Hint Nodes
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Snipe Nodes
Only snipers will use these.
They run to them, get into one of the selected Primary stances, face the direction of the hint, and sit there shooting people.
After a minute or two they'll leave and do something else.
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Patrol Nodes
For defensive movement. Nodes aren't used anymore, it now works with Patrol Paths.
See the "AI Patrol Paths.txt" file.
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Cover Nodes
These are the general combat nodes.
You should place lots of them everywhere in the level, since they use these while fighting.
The direction should be set facing the 'covered' direction.
So if the node is behind a barrel, the direction would point towards the barrel.
This way they know that they should use that node if the enemy their hiding from is on the other side of the barrel.
You should also set both primary and secondary stances.
Primary stance is the 'covered' state, and is usually Crouch.
Secondary stance is the 'attacking' state, and could be Stand, Crouch, Left, or Right.
Selecting Stand will make them stay put but stand up and shoot, while left or right make them take a step (2m) in that direction before firing.
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JetJump Nodes
Jet Jump nodes are used by Dark Trooper-style jet jumpers while in combat.
They will occasionally run to a node and jet jump in that direction.
They get launched exactly in the direction that the node points, so the up/down is important as well.
You should rotate the node to face the correct direction, then angle it upwards about 45 degrees.
This is pretty close to what a player would do if they run and jet jump.
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Mine Nodes
Units with mines will drop them on these nodes.
One mine per node.
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Fortification Nodes
These are used by units while they are Defending something.
So CTF guys that are on flag defense, or the defensive side of assault goals.
They use the same stance actions as Cover nodes, so you should set the direction, primary and secondary stances.