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    • So I am thinking it has to be a server issue at this point. Maybe something about it being on a Linux Server is causing issues, I dont know.

      https://streamable.com/jsiuez

      At least in this mission I can see the Stop Action....
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    • Hi !  
      Yes it happens often it's a shame, I advise you to play solo/lone wolf against teams to find yourself facing groups of players.    The difficulty is certainly increased but it is approximate because the appearances of the players take place in larger spaces and the players are often on the move so you can take them by surprise if you are alone, you will almost never come across this type of cheater in front of you the camera gave information in this game mode. 
      Otherwise in solo you can also go see the player profiles in the lounge to already have a view of the players' countries, when you come across 2 players who have the same language and the same outfit often visible (bright color / flash) this it’s no coincidence that they play together.  
    • Hopefully this looks better:

        //add actions to civilians addCivActions = { params ["_unit"]; if (!isNil "_unit" && {_unit isKindOf "Man"}) then { [_unit, ["<t color='#FF0000'>Get Down</t>", { params ["_target"]; [_target, "DOWN"] remoteExec ["setUnitPos",2]; [_target] remoteExec ["removeAllActions",0,TRUE]; [_target] spawn { sleep 10; private _unit = _this select 0; if (alive _unit) then { [_unit, "UP"] remoteExec ["setUnitPos",2]; [_unit] remoteExec ["addCivActions", 2]; }; }; }, nil, 6, true, true, "", "", 8]] remoteExec ["addAction", [0, -2] select isDedicated]; [_unit addAction ["<t color='#FF0000'>Stop</t>", { params ["_target"]; [_target,"MOVE"] remoteExec ["disableAi",0,TRUE]; [_target] remoteExec ["removeAllActions",0,TRUE]; [_target] spawn { sleep 10; private _unit = _this select 0; if (alive _unit) then { [_unit, "MOVE"] remoteExec ["enableAI",2]; [_unit] remoteExec ["addCivActions", 2]; }; }; }, nil, 6, true, true, "", "", 8]] remoteExec ["addAction", [0, -2] select isDedicated]; _unit addEventHandler ["Killed", { params ["_unit"]; removeAllActions _unit; }]; _unit setVariable ["actionsAdded", true]; }; }; // Function to check all civilians and add actions if not already added checkForCivilians = { { if (side _x == civilian && {!(_x getVariable ["actionsAdded", false])}) then { [_x] call addCivActions; }; } forEach allUnits; }; // Schedule the check to run periodically on the server [] spawn { while {true} do { call checkForCivilians; sleep 8; // Adjust the interval as needed }; }; So now the issue flipped. I can order civ AI that spawn through my script to "Get Down" and it works..... however when I spawn a civilian while playing as Zeus the "GET DOWN" action is present but the order doesn't seem to execute....
      I am assuming this means that when units spawn through Zeus I don't know where that execution is actually occurring.
      Either way I am still missing the ability to order them to "STOP"
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