llSetTimerEvent
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Summary
Function: llSetTimerEvent( float sec );107 | Function ID |
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:
- Time dilation - See llGetRegionTimeDilation for more information.
- Default event delay - Only so many events can be triggered per second.
- 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
Examples
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". Some other scripters will argue though, that 0.0 will be just fine too and I'm crazy.
<lsl> // default of counter is 0 upon script load integer counter;
default {
state_entry() { // llResetTime();
llSetTimerEvent(2.0); }
touch_start(integer total_number) { // PUBLIC_CHANNEL has the integer value 0 llSay(PUBLIC_CHANNEL, "The timer stops.");
llSetTimerEvent(0.0); counter = 0; }
timer() { ++counter; llSay(PUBLIC_CHANNEL, (string)counter+" ticks have passed in " + (string)llGetTime() + " script seconds.\nEstimated elapsed time: " + (string)(counter * gap)); }
}
</lsl>Notes
- Notes on minimum practical llSetTimerEvent values, Second Life forum, 2011-03-21