When i was working on the Armorman tutorial here

https://twhl.info/wiki/page/Monsters_Programming_-_Standard_and_Squad_Monsters

i ended up setting up a idle patrol routine that just traces a line to a wall and then switches to a task that turns him right when he reaches a certain distance to the wall.
I noticed that there are no tasks written to follow a path to a specific vector coordinate. All the follow tasks were instructing to follow an entity.

to do this i had to check the BuildRoute function and i noticed that it calls a function called:
CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist )

so inside this function i added a condition that says if there is no target entity and it just has a vector end location then it can return a valid move.

if (pTarget == NULL && vecEnd){
iReturn = LOCALMOVE_VALID;
break;
}

But yeah im surprised they didnt have this implemented already. The patrol rountine works, though obviously this is a test and not how id program the patrol for an actual game, this reminds me of my high school robotics class where i had to program the robot to sense wall and change direction, cool to see it digitally though haha.

Heres the video demo of the patrol routine.
ARMORMAN DEMO
My next project is going to me modelling a custom model, texturing, animating and then programming it into the mod.
Im a photorealism color artist as well as a 3d modeller and mapper so ill probably have what it takes to add quality models in the mod i think :)

I havent coded the patrol to resume after it is in combat so someone would need to modify it to do that but i will share the GitHub link so you can reference it if you are having issues with this tutorial. But the shield logic is all implemented, as well as reload, shoot, chase, etc.

https://github.com/TylerMaster/ICE1/blob/BRANDON_SMITH_Ex1/armorman.cpp

PS: i added a really jankie RNG script for the shots, the offset is a bit too much so you might want to copy how its done in the projectile monster tutorial here.