1. Make new script in object.
2. copy/paste this script:
default { state_entry() { llSetText("",<1,1,1>,1); } }
3. remove new script againThis behaviour is normal for floating text; the floating text becomes part of the object, and needs to be set to "" (no text) to disappear. 2011/3/16 Robert Klein <[email protected]> > 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. > _______________________________________________ > Opensim-users mailing list > [email protected] > https://lists.berlios.de/mailman/listinfo/opensim-users > -- The Twilight’s Green Illuminate Beam, This Great ImBalance, that I’ve seen, That Trees Got Icy Branches and, The Good In Bad, That God I’ve Been.
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