action actuator problem

Hi all i have an animated person, it walks and when someone shoots it run, to a certain position. When is in this position i stop the walking.I want to make it walk again when some time is passed. my script is like this


 
#Script to choose a position
if o["disp"]:
    #in my script is the code to choose a position is too large so i wont write it here
    #activate the actuator to walk 
    c.activate(c.actuators["walk"])
 
#Script of the collision of the node
     if o["hit"]:
         #i make it stops walking
          c.deactivate(c.actuators["walk"])    
 
#Script of the timer
#In the timer, is when i want to make it walk again
#minutes and second is the timer, min and sec is the time i calculate the person #should move
if minutes == min and seconds == sec:
   #so it goes to the scrip and make it walk
    o["disp"]  = True
 
The enemy walks normally, then it choose a position and the stop walking and start the fire. 
My problem is when they have to choose another position, the go to the position, but they dont do the walk animation so ir appears they floating. how can i do to make them walk again

Hi i read my message and i think its a mess, so i decide to write it again. Here is my code, basically my problem is when i want the enemy walks again. here is my code



#walk
    walk = cont.actuators["walk"]
    cont.activate(walk)
    
    DA = 0.03
    move = cont.actuators["movime"]
    move.dLoc = [0.0, DA, 0.0]
    move.useLocalDLoc = True        
    cont.activate(move)    
    
#i shoot (press a key button) and the nodes choose a random position
#and the enemy choose a random node

#begin the aggression
#move is the speed the enemy is going to move
#move2 is  actuator to stand
#move3 is to see the camera (motion)
if hitNode.positive and not o["disp"]:
    o["aggressionBegins"] = True
    g.aggression = True
    c.deactivate(move)
    c.activate(move2)
    c.activate(move3)
    
#In the timer when the time to make the second move, it activates the
#the same script above (when i press a key button)
    if minutes == minDisp and seconds == secDisp:
        if g.aggression and own["cont"] == 1:
            own["cont"] += 1
            PB1["dispersion"] = True
            PB1["disp"] = True
            
#Here the enemy choose the random position and he move to this position
#but the walk animation dissapear, what can i do so when the
#go to the other position the enemy can walk again?


Hi again, i try a lot of ways to resolve this problem and nothing. but there is a problem very disturbin i change this part of my code:


if hitNode.positive and not o["disp"]:
    o["aggressionBegins"] = True
    g.aggression = True
    c.deactivate(move)
    c.activate(move2)
    c.activate(move3)

for this


if hitNode.positive and not o["disp"]:
    o["aggressionBegins"] = True
    g.aggression = True
    c.deactivate(move)
    c.deactivate(walk)

but the enemy is still walking. Why could this happen?