Quote: "The problem with this is arrays... I will need a new variable per character, which would be best done with arrays."
You don't need arrays. I've been over this with both hockeykid and Errant AI. They both said arrays would be good, but I was able to do what they wanted with just as little code without arrays.
The only thing I see becoming a problem is making a HUD for each enemy... would be nice to be able to create "local" HUDs, would it not?

You don't need an array of variables, since the variables would only be used for calculations.
4) Likely the old Ply's Mod vehicle script won't work in the new PB. This is due to command changes. You would be best off altering the third person script that I made for PB, to work with a vehicle.
The logic behind the ply's mod vehicle should still be functional, just not the way it's coded. So if you look into
how it functions, you may be able to rewrite it for PB.
5) Enemies typically don't react well when not on the floor. That's just how they're made. I know other people have pulled it off with helicopters and whatnot, so perhaps you could try doing what they did.
But here's a fleeting thought I have on the subject. You could make a dynamic entity (not a character per se) that floats around and have it deplete the player's health similar to how bond1's melee characters dealt damage. Your only enemies here would be muzzle flashes and animations (among other things I haven't thought of). Just something to consider.
The one and only,