rickerhk Posted March 4, 2013 Share Posted March 4, 2013 I run a lot of menus in quest scripts. I set the quest delay to .016, and reset/start/stop the quest when needed. I wouldn't leave it running all the time, though, so you need some mechanism to start the quest when needed. Otherwise, put the script on an object so the script isn't running unless you are in the cell with the object.As far as the MenuMode block and MenuMode function, they work perfectly well together and my understanding is that the function is more reliable. This is a snippet from a script I'm using: BEGIN MenuMode if (iStagingDone > 8) return endif if (iStagingDone == 1) if (MenuMode 1074) ; In Love Tester Menu set iStagingDone to 2 set fTimer to 2 endif endif if (iStagingDone == 3) if (MenuMode 1001) ; In Tag Skill message set iStagingDone to 4 set fTimer to 2 endif endif if (iStagingDone == 5) if (MenuMode 1084) ; In Trait menu set iStagingDone to 6 set fTimer to 2 endif endif if (iStagingDone == 7) if (MenuMode 1051) ; Player Name set iStagingDone to 8 set fTimer to 2 endif endif END Link to comment Share on other sites More sharing options...
Slikpik Posted March 5, 2013 Author Share Posted March 5, 2013 I got it working Link to comment Share on other sites More sharing options...
luthienanarion Posted March 7, 2013 Share Posted March 7, 2013 (edited) I would just set a flag in menumode that is checked for in the gamemode block. I've avoided using tokens in many scripts that switch modes that way. Edited March 7, 2013 by luthienanarion Link to comment Share on other sites More sharing options...
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