It throws "true" at the start, automatically finishing the level even when enemies are loaded, which is no fun. Combat Challenges doesn't come with a source .unity file so I can't get such information.
Much of the scripting comes from Combat Challenges.
Edit: So I have EnemyDestructionMonitorScript.cs under Assets.Scripts.Levels.Common but there are also the reverse-engineered ProtectionMonitorScript.cs and ProtectionStrictMonitorScript.cs, so there may be a conflict. Have to test that (may need to give each script different variables). However, none of them should give "true" at the start anyway.
Dunno, but I’ll upvote so it gets on hottest.