You are currently not logged in! Enter your authentication credentials below to log in. You need to have cookies enabled to log in.
Events are SL's method for notifying scripts about what's happening. Events do not execute concurrently: they run one after the other, and there's an event queue where they are stored waiting for execution of the last one to finish before the next one starts. The minimum delay between events is 0.022 seconds (one simulator frame). The function llMinEventDelay
can set a higher minimum delay between events of the same type.
If an event occurs while another event is being processed, the new event is placed in a queue, waiting for a chance to be executed.
The queue is able to hold up to 64 events. Certain events can appear in the queue only a limited number of times.
In some cases, events can be removed from the queue:
state
change.llSetTimerEvent
(0) removes any pending timer event from the queue, if present.llSensorRemove
() removes ant pending sensor or no_sensor events.Some events are enqueued per prim rather than per script, meaning all scripts in the prim will receive them:
And some per object:
Category | Description |
---|---|
Detection | Includes all events inside which detection functions are valid. |
Touch | Includes the touch_start, touch and touch_end events. |
Collision | Includes collision_* and land_collision_*. |
Target | Includes [not_]at_[rot_]target. |
Here's a comprehensive list of the events that LSL supports:
a
at_rot_target
at_target
attach
c
changed
collision
collision_end
collision_start
control
d
dataserver
e
email
experience_permissions
experience_permissions_denied
f
final_damage
g
game_control