Could someone give me the correct script for an always working navgoal task? I work with cinematics in SP, the main script does the cameras, and the spawnscripts make the NPC's walk. However, the NPC's only walk a few times in a few scripts, and I can't figure out why since I always work with the same set-up.
The navgoal navigation only uses a single script command (plus the task structure if you use it) so there's not awfully much to do script wise. The rest depends on your map design. Any nematode would look like a fricking quantum physicist genius compared to the JA AI, which is probably your main problem. You simply need to adjust your map, NPC angles, waypoint networks, the navgoals themselves, and such until it works every time. I haven't found that to be a particular problem as such, once you get used to it. JA offers much vaster problems for an SP mapper. Consider yourself blessed if this is the worst that hampers your progress.
Other than that, you should have a look at the original Raven cinematic scripts to see how they constructed their stuff.
I've been watching a lot of Raven scripts but so far I've only managed to get the job done once. I don't want to stick to copying over a whole bunch of entities just because I don't know what the actual problem is. So NPC angles affect this process? Do I have to point them towards the navgoal or actually delete the angles?
If the navgoal is behind the NPC's back, the NPC could have problems initiating its movement to the navgoal. The JA AI dictates an NPC only moves to a navgoal when a los (line of sight) can be estalished. So, stairs for example can be a problem unless you place the navgoals so that the NPC can see the next one all the time. However, at this point it needs to be remembered that if you construct a waypoint network, the NPC will automatically use it to find the next navgoal even if the los from the original position is blocked. So, you could have two rooms connected by a winding corridor and only one navgoal in the other room. The NPC would go to it if there's a waypoint network through the corridor to the other room. Naturally the navgoal needs to be in the vicinity of the waypoint network (I've usually placed a waypoint and the navgoal partially overlapping each other just to be sure). Waypoints as well need to maintain a perfect los from one entity to the next.
Also remember that in SP doors block los, so an NPC wont head to a navgoal behind a door (unless you use waypoints, again).
I don't know if it could be of any use to you, but you can have a look at my tutorial on navgoaling, if you want. It covers the basics and a little bit more.