Difference between revisions of "Category:LSL Events"

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{{LSL Header}}
{{LSL Header}}


Within states LSL works on events, such as the scripted object starting to move ([[Moving_start]]), colliding with things ([[Collision_start]]) or timer events ([[Timer]]).
Within states LSL works on events, such as the scripted object starting to move ([[moving_start]]), colliding with things ([[collision_start]]) or a recurring timer ([[timer]]).


Events do not interrupt each other, but instead are queued {{HoverText|FIFO|First In, First Out}}. On state change the event queue is cleared and any open listens are [[llListenRemove|removed]] automatically. Reoccurring events ([[sensor]] and [[timer]]) are set not to reoccur in the new state and must be manually re-enabled (via [[llSensor]], [[llSensorRepeat]] or [[llSetTimerEvent]]).
Events do not interrupt each other, but instead are queued {{HoverText|FIFO|First In, First Out}}. On state change the event queue is cleared and any open listens are [[llListenRemove|removed]] automatically. Reoccurring events ([[sensor]] and [[timer]]) are set not to reoccur in the new state and must be manually re-enabled (via [[llSensor]], [[llSensorRepeat]] or [[llSetTimerEvent]]).

Revision as of 07:03, 20 March 2007

Within states LSL works on events, such as the scripted object starting to move (moving_start), colliding with things (collision_start) or a recurring timer (timer).

Events do not interrupt each other, but instead are queued FIFO. On state change the event queue is cleared and any open listens are removed automatically. Reoccurring events (sensor and timer) are set not to reoccur in the new state and must be manually re-enabled (via llSensor, llSensorRepeat or llSetTimerEvent).