I'd like the AI to be able to navigate traffic, slow down to a stop if they cannot continue on their path due to a red light, traffic, etc continue when room becomes available, turn in certain directions based on randomized target points throughout the map. Every Tick Pathfinding would be perfect for on screen objects, but I cannot simulate car physics with Pathfinding (car chase/race/etc) unless there is a way to combine the behaviors which I have yet to find a way to get the path, then drive on it using car physics.
I'm sure for basic traffic I could use events to produce the effects desired, but as I said, with things like car chases, races, etc I would like the AI to be able to react to the environment using car physics in a similar way to what we see in Need for Speed games and such.
EDIT: Upon further inspection, it appears as tho the race track .capx is almost exactly what I need. So I guess the request would be now, is there a way to make the vehicles use pathfinding waypoints as target locations instead of manual waypoints? Like add car physics to pathfinding, or add the pathfind system to the car logic. I'm sure this would be really simple, as both already exist by default, I just know if I try to go in and look at the code I'll just muck it all up.