Jump to content

Two Questions.


vagabondfirefly

Recommended Posts

GameMode blocks attached to active quests will run within five seconds of the game loading. Aside from that, I can't really think of anything universal that wouldn't involve attaching a script to the player, but that's generally frowned upon.

There's no specific way of permanently stopping a script. If it's attached to a quest you can use StopQuest, since only active Quests have their scripts run. You could use RemoveScript if you don't mind using OBSE, but I'm not sure if that works for quests (Even if it did, you'd have to assign the quest to a ref variable first), and definitely not for Magic Effects. Aside from that, you can just stop it running. Move objects into inaccessible "holding cells", swap scripted spells out for non-scripted versions, etc.

If you don't mind the script still technically running, but not doing anything, you can use if loops and variables to check if it's okay for the script to work, and have the script do its thing only if so. A common setup for initializing things is, for example, "if DoOnce (a Short variable) is 0, set up variables/quests and set DoOnce to 1".

What context would you be doing this in?

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...