differ from calendar time intervals.

See Also

Deep Notes

Signature

function float llGetTime();