SOLVED
Being stupid. When I filled the properties in the CK, I filled the DeadAttacker property the same as the TotalAttacker property, which when the game loaded it already had the DeadAttacker_var filled with the number of dead attackers, so when one was killed it automatically set the next stage, because the number was >= the the TotalAttacker.
I'm attempting to advance a quest after killing "x" number of attackers. I have used these two scripts in the past without issue, but for some reason they are no longer working as designed, and I don't know why.
I have placed this script on the actor
Spoiler
Scriptname RCDeadAttackerScript extends ReferenceAlias
RCQuest1Script myQuestScript
Event OnDeath(Actor akKiller)
; increment dead count
myQuestScript = GetOwningQuest() as RCquest1Script
myQuestScript.IncrementDeadAttacker()
endEvent
And this script on the quest
Spoiler
Scriptname RCquest1Script extends Quest Conditional
int Property DeadAttacker Auto Conditional
{tracks how many bandits are killed}
int Property TotalAttacker Auto Conditional
{how many bandits do you need to kill?}
function IncrementDeadAttacker()
DeadAttacker = DeadAttacker + 1
if DeadAttacker >= TotalAttacker
setStage(30)
endif
endFunction
After spawning the actors from a holding cell, they all appear where the are supposed to, but if only one of them are killed, the quest stage advances, when 7 are supposed to be killed before the next stage is set.
I have used this same setup in the past not just for actors, but when opening a certain number of doors. And it worked fine. I don't know what I'm missing. The only thing that is different is the actors are being moved form a holding cell and not placed in the world from the beginning.
All the properties have been filled, the first script is attached to several quest Aliases, it is a start game enabled quest and an SEQ file has been generated, due to some dialogue.
Been working on this for two nights and going crazy.
Any insight will be appreciated.