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to my understanding, in a multiplayer environment, the unit init that the script is run through is executed by every player in the server.
because there are remoteExecuted and global commands in the script, these are run by all players and this can cause performance issues.
so if you have 12 players playing your mission, each of them would be running the script at the same time, executing commands on top of one another.
i think you should be able to make the script run server only if you add:
if (!isServer) exitWith {};
at the beginning of each unit init containing code.
that way the script should only run on the server.
correct me if i am wrong.
But i think the protest has a check if a certain variable is active on the unit. For limited use one could make a trigger, though you´d have to work the condition out, and set the variable to false to make em flee.
I'll try this out too. Thanks