Indeed, we don't use Dark AI. First I have coded my own pathfinding algorithm. Well infact, i got 2 pathfinding algorithm. Let me explain : Bots belong to groups (we can make as many groups as we wish). Groups move via waypoint, called "waypointpath" or "wpp" that we put on the map. It uses more or less the A* Algorithm. When groups have found their way, bots starts to move (with a different latency for each one) from a wpp to another. To move, they use my other pathfinder, wich is "3D" : i use the sparky dll to determine a path in the level. It is very efficient on short distances, but could be slow on large ones, that's why i got the "wpp" pathfinder.
We've also another sort of waypoints, so called "waypointdef", or "wpd", that are used to point covers, and to describe the kind of the cover. Those wpd are linked to "wpp-fathers", so that when bots are attacked, they just check which wpp are close and then choose in the list of wpd that they provide, following some criterions.
that's more or less the principle.
For the animation, we use the advanced animation plug in, because dbpro is very slow, and pretty inaccurate with animations. We (or, more precisely, math89) could use the method you describe, but I am not sure it would be faster, and it is still pretty complicated. He's not particularly good at mathematics, neither am I...
But it is always nice to share ideas and advices, and if you really think we're missing something there, tell me