Well since you resurrected this thread I'd like to respond to what Lightning Hunter said, since it bothered me a bit: I'm sorry you regret making the waypoints

It really made my week when you released those.
FrikBot doesn't just fight to the death no matter the weapon, there's some more subtle stuff going on. If they think they're going to lose the fight they will resume their normal navigation behavior, the idea being they should be led out of the area of the fight (they don't explicitly flee, because computing a new path would take time). But at any rate, I had always intended for FrikBot to be a platform for modders to make bots that play their games, as such I didn't go deep into the gameplay specific behaviors in case they became irrelevant or conflicting with other mod's gameplay, rather I went after the things that would be needed for a bot library: physics emulation, pluginability and navigation.
Everyone complains about FrikBot being too accurate with the shotgun. Apart from Skill 3 which is intended to be silly and aimbotish (for the people that, for some reason, liked "super difficult" Cronos Bot), I don't really agree. Yes they get lucky with the shotgun from time to time (particularly on skill 2), but then so do real players. Real players don't really try to duke it out with the shotgun, ever, and that is maybe the disconnect. On skills 0 and 1 they are rubbish at aiming.