llGetTime
Revision as of 16:36, 23 November 2009 by Chance Zeta (talk | contribs) (Fixed the page to indicate that llGetTime is NOT affected by dilation. (Citation: http://www.foxular.net/asdf/Photo-0431.jpg ))
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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 last sim reset, script 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
- Script time resets when...
- Script reset (user or llResetScript or llResetOtherScript)
- Simulator reset (admin or crash)[1]
- Call to either llResetTime or llGetAndResetTime
- Script time measures real world time, it is unaffected by time dilation.
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
Functions
• | llResetTime | |||
• | llGetAndResetTime | |||
• | llGetRegionTimeDilation |