Huh?
So you have something like this in your script
;Normal StateEvent OnUpdate() ;do stuff RegisterForSingleUpdate(1.0)endEvent
And then somewhere you may enter the "BusyState" where you don't want anything to happen, except that you want to make sure that updates will continue after leaving the "BusyState"?
That solution you posted would probably work, or maybe even something like this?
Scriptname _test_testscript extends Quest ;Normal StateEvent OnUpdate() ;do stuff RegisterForSingleUpdate(1.0)endEventEvent OnBeginState() RegisterForSingleUpdate(1.0) ;or simply call OnUpdate()endEventState BusyState Event OnUpdate() ;chill out - stop the update loops endEventendState