[Opensim-users] Floating text not going away

InuYasha Meiji inuyasha.meiji at gmail.com
Thu Mar 17 03:21:54 UTC 2011


On 3/16/2011 11:57 AM, Lindy McKeown wrote:
>
> 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 
> <mailto: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
> > ttps://lists.berlios.de/mailman/listinfo/opensim-users
Adding my two cents.,.  This is also true for objects that produce 
particle efects.

-InuYasha

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