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Vi Shenley
Still Rezzing
Join date: 24 Oct 2006
Posts: 103
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06-30-2008 09:42
Hi, I have a script that animates a texture, and over 10 seconds it gradually reduces the rate of animation, and the transparency of the prim. What I am scratching my head about is how to stop the script once this is done. For example, is there any command I could put after the 'if' statement? float rate = 0.5; float alpha = 1.0;
default { state_entry() { llSetTimerEvent(10); //set to 10secs per event for debug only }
timer() { llSetAlpha(alpha, ALL_SIDES); llSetTextureAnim(ANIM_ON | SMOOTH | LOOP, ALL_SIDES, 0, 0, 0.0, 1, rate); rate = rate - 0.1; alpha = alpha - 0.2; llSay(0, (string) rate + ", " + (string) alpha); //debug only if (rate =< 0.1) { } }
}
Vi
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Cheree Bury
ChereeMotion Owner
Join date: 6 Jun 2007
Posts: 666
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06-30-2008 10:04
From: Vi Shenley Hi, I have a script that animates a texture, and over 10 seconds it gradually reduces the rate of animation, and the transparency of the prim. What I am scratching my head about is how to stop the script once this is done. For example, is there any command I could put after the 'if' statement? float rate = 0.5; float alpha = 1.0;
default { state_entry() { llSetTimerEvent(10); //set to 10secs per event for debug only }
timer() { llSetAlpha(alpha, ALL_SIDES); llSetTextureAnim(ANIM_ON | SMOOTH | LOOP, ALL_SIDES, 0, 0, 0.0, 1, rate); rate = rate - 0.1; alpha = alpha - 0.2; llSay(0, (string) rate + ", " + (string) alpha); //debug only if (rate =< 0.1) { } }
}
Vi llSetTimerEvent(0) will stop the timer. if (rate =< 0.1) { llSetTimerEvent(0); }
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Xhawkx Holden
Registered User
Join date: 1 Nov 2006
Posts: 86
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06-30-2008 11:03
Use.. Function: llSetScriptState( string name, integer run ); Set the running state of the script name. • string name – a script in the prim's inventory • integer run – boolean, if FALSE the script will be disabled. Found here: http://wiki.secondlife.com/wiki/LlSetScriptState
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Vi Shenley
Still Rezzing
Join date: 24 Oct 2006
Posts: 103
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06-30-2008 11:23
Many thanks guys.  Vi
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