llSetTimerEvent

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Revision as of 15:53, 5 October 2012 by Strife Onizuka (talk | contribs)
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Summary

Function: llSetTimerEvent( float sec );

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:
  • The timer persists across state changes, but gets removed when the script is reset
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Examples

KBcaution.png Important: 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

See Also

Events

•  timer

Functions

•  llSensorRepeat
•  llGetRegionTimeDilation
•  llGetTime

Deep Notes

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Signature

function void llSetTimerEvent( float sec );