Hm. I suppose I could write something up. Note that JK2 and JKA waypointing are totally different, but I can speak in general. In general, there are two different kinds of objects: - Goals (either a ref_tag or an entity) - Interlinking nodes (waypoint entities) Note that I said ref_tag or entity. ref_tags aren't actually entities, they are parsed out of the BSP and stored internally as points of interest. Also, some entities are automatically converted to ref_tags: waypoint_navgoal, point_combat. In order for an NPC to reach its goal, it needs to traverse the waypoint network. You can see which nodes are connected to each other by using the "nav show all" command ingame and view any errors with your navigation. Navigation is compiled as .nav files. Important: JK2 Enhanced allows you to place waypoints ingame, but the save feature isn't implemented yet. There are several different types of waypoint entity: waypoint_1, waypoint_2, waypoint_4, waypoint_8, ..., these are just waypoint entities with different radiuses. In general you want a waypoint to have as wide of a radius as possible so that NPCs aren't trying to be too precise. Your waypoint grid should be designed as smartly as possible. You need to connect waypoints using CTRL+K linking. So for instance, take two waypoints: WAY1 <----> WAY2 You can traverse from WAY1 to WAY2 and vice versa. But if we remove the link from one direction: WAY1 ------> WAY2 We can no longer traverse from WAY2 to WAY1. NPCs should be able to reach their goals from a waypoint. If a navgoal is outside the radius of a waypoint, the NPC can't path to it! point_combat is a special type of ref_tag that has some special AI related information to it. These can be flee points, cover positions, places to crouch, places to jump to, and places to snipe from. Some of the functionality doesn't work correctly, such as sniping points - the AI is just placed in strategic positions.