that's the basis for the pathfinding system I hope to achieve
heres the lowdown...
find nearest waypoint to self (monster)
self nearest waypoint = goalentity
calls that ^^^ every so often.
the waypoint.touch function goes something like this
if class == monster && monster.goalentity == self ,run a function to find the next best waypoint.
the best next waypoint function has some incorporation of the A* algorithm (very popular pathfinding algorithm)
basically check the cost (distance from waypoint to player + distance from zombie to waypoint) of each of the waypoints LINKED to the zombie's current waypoint. (the waypoint that calls this after being touched by the zombie)
so basically it repeats this, and every time a zombie touches a waypoint, it will check if the player is nearby, (of course I didn't account for that here).
that's where you're solution comes in.
the idea that you recommended for the waypoints is for static paths that are always the same. I need something more versatile, something that the zombies can find their own paths without having to follow the preset paths.
because the player may not always be at the end of the preset path.
finding the paths... now that's the problem
... that I soon hope to overcome.