Hi there, sorry I wasn't around on the weekend to talk to you about this so I haven't fallen off the edge of the planet! Got a few points that I'll explain now:

Most of the changes are pretty straight forward (such as removing the 1-second delays for updating objectives/arrows and the excessive delay after the bomb blows up for example) and added the vehicles from your script (the firetruck and the medicar) and downloaded the map update (and I re-added the Elvis stage back near the road for now until a more suitable location can be found - easy to cut and paste where needed!). Done this and other little updates but a few things are still being, how can I say, somewhat annoying...

Since I noticed in the new map update you updated the collision info on the doors (to solid), that actually had no effect on the SWAT guys, and still no real luck finding a balance between the extremes of running out the door, guns blazing and the other being extremely easy to run by (you can jump over the guards and they won't fire). So, not to be out-done I decided to look up one of the Zaibatsu missions in bil (2nd hard mission, stealing the tank from army base) which is pretty similar to the scenario for the armoury we have (it has patrolling guys and people who guard spot).
But, the biggest difference I see is not the occupation type (criminal, SWAT, police etc), threat search, objectives etc but they are added to the "mad gang" in the 3rd city (which has -5 respect to the player) and seems to work well. The fake army guys will properly break off their patrol and shoot the player, while our folks will do the above (charge at you, guns blazing) or try and go towards you to shoot but they stop and try again (almost like jittering). If you want, I can make a new gang zone for the law enforcement on the map. Effectively it can be a 1x1 gang zone which does nothing other than to allow them to join the gang and, hopefully, work properly. If you are still wanting a fake army gang this could be an excuse to add them to it for the purpose of attacking the players (although as I mentioned before, the fake army would get shot by police/FBI etc). Let me know if you want me to try this method out.

Next up is our friendly grenadier friends on the gantry. I've set it that when the armoury door opens that they receive grenades and an updated objective, threat search etc but they are somewhat unreliable. Sometimes, despite having a clear line of sight, they will just stand there and if you move they will angle themselves to where the player is. After that, they will throw grenades after you move again in which is most strange. Again, this might have something to do with not being in a gang (an example would be your molotov throwers in your army base mission) or even with just using grenades (although I thought grenades were unreliable in multiplayer for desyncs etc?). I'm hoping that even with their occupation set to POLICE and then adding them to a gang which is -5 to the player should help (likewise to armoury guards, and actually all other scripted police/SWAT/FBI guys including cell guards and outer cell guards).

I have a (very) basic player car passenger script but this can only be tested when we catch up and try it out, although I suggest limiting it to who can get in what car (trying to fit 5 other possible players in a 2-seater car for example, unless it was a Van/Bus etc). The way I have it set up is to check if player 1 is in any car and if P2 is not carrying a weapon and then P1 presses horn and then enter. There might be a problem using the IS_ITEM_ONSCREEN for the players though for this check but we'll have to see.
Unlike the car respawn script it checks if something is NOT on-screen and then removes wrecks etc, you can't do a check to see if P2 is on P1's screen. Checking for a player on-screen will always be true no matter where he is (any player in game counts as a player being on-screen), and the flip side of checking if the car is on-screen will always return true (this is a car passenger script after-all!). All in all, the IS_ITEM_ONSCREEN for this is completely useless for a multiplayer car sharing script. While that can be skipped out and the rest of the car script (should) work but will make the passenger try and enter the car from anywhere on the map, which is undesirable. This might end up as a case of "good in theory but not in practice". Like you said, I also want to avoid using the electro-baton as a toggle, but as we suggested checking for no weapon could mean the other player presses the horn of a car miles away and they will run to it. If they had another weapon that problem fixes itself (mostly) but if you die and respawn you have no weapons, and someone could, in theory, hold the horn of the car indefinitely. A tricky situation!

I will more than likely leave this out for now.

Those are the main scripting points I wanted to point out. I'll fix some remaining stuff (such as moving the cell guards from the ground floor to the middle and/or top floor and make outer guards wander around etc) but I'll wait for you to reply saying if you want me to try out the gang idea for the scripted law enforcement, just in case. I've added two Stingrays outside the prison doors by the church for testing like you said. Also, I've noticed that when you exit the prison completely (over the bridge) there is always an FBI roadblock on the other side!

This is 2 FBI cars and 2 FBI blokes standing there waiting. Of course, when the time comes I'm sure we'll have a proper "defence" of the bridge! Also like to say that the tunnel in the north on the highway is nicely done for its early stage design! However, the bridge over the waterfall is a little "boring" with its constant railings and stuff. Even though this is probably an early design or a filler, maybe change it so it's either a suspension bridge or something else (such as adding a support column in the middle?). I'm sure they will change but just throwing in my 2-cents!
Sorry for the threadnaught but I hope I covered what I wanted to say (probably forgot some stuff). Maybe see you on GH on the weekend for testing?
TL;DR Version:
- Lots of small fixes done.
- Need to make a gang that hates the player and add cell guards/armoury guards to test the amroury guards etc attack properly.
- Grenadier police officers on gantry have some issues, but could be solved with adding them to a gang.
- Car sharing script extremely unreliable and will be left out for now.
- Other suggestions/fixes for map etc.
Edit:
Decided to add the gang ("lawgang" set to -5 to players) and added the armoury guards to it. They are slightly improved than before but not great. A downside is if they follow you out of the armoury the will attack the prison gang

Likewise, I added the grenade throwing guards to the gang but they switch between the player and the prison gang to throw grenades at!

No noticeable improvement though in how and when they throw grenades though.