I don't know where I learned this, and I think I may have learned wrong... But I was under the impression that using a RemoveMe command at the end of a script would stop the script from running ever again. So I have been using them in staged timers where the last stage calls the RemoveMe. The wiki says that calling RemoveMe in any block but an OnAdd block can crash the game. I know I have been using RemoveMe in GameMode blocks and it hasn't crashed the game, until now... I have also used it in spawned NPC scripts after calling Disable and MarkForDelete. I think this may be wrong as well.
So, (1) can someone who definitely knows, shed some light on this for me please?
And (2) while were at it, is there a way I can lookup all my scripts that have this command? I have hundreds of scripts and would like to check them and remove the RemoveMe commands if I have indeed been using them incorrectly. I think I remember someone saying there is a text lookup function in the Geck somewhere, I'll search for it in the meantime. Nevermind, I found it...
Lastly, (3) what is the best way to stop a script after it has completed its usefulness besides using some dummy variable to check against (like DoOnce), since that doesn't really stop the script? Perhaps its not even necessary as scripts don't run when the player leaves a cell anyway.
Thanks for the help............ :hehe: