I think it's because the wall() action makes the Walls_ent entity to the particular wall that's running the script. Well each time a new wall is set to be Walls_ent, it replaces the previous Wall_ent. It's like a variable, it can only be wall_1, wall_2, wall_3, wall_4 or wall_5, not all of them at the same time.
As a solution, try putting all your walls into one single mesh, and in WED set the POLYGON flag on it and give it the wall() action. Remember the Walls_ent can only be a single entity at any given time, so the wall() action should be set on only one entity.


Bet you don't know where Taiwan is lol.

"The Lord is my light and my salvation..." Psm 27:1