Can you show us the script where you set it? That might give us some insight.
MOD1QPart2.SetStage(3)MOD1QPart1.SetStage(32)akSpeaker.SetAllowFlying(False)MOD1QCombatPhase.SetValue(1)akSpeaker.StartCombat(Game.GetPlayer())
Scriptname MOD1AazCombatScript extends Actor Quest Property MOD1QPart1 AutoGlobalVariable Property combatphase Auto Int property Phase AutoEvent OnInit()endeventauto state waitingstate Event OnInit() registerforupdate(5);Polling endevent Event OnUpdate() if (MOD1QPart1.GetStage() == 29) unregisterforupdate(); debug.notification("exiting waiting state"); Phase = 1 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) flyingstate1() elseif (phase == 3) Flyingstate2() else gotostate ("activestate"); debug.notification ("In activestate. Phase =" + phase); endif endeventendstatestate combatstate Event OnBeginState() setallowflying(false); startcombat(game.getplayer()); registerforsingleupdate(10); Phase = 2 endevent event onupdate() gotostate ("activestate") endeventendstateFunction flyingstate1() setallowflying(true) stopcombat() RegisterForSingleUpdate(120) Phase = 3endFunctionFunction flyingstate2() setallowflying(true) ; You sure? Not time to land yet? stopcombat() RegisterForSingleUpdate(120) Phase = 1 ; This will make him land and attack next time.endFunctionScriptname MOD1AazCombatScript extends Actor Quest Property MOD1QPart1 AutoGlobalVariable Property combatphase Auto Int property Phase Autoauto state waitingstate Event OnInit() registerforupdate(5);Polling endevent Event OnUpdate() if (MOD1QPart1.GetStage() == 29) unregisterforupdate(); debug.notification("exiting waiting state"); Phase = 1 registerforsingleupdate(5); gotostate ("activestate") else debug.notification("in waiting state" + Phase) endif endeventendstatestate activestate Event OnBeginState() debug.notification("entered active state"); endevent event onupdate() if (phase == 1) CombatPhase() elseif (phase <= 3) flyingPhase() else Phase = 0 RegisterForSingleUpdate(5) endif Phase += 1 endeventendstateFunction combatPhase() setallowflying(false); startcombat(game.getplayer()); registerforsingleupdate(10);EndFunctionFunction flyingPhase() setallowflying(true) stopcombat() RegisterForSingleUpdate(120)endFunctionScriptname MOD1AazCombatScript extends Actor Quest Property MOD1QPart1 AutoGlobalVariable Property combatphase Auto Int property Phase Autoauto state waitingstate Event OnInit() registerforupdate(5);Polling endevent Event OnUpdate() if (MOD1QPart1.GetStage() == 29) unregisterforupdate(); debug.notification("exiting waiting state"); Phase = 1 registerforsingleupdate(5); gotostate ("activestate") else debug.notification("in waiting state" + Phase) endif endeventendstatestate activestate Event OnBeginState() debug.notification("entered active state"); endevent event onupdate() if (phase == 1) CombatPhase() elseif (phase <= 3) flyingPhase() else Phase = 0 RegisterForSingleUpdate(5) endif Phase += 1 endeventendstateFunction combatPhase() setallowflying(false); startcombat(game.getplayer()); registerforsingleupdate(10);EndFunctionFunction flyingPhase() setallowflying(true) stopcombat() RegisterForSingleUpdate(120)endFunctionScriptname MOD1AazCombatScript extends Actor Quest Property MOD1QPart1 AutoGlobalVariable Property combatphase Auto Int property Phase = 1 AutoFunction combatPhase() setallowflying(false); startcombat(game.getplayer()); registerforsingleupdate(10);EndFunctionFunction flyingPhase() setallowflying(true) stopcombat() RegisterForSingleUpdate(120)endFunctionauto state waitingstate Event OnInit() registerforupdate(5) ; Polling endevent Event OnUpdate() if (MOD1QPart1.GetStage() == 29) unregisterforupdate(); debug.notification("exiting waiting state"); Phase = 1 registerforsingleupdate(5); gotostate ("activestate") else debug.notification("in waiting state" + Phase) endif endeventendstatestate activestate Event OnBeginState() debug.notification("entered active state"); endevent event onupdate() String Msg = self + " Updating. Phase = " if (phase == 1) CombatPhase() Debug.Notification(Msg + "Combat.") elseif (phase <= 3) flyingPhase() Debug.Notification(Msg + "Flying: " + Phase) else Debug.Notification(Msg + "Combat in 5 seconds") Phase = 0 RegisterForSingleUpdate(5) endif Phase += 1 endeventendstate