Great!
Re: walk. The path file is the path for _you_, i.e. the areas you're allowed to walk.
The sea people/things using loman model/lil' critters use _only_ the walk file, which currently is set to tartane1's, since SB didn't IIRC provide a new one.
So that'd be why.
I believe Mehrunes mentioned that the first set of variables in there are the xyz,xyz,xyz,xyz etc. coords of the various vertices of the walk file; so if you want (heh, and have time...) you can try adjusting them to better fit the GB.
Oh, it'd be sea_aiwalktartane_walk.c
And if you do want to take that on, you just make a copy, rename it what you like, and open it up and change all instances of tartane to gunboat.
Then:
Open Sea_AIshipWalk.c
Add top, add new #include pointing to new walk file
Then, in the init section, add Gunboat_walk_init();, say, after fearless.
Then, in the next section, after the fearless bit, add
Code:
//FredBob -->
case "Gunboat":
SendMessage(PeopleOnShip,"lileee",AI_MESSAGE_ADD_SHIP,ship, Gunboat_walk_count, &Gunboat_walk_verts, &Gunboat_walk_graph, &Gunboat_walk_types);
//SendMessage(WALK_TOOL,"lslee", AI_MESSAGE_ADD_SHIP, "Gunboat", Gunboat_walk_count, &Gunboat_walk_verts, &Gunboat_walk_graph, &Gunboat_walk_types);
break;
//FredBob <--
And then, last but not least, in the ships_init section, you add, after refship.all line,
Code:
refShip.walk = "gunboat";
Since now it _will_ have a walk file of its own.