Help in this script please?

I’m trying to use this script in a multiplayer game.
But the enemy only follows if the object name is “(Human).”
And when someone enters the server, gets the name “(clone)”
Someone help?

Script:

   var Player : Transform;

   
    var damp = 2;
    var velocidadePerseguidor = 4;
   
 
     
    function Update(){
     
     if(Player!=null){
     
      if(Vector3.Distance(Player.position,transform.position) < 20){
       var rotate = Quaternion.LookRotation(Player.position - transform.position);
       transform.rotation = Quaternion.Slerp(transform.rotation, rotate,damp * Time.deltaTime);
       transform.Translate(0,0, velocidadePerseguidor * Time.deltaTime);
      }
     
     
      if(Vector3.Distance(Player.position,transform.position) < 2){
       Destroy(Player.gameObject);
      }
     }
    }

i’m not sure the code you posted is relative to the problem your witnessing.
or if the problem you think you witnessing is actually the problem causing the behaviour you aren’t enjoying.

Sorry, I am Brazilian and I’m not very good in English …
This script is artificial intelligence, but want to use it in a multiplayer game …

I managed to do.
It’s a small bug that is when a payer seems, the monster appears in front of new player …
I’ll try to fix it.
Script:

var playerClone = "";
 var Player : Transform;      
var damp = 2;
var velocidadePerseguidor = 4;

 
         
        function Update(){
     
        playerClone = "Human1(Clone)";  
  Player = GameObject.Find(playerClone).transform;
	
       
         
         
         if(Player!=null){
         
          if(Vector3.Distance(Player.position,transform.position) < 20){
           var rotate = Quaternion.LookRotation(Player.position - transform.position);
           transform.rotation = Quaternion.Slerp(transform.rotation, rotate,damp * Time.deltaTime);
           transform.Translate(0,0, velocidadePerseguidor * Time.deltaTime);
          }
         
         
          if(Vector3.Distance(Player.position,transform.position) < 2){
          
        //dead function
          }
         }
        }