At the risk of talking to myself - let's gt back into this thing. Next step is to make sure the map we are hacking has what GRIN calls an "AI graph" - those are essentially a network of invisible hooks the AI tangos need to be able to walk around on the maps. They don't have a clue about where they can go unless there is a grid for them to hang on to. All multiplayer maps of the game except for the coop map, that graph is not present. So you just add it!
Here is what you need to see when you go to the AI Graph layer of a map. IF this stuff doesn't show up, just start right-clicking all over the place and make the mesh grow. That's what I did here - 45 mins and the AI can go into bunkers, on top of buildings, everywhere I put these little "anchors" on the map:
These things all have to link togther somewhere - not hard to do - the linking happens automatically if you click close to a node that can be reached.
There's a second AI Graph for vehicles. That one can be seen/edited/created by hitting the "N" key while in the AI Graph layer. Silly but that "N" key is a very valuable little key in the editor that does a bunch of stuff for placing objects as well. Here it toggles from human graph to vehicle graph.
The vehicle graph can only go where the biggest tank can fit - if the road is too narrow, it won't let you connect the dots. Do not have more than one vehicle graph on a map, as it will crash it when you try to load it later...
Here's my screen from the placing of my vehicle graph (right mouse button - green thing shows how far you can go from the last one)
When you're all done, you can check from overhead where you placed this stuff. Note that any vehicle you want to move on a map must spawn within the range of these green circles you see above to actually move somewhere on orders. Spawn away from the graph and the vehicle will not go anywhere.
This is where you order panhrds or tanks or trucks to go in my map now:
And, to save you the hassles of doing this yourself, I am uploading my files so you can start from here (almost ready to place the bad guys)
Starting at this point, decisions about the mission have to be made. The spawn zones and zulu location need to be defined.