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As far as what is missing in your case, that I cannot tell you. Some of the scripts available on Google seem to have been originally designed to run manually by copying+pasting into the debug console — I had to change a few things plus write additional custom logic to integrate it into our mission. You will likely have to do the same for your mission, but exactly how to do that will depend on your mission's file structure (which has changed significantly between all the different versions of co10 Escape).
NO one has every explained how mods work server-side very well and I've struggled with that (using my own small linux server as a dedicated A3 machine), but your info helps a lot!!
Have a good one!
Short answer: it only needs to be loaded by the clients (and only for those who want the weight reduction).
Longer answer: it needs to be loaded by the "owner" of any unit which needs the weight reduction. For players, their client machine is the owner, so the client needs to load the mod for their own player to get it. For AI units, the server machine is usually the owner, so for AI to get the weight reduction the server needs to load the mod. AI don't usually need the weight reduction though, so I admit I've never tested it server-side. But theoretically it should work!
We only add the .bikey to the server's keys folder to whitelist the mod (making it an optional client-side mod). To force players to load the mod (for example if you use your own custom heavyweight loadouts baked into the mission), you can use the "-mod=" parameter on the server's command line -- this will force both the server and all clients to load the mod.
Hope that helps! Cheers,
a) only on the clients
b) on the server with "mod="
c) on the server also with "serverMod="
Cheers!