Edit: Answered the question by trying it. Nope.
Also found the events related to states. Including OnBeginState() and OnEndState()
state activestateEvent OnBeginState() debug.notification("entered active state"); registerforsingleupdate(5);endeventevent onupdate() if (combatphase.getvalue() == 0) ;Do Nothing: Combat Has Not Started debug.notification ("In activestate. Phase =" + combatphase.getvalue()) gotostate ("activestate") elseif (combatphase.getvalue() == 1) gotostate ("combatstate"); elseif (combatphase.getvalue() == 2) gotostate ("flyingstate1"); elseif (combatphase.getvalue() == 3) gotostate ("flyingstate2"); else gotostate ("activestate") endifendeventendstateScriptname MOD1AazCombatScript extends Actor Quest Property MOD1QPart1 AutoGlobalVariable Property combatphase Auto ;Event OnLoad(); Registerforupdate(120);EndEventEvent OnInit()endeventauto state waitingstate Event OnInit() registerforupdate(5);Polling endevent Event OnUpdate() if (MOD1QPart1.GetStage() == 29) unregisterforupdate(); debug.notification("exiting waiting state"); gotostate ("activestate") else debug.notification("in waiting state" + MOD1QPart1.GetStage()) endif endeventendstatestate activestate Event OnBeginState() debug.notification("entered active state"); registerforsingleupdate(5); endevent event onupdate() if (combatphase.getvalue() == 1) gotostate ("combatstate"); elseif (combatphase.getvalue() == 2) gotostate ("flyingstate1"); elseif (combatphase.getvalue() == 3) gotostate ("flyingstate2"); else gotostate ("activestate") debug.notification ("In activestate. Phase =" + combatphase.getvalue()) endif endeventendstatestate combatstate Event OnBeginState() setallowflying(false); startcombat(game.getplayer()); registerforsingleupdate(10); endevent event onupdate() gotostate ("activestate") endeventendstatestate flyingstate1 event onbeginstate() setallowflying(true) stopcombat() endeventendstatestate flyingstate2 event onbeginstate() setallowflying(true) stopcombat() endeventendstatescriptname MOD1AazCombatScript extends ActorQuest property MOD1QPart1 autoGlobalVariable property CombatPhase autoevent OnInit() RegisterForUpdate(5.0)endeventauto state Waiting event OnUpdate() int currentStage = MOD1QPart1.GetCurrentStageID() if (currentStage == 29) UnregisterForUpdate() GoToState("Active") Debug.Notification("exiting waiting state") else Debug.Notification("in waiting state" + currentStage) endif endeventendstatestate Active event OnBeginState() Debug.Notification("entered active state") RegisterForSingleUpdate(5.0) endevent event OnUpdate() int phase = CombatPhase.GetValue() as int if (phase == 1) GoToState("Combat") elseif (phase == 2 || phase == 3) GoToState("Flying") else GoToState("Active") Debug.Notification("In active. Phase =" + phase) endif endeventendstatestate Combat event OnBeginState() SetAllowFlying(false) StartCombat(Game.GetPlayer()) RegisterForSingleUpdate(10.0) endevent event OnUpdate() GoToState("Active") endeventendstatestate Flying event OnBeginState() SetAllowFlying(true) StopCombat() endeventendstatescriptname MOD1AazCombatScript extends ActorQuest property MOD1QPart1 autoGlobalVariable property CombatPhase autoevent OnInit() RegisterForUpdate(5.0)endeventauto state Waiting event OnUpdate() int currentStage = MOD1QPart1.GetCurrentStageID() if (currentStage == 29) UnregisterForUpdate() GoToState("Active") Debug.Notification("exiting waiting state") else Debug.Notification("in waiting state" + currentStage) endif endeventendstatestate Active event OnBeginState() Debug.Notification("entered active state") RegisterForSingleUpdate(5.0) endevent event OnUpdate() int phase = CombatPhase.GetValue() as int if (phase == 1) GoToState("Combat") elseif (phase == 2 || phase == 3) GoToState("Flying") else GoToState("Active") Debug.Notification("In active. Phase =" + phase) endif endeventendstatestate Combat event OnBeginState() SetAllowFlying(false) StartCombat(Game.GetPlayer()) RegisterForSingleUpdate(10.0) endevent event OnUpdate() GoToState("Active") endeventendstatestate Flying event OnBeginState() SetAllowFlying(true) StopCombat() endeventendstatescriptname XsTest extends Quest;////////////////////////////////////////////////////////////////////////////// Events/////////////////////////////////////////////////////////////////////////////;event OnInit() Notify("OnInit", "Register Update") RegisterForSingleUpdate(2.0)endeventevent OnReset() Notify("OnReset", "Nothing")endeventevent OnUpdate() Notify("OnUpdate", "GoToState(Other)") GoToState("Other")endevent;////////////////////////////////////////////////////////////////////////////// States/////////////////////////////////////////////////////////////////////////////;state Other event OnBeginState() Notify("OnBeginState", "Register Update") RegisterForSingleUpdate(2.0) endevent event OnEndState() Notify("OnEndState", "Nothing") endevent event OnInit() Notify("OnInit", "Register Update") RegisterForSingleUpdate(2.0) endevent event OnUpdate() Notify("OnUpdate", "Reset") Reset() endevent event OnReset() Notify("OnReset", "Nothing") endeventendstate;////////////////////////////////////////////////////////////////////////////// Functions/////////////////////////////////////////////////////////////////////////////;function Notify(string source, string doing) string m = "[XsT1] " + source + " @ [" + GetState() + "] : " + doing Debug.Notification(m) Debug.Trace(m)endfunction[03/22/2012 - 04:09:27PM] [XsT1] OnInit @ [] : Register Update[03/22/2012 - 04:09:29PM] [XsT1] OnUpdate @ [] : GoToState(Other)[03/22/2012 - 04:09:29PM] [XsT1] onBeginState @ [OTHER] : Register Update[03/22/2012 - 04:09:31PM] [XsT1] OnUpdate @ [OTHER] : Resetafter a manual startquest via console[03/22/2012 - 04:10:18PM] [XsT1] OnInit @ [] : Register Update[03/22/2012 - 04:10:21PM] [XsT1] OnUpdate @ [] : GoToState(Other)[03/22/2012 - 04:10:21PM] [XsT1] onBeginState @ [OTHER] : Register Update[03/22/2012 - 04:10:23PM] [XsT1] OnUpdate @ [OTHER] : Reset
; after gameload even though its not an auto-start quest and GetQR returns 0[03/22/2012 - 05:36:00PM] [XsT1] OnInit @ [OTHER] : Register Update[03/22/2012 - 05:36:02PM] [XsT1] OnUpdate @ [OTHER] : GoToState()[03/22/2012 - 05:36:02PM] [XsT1] onEndState @ [OTHER] : Nothing; after manual starquest[03/22/2012 - 05:36:21PM] [XsT1] OnInit @ [OTHER] : Register Update[03/22/2012 - 05:36:25PM] [XsT1] OnUpdate @ [OTHER] : GoToState()[03/22/2012 - 05:36:25PM] [XsT1] onEndState @ [OTHER] : Nothing

Scriptname MOD1AazCombatScript extends Actor Quest Property MOD1QPart1 AutoGlobalVariable Property combatphase Auto ;Event OnLoad(); Registerforupdate(120);EndEventEvent OnInit()endeventauto state waitingstate Event OnInit() registerforupdate(5);Polling endevent Event OnUpdate() if (MOD1QPart1.GetStage() == 29) unregisterforupdate(); debug.notification("exiting waiting state"); gotostate ("activestate") else debug.notification("in waiting state" + MOD1QPart1.GetStage()) endif endeventendstatestate activestate Event OnBeginState() debug.notification("entered active state"); registerforsingleupdate(5); endevent event onupdate() int phase = combatphase.getvalue() as int; if (phase == 1) gotostate ("combatstate"); elseif (phase == 2) gotostate ("flyingstate1"); elseif (phase == 3) gotostate ("flyingstate2"); else gotostate ("activestate"); debug.notification ("In activestate. Phase =" + phase); endif endeventendstatestate combatstate Event OnBeginState() setallowflying(false); startcombat(game.getplayer()); registerforsingleupdate(10); endevent event onupdate() gotostate ("activestate") endeventendstatestate flyingstate1 event onbeginstate() setallowflying(true) stopcombat() endeventendstatestate flyingstate2 event onbeginstate() setallowflying(true) stopcombat() endeventendstate