function
Function syntax
llSetTimerEvent(float sec// Interval in seconds between timer events (0.0 to disable).
);- Energy
- 10
Cause the timer event to be triggered a maximum of once every sec seconds. Passing in 0.0 stops further timer events.
llSetTimerEvent(0.0);Caveats
Section titled “Caveats”- The time between timer events can be longer, this is caused by:
- Time dilation - See
llGetRegionTimeDilationfor 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. So if you change to a state that has a timer() event, with the timer still running, it will fire in the new state.
- Setting a new timer replaces the old timer and resets the timer clock.
- If you repeatedly call this function at some interval less than sec the timer event will never fire.
- The
timerevent is not an interrupt, it will not pause the execution of the currently running event to execute the timer. The current event must finish executing before the timer executes.
Examples
Section titled “Examples”Example 1
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// default of counter is 0 upon script loadinteger counter;float gap = 2.0;
default{ state_entry() { llSetTimerEvent(gap); }
touch_start(integer total_number) { llSay(0, "The timer stops."); llSetTimerEvent(0.0); counter = 0; }9 collapsed lines
timer() { ++counter; llSay(0, (string)counter+" ticks have passed in " + (string)llGetTime() + " script seconds.\nEstimated elapsed time: " + (string)(counter * gap)); }}Example 2
// random period in between (+15.0, +30.0]// which means the resulting float could be 30.0 but not 15.0
llSetTimerEvent( 30.0 - llFrand(15.0) );
// same results for:// llSetTimerEvent( 30.0 + llFrand(-15.0) );Example 3
// The timer event will never fire.default{ state_entry() { llSetTimerEvent(5.0); // Sensor every 2.5 seconds llSensorRepeat("", NULL_KEY, FALSE, 0.0, 0.0, 2.5); }
no_sensor() { llSetTimerEvent(5.0); }
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timer() { llSay(0, "I will never happen."); llSay(0, "Well, unless llSensorRepeat() magically finds something,"+ "or maybe there's 2.5+ seconds of lag and the timer()"+ "event queues."); }}Example 4
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// Using a timer to simulate multiple timersinteger counter_a = 0;integer counter_b = 0;
default{ state_entry() { //Starting Timer Event llSetTimerEvent(1.0); }
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timer() { //Increment counters counter_a++; counter_b++;
if(counter_a >= 100) { //Resetting Counter A counter_a = 0; llOwnerSay("Counter a has reached 100"); }
if(counter_b >= 200) { //Resetting counter B counter_b = 0; llOwnerSay("Counter b has reached 200"); }
}}- Notes on minimum practical llSetTimerEvent values, Second Life forum, 2011-03-21
See also
Section titled “See also”Functions
Section titled “Functions”Events
Section titled “Events”Original wiki source
Some wiki templates and tables need their original context. View this article on the Second Life Wiki. Technical wording and examples are retained from the source; historical guidance may differ from current behavior.