[Opensim-users] Floating text not going away

Lindy McKeown lindyaustralia at gmail.com
Wed Mar 16 15:57:04 UTC 2011


Prims always remember floating text even  after the script creating it are
removed. So to remove you have to put nothing  in the floating text. Then it
will replace your time with nothing and remember that when you remove the
floating text  script. It allows you to label and unlabel items. Useful for
objects that give their contents so you don't also get the floating text
script given to you.
Lindy
On Mar 16, 2011 8:47 AM, "Robert Klein" <rtkwebman at gmail.com> wrote:
> I have a script that puts the current time floating above an object. When
I
> remove the script from the object contents the text still remains floating
> above the object showing the time from when the script was removed. The
time
> does not continue to update but it will not go away. Anyone else have this
> problem and if so how did you get the text to go away without deleting the
> object and starting over?
>
> Here is the script:
>
> // HoverText Clock Script
> // By Ben Linden
> //
> // Drop on an object to make it display the PST time.
> //
> // If you are interested in scripting, check out
> // the Script Help under the help menu.
>
> // The double slash means these lines are comments
> // and ignored by the computer.
>
>
>
>
> // Global Variables
> // a string is a collection of characters.
> string smin; // Represents minutes
> string sseconds; //Represens seconds
>
> // All scripts have a default state, this will be
> // the first code executed.
> default
> {
> // state_entry() is an event handler, it executes
> // whenever a state is entered.
> state_entry()
> {
> // llSetTimerEvent() is a function that sets
> // up a timer event in seconds.
> llSetTimerEvent(2.0); // call a timer event
> // every 2 seconds.
> }
>
>
> // timer() is an event handler, it executes on an
> // interval defined by llSetTimerEvent()
> timer()
> {
> // llFloor is a function that rounds down all numbers.
> // llGetWallClock is a function that returns the time
> // of day in seconds, on a 24 hour clock.
> integer seconds = llFloor(llGetWallclock());
> // Convert the total number of seconds into a integer (whole number)
> integer min = llFloor(seconds/60);
> // Figure out how many minutes that is
> seconds = seconds - (min*60);
> //Work out the remaining number of seconds
> integer hour = llFloor(min/60);
> // figure out how many hours it represents.
> min = min - (hour*60);
> // figure out the number of minutes remaining
>
> // if is a conditional statement, it will only execute if the
> conditions are met.
> if(hour > 12) {hour = hour - 12;} // if the hours are greater than
> 12, convert to 12 hour time
> string shour = (string)hour; //convert the number into a string
> if(min < 10) {smin = "0"+(string)min;} // if less than 10 minutes,
> put a 0 in the minute string
> else { smin = (string)min;}
> if(seconds < 10) { sseconds = "0"+(string)seconds;} // if less than
> 10 sec, put a 0 in the second string
> else {sseconds = (string)seconds;}
>
>
> string time = shour + ":" + smin; // build the seperate strings into
> a complete string, with colons
>
> // llSetText is a function that displays a string over the object.
> llSetText(time, ZERO_VECTOR, 1.0); //Display the string in solid
> black.
> }
>
> }
>
>
> Thanks,
>
> Robert
>
> --
> View this message in context:
http://opensim-users.2152040.n2.nabble.com/Floating-text-not-going-away-tp6177053p6177053.html
> Sent from the opensim-users mailing list archive at Nabble.com.
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