The problem with reverse engineering an .ain creator for NeverLogic games is that it's only necessary for good AI movement, and the attitude that NL gamers have toward single player and co-op modes notoriously range from indifferent to actively hostile.
MechWarrior IV: Mercenaries was a game that came with a mission editor. It was too complicated for me to get a grip on it over a weekend, so I never got a lot done with it, but it had a 'node maker' tool that you ran once you completed item insertions and AI placement. I took
ages to finish noding a map.
Battlefield 2 also had a mission editor, it also had a 'node maker' tool and it
also was the longest-taking part of map editing. I think.
I've never worked with NILE, I know next to nothing about it. I've done limited work in MEds beyond DFBHD(TS). I don't know much about how AI get around in DFX, DFX2, or JO.
I've done
extensive SP and Co-op mapping in DFBHD(TS). According to my DFBHD notes:
Code:
16:06 30.09.2008
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MED Item limits
In one map, you can have:
Buildings and Decorations 1200
Vehicles and Objects 1200
Markers 768
People 256 (including players)
Tiles 6144 (minus sum of the above)
But no more than:
Vehicles 64
Events 255 (I think)
So I believe that attempting to node a map with waypoints by hand is going to be extremely limited in success.
Not to forget that AI that move in DFBHD(TS) co-op maps are ridiculously buggy for clients. An .ain file might help with that, but I have no experience as a client on a co-op map with an .ain file, so I don't know.
An .ain file creator for DFBHD(TS) might be in high demand, but only by, like, half a dozen mappers, ever, 'cause nobody but us cares about single player.