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0.03 second delay?

Psy Arashi
Registered User
Join date: 2 Sep 2007
Posts: 9
09-07-2007 20:48
I need a 0.03 second delay between moving a non physical object, is this possible?
Johan Laurasia
Fully Rezzed
Join date: 31 Oct 2006
Posts: 1,394
09-07-2007 20:53
llSleep (0.03);
Psy Arashi
Registered User
Join date: 2 Sep 2007
Posts: 9
09-07-2007 21:00
Did you take into account that llSetPos(); already has a 0.2 delay following it?
Jotheph Nemeth
Registered User
Join date: 9 Aug 2007
Posts: 142
09-07-2007 21:40
From: Psy Arashi
Did you take into account that llSetPos(); already has a 0.2 delay following it?



then use llSleep(.1);

sheesh ;)
Deanna Trollop
BZ Enterprises
Join date: 30 Jan 2006
Posts: 671
09-07-2007 21:45
0.03, not 0.3.

But to answer the OP, yes, it is possible, using multiple scripts to circumvent the 0.2 sec delay.
Psy Arashi
Registered User
Join date: 2 Sep 2007
Posts: 9
09-08-2007 00:48
Yeah, I already figured that out lol. Is it possible to do it in one script?
Deanna Trollop
BZ Enterprises
Join date: 30 Jan 2006
Posts: 671
09-08-2007 03:26
Nope.
Jotheph Nemeth
Registered User
Join date: 9 Aug 2007
Posts: 142
09-08-2007 06:07
From: Deanna Trollop
0.03, not 0.3.

But to answer the OP, yes, it is possible, using multiple scripts to circumvent the 0.2 sec delay.


hmmm

Another great and painful work-around that defeats a pointless limit imposed by lsl.

Is it ironic that the limit was imposed to decrease the sim hit, but the work-around gets past it by actually adding *more* of a hit to the sim?
Psy Arashi
Registered User
Join date: 2 Sep 2007
Posts: 9
09-08-2007 09:52
More of a hit, yes. But people are much less likely to use it, thus less of a hit.
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
09-08-2007 11:13
From: Psy Arashi
More of a hit, yes. But people are much less likely to use it, thus less of a hit.


::looks at 3to19 extra scripts to handle issues of simultaneus movement::

er... nope no extra hit here o.O

at least they're all in a single linked prim now.