Well lads, I'm glad to hear it worked that well
In answer to your comments:
1 - There is now nothing in the source code that would make a bot decide to pass through waypoints which have the FL_NOHOSTAGE flag set, unless if the bot has not noticed that the hostage was actually following it (i.e., the bot thought that he failed using the hostage for some reason). All the other cases must be waypoint problems. Either there is a waypoint which has not the flag set, or there is a pathwaypoint that skips the hostage blocking waypoint.
2 and 3 - Yes, this is a totally new pathfinder for the bots, which leads them to adopt a new behaviour. They will need to learn everything about the map again. But normally, when they'll realize they get shot easily if they follow the main route, they WILL take the other routes, and in the end it should happen much more often and tactically than before.
4 - I haven't changed anything in the bot source code related to that.
One day when I'll be less lazy maybe I'll give it a go, but for now perhaps you should try to turn the problematic waypoints into "crouch" waypoints, the bots would not go as fast and hopefully they would fall less often.
5 - Probably a peak of lag in the game that made the bot think it was stuck... The experimental A* pathfinder that Count Floyd had started to write is not really optimized, that could explain why lag peaks happen.
6 - If the map has a large number of waypoints, and there are a large number of bots running around and shooting stuff at once, chances are that the A* pathfinder is spinning like crazy doing all the path computations and can't keep up with the frame rate... Remember, the pathfinder is not optimized.
All in all, great ! I think I can release the source code of this modified podbot DLL as soon as the current issue with Steam is fixed. Maybe someone will have a go at fixing the other problems in a clean way. The modifications to make are ridiculous compared to the original source code