Difference between revisions of "LlGetRegionTimeDilation"

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Affects:
Affects:
*[[llGetTime]] & [[llGetAndResetTime]]
*[[llGetTime]] & [[llGetAndResetTime]]
*Intervals of [[timer]] & [[sensor]] events queued as a result of [[llSetEventTimer]] & [[llSensorRepeat]].
*Intervals of [[timer]] & [[sensor]] events queued as a result of [[llSetTimerEvent]] & [[llSensorRepeat]].
|caveats=
|caveats=
|constants
|constants

Revision as of 20:47, 1 October 2008

Summary

Function: float llGetRegionTimeDilation( );

Returns a float that is the current time dilation, the value range is [0.0, 1.0], 0.0 (full dilation) and 1.0 (no dilation).

It is used as the ratio between the change of script time to that of real world time.

Specification

Time dilation is a method the server uses to cope with simulator lag. Physics and script generated lag can result in time dilation. Time dilation slows script time & execution. When time dilation is zero script execution halts.

Affects:

Examples

<lsl> // The beginnings of a region-info script. string region; string sim;

default {

   state_entry()
   {
       llSetTimerEvent(1.0);
   }
   timer()
   {
       string here = llGetRegionName();
       if(region != here)
       {
           sim = llGetSimulatorHostname();
           region = here;
       }
       llSetText(
               "   REGION NAME : " + region + 
             "\n  SIM HOSTNAME : " + sim + 
             "\n TIME DILATION : " + (string)llGetRegionTimeDilation() +
             "\n    REGION FPS : " + (string)llGetRegionFPS(),
           <0,1,0>, 1.0);
   }

}

</lsl>

See Also

Functions

•  llGetRegionFPS
•  llGetTime
•  llGetAndResetTime

Deep Notes

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Signature

function float llGetRegionTimeDilation();