blubswillrule wrote:ive been studying the code a lot, and seeing exactly how it is that it works, and it seems, that the bot chooses the waypoint nearest to the player regardless of where it is, for example
No, it's a bit more complex than this.
In a nutshell, every 0.1 second the bot runs a findradius around his own origin, and select a list of "targets"(botScanForTargets() if I remember the name correctly). Each one of these targets are processed in botEvalTarget(), receive a classification according the current context, the player status and its own nature (basically, a weight, a time window and an associated command) and compared with the current bot target stack. If the target has a higher weight than any target into the bot's stack then the last is updated and re-sorted. After iterating thru all targets the bot immediately reacts to its new priorities.
Although the waypoint system uses a different implementation, it behaves in a quite similar way of the vanilla info_pathcorner system, except it can be toggled on/off, allowing some scripted sequences (for example, to make a bot only follow a path after the player touching a trigger or killing a monster).
If there are no visible/enabled waypoints the bot will navigate freely in roaming mode, looking for monsters, weapons, armor, ammo, etc.
You can change a lot of the bot behavior in botEvalTarget(), for example making the bot skip a medikit even if he needs it badly just because the player is near and also injured, or turn the bot aware of grenades and avoid them (or at least try to).
blubswillrule wrote:which leads me to conclude that waypointing method does not include linking , am I right?
No. The waypoints can be linked, they only work a bit differently: since the idea was to use them for scripted sequences, I wanted to force the bots to touch them in a fixed order, and only once, so the bot compares his navigation index with the found waypoint. If the waypoint is lesser, it's just ignored.
blubswillrule wrote:edit--------
if I am right, how hard do you think it would be to include waypoint linking, how about adding the frikbots dynamic editor? (makes things easier

)
note: i'm asking how hard it would be to add these features

See above, the waypoints already are linked. Regarding an ingame editor, I haven't studied this FrikBot part, but I magine many of the code (specially the UI part) can be reused.