OK Dillon,
You have a bunch of problems.
1. Immediately after you load your map and waypoints using the "devmap" command, ALWAYS check the console (the tilde key) for error messages. Here's what I saw:
"WARNING! This file has no action nodes!"
"WARNING! No script file found for this map! The bot will not function properly without it!
So that should have given you a clue!
2. Your node paths are all ONE-WAY. A bot will only be able to follow a path to the end, at which point he'll stand there.
3. Some connections are missing, breaking the paths.
Nodes #0 and #1 aren't connected, so the Allied bots have no way to leave their spawn area.
Nodes #22 and #84 at the juke box aren't connected -- Axis and Allied bots will get there by their one-way paths and will just stand there.
Why don't they shoot at each other when they arrive and face each other? Well, they can't see one another! You didn't make an aiscript file and therefore the bot sight distance wasn't specified (default = 0).
4. When an engineer (Allied only because of the one-way path) builds the command post, a large antenna is constructed right in the doorway he came in, trtapping him inside (unless you make a path through the other door instead).. You should do a "node_disconnect" in the aiscript to take this into account, opening the path when the CP is built and closing it when it is blown up.
5. Some minor path errors: Node #27 is connected to itself. Node #43 is connected to #35 through several walls. Node #1 has the ladder flag set but there is no ladder, just a jump down. This makes the bots walk to the node, which is not something you want to do at spawn unless you want to slow things down and have a traffic jam.
6. I place a couple of roams at the juke box and had no problem with the bots going there (one-way, of course). And I placed a CP action at the CP.
7. To see a couple of bots run, in the console type "/addbot mom" to start an Allied engineer, type
"/addbot fox" to start an Allied soldier, and type"/addbot mal" to start an Axis medic. Then fololow them around as a spectator. The engineer will go to the CP, build it and get stuck because the one-way path ends there; the other two will meet at the juke box and kill each other (provided you use the aiscript enclosed).
8. You STILL haven't given us any information about what steps you follow where you aren't able to save your actions, so I can't help you there.
Attached is the nav with the actions added and the default aiscript.