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i'm aware of the issue and will fix it in an upcoming update this weekend.
this is how arma sides are coded (armed civilians are hostile to everyone). mission failure is at 3 civilian deaths, but you are able to complete the mission. at 6 deaths, the mission ends immediately with fade out. this was carried over from the older DRO missions.
if you set "hostile civilians" to either random or enabled, there is a chance that civilian units could be insurgents or partisans who are armed and will switch sides if there is an opportunity to attack the players. when this happens, the civilian will join the enemy side prior to becoming hostile. some addons that mess with factions or sides or AI might also interfere with the hostile civilians functions.
you can also disable civilians in the DRO mission options menu after the splash screen, this makes sure that civilians will never be encountered as hostiles, although some may still have a pistol and will become hostile is directly attacked or injured by players.
if using combined arms, take and hold is almost always the last objective, this is by design. if your AI setting is less than x1, that might be a problem specifically for take and hold, i never tested on less than x1 except on stealth missions and very early when writing the mission for ACE.
combined arms is intended for larger player groups of 4-6 and AI set to x1 or x1.2