Well... for number one and two..... the most important thing to remember with waypoints is "less is more"
you should be able to use very few waypoints in most circumstances.
i.e. you need not place 10 waypoints between one town and the next if you want t jeep to drive there... giving them a single destination waypoint will usually suffice.
There is a slight pause at a waypoint by AI, I would imagine its as they are "looking" for the next waypoint, or possibly making sure the condition to move on is there.. something.
anyways choppers are the worst about it as you mentioned they tend to turn circles and climb alot when they hit waypoints. You can always use a series of
domove commands to guide your bird on it's way.
tell it to move to a spot, and then before it can actually get there and stop for a second, issue another
domove command. I would imagine that would look pretty seamless.
as far as chopper stuff goes: I saved this post a long time ago from Sui and it's always helped me with all my chopper problems:
Heli land "X"
There are a lot of misconceptions about the land command running around... when I use these (I'd rather use waypoints if at all possible), here's how I generally do it:
Heli land "get in"
This is used when picking up troops (duh ). The trick is to assign troops as cargo before you issue the chopper with the land command. Then the chopper will wait until all units assigned to it are aboard (or confirmed dead) before going anywhere
Heli land "get out"
Use this when unloading troops. Unassignvehicle _x all your troops that you wish to disembark before issuing the land command. Then the chopper will wait until all troops disembarking are out of the chopper (or confirmed dead) before taking off again
Heli land "land"
Unconditional land command. The chopper lands and stops it's engine (if left long enough). I don't often use this command, as normally loading and unloading are the only times I want the chopper on the ground.
Also remember when you issue a land command, the chopper will look for the best spot it can see (in otherwords, a spot 2km in the wrong direction) to put down in. Unless you put a helipad (it can be invisible) where you want it to land. For dynamic scripted insertions/extractions, I find it easiest to createvehicle an invisible helipad where I want the chopper to land
Sync'ed Get In/Load Waypoints
I advise caution when using these... the thing to remember is that the infantry group at the get in waypoint must have hit the waypoint before the chopper hits it's load waypoint. Otherwise the chopper may fly straight past the load waypoint (as there is nothing to pick up... the infantry hasn't been told to get in yet) and you won't get your guys loaded. It sometimes happens that way
Transport Unload Waypoints
These things are great. They get the chopper to land, and unload every unit riding in cargo (the exception being if the player is controlling the squad). No syncing to mess things up... simplicity means there are less things that might go wrong
Chopper wait conditions
Sometimes you want to type something in the condition field of your choppers waypoint to get it to wait... here are a couple I often use:
count crew heli < 3
A condition to cause a chopper to wait for it's cargo to disembark.
With this one remember that it is crucial that the pilot and gunner can't be killed. If it is at all possible that they can, you should use something else
count crew heli == (west countside (units group) + 2)
A condition to cause a chopper to wait for all living units in group to be aboard. Again, this relies on the driver and gunner always being alive. Also, if your group is not west, change the west to what is applicable (east, civilian etc)
I generally find that the simpler the better. Simpler means there are less things to go wrong, and there are generally enough things chopper can do by themselves to screw things up