Well - to be honest I have to say I'm trying to figure out some stupid situations they happen with bots.
1. The human-player is using the hostage. But there is a lack of code to say - this hostage is alreday used - so my bots are stoling me my hosties I'm trying to rescue.

It doesn't happen if any bot is already using the hostage, because the code exactly know when was triggereed this "PICKUP_THE_HOSTAGE" - so in some array the data about used hostges is stored - so other bots "know" this hostage is already used. But this doesn't work for human players, because in this case there is no code forced to PICKUP_THE_HOSATGE - so that info is not triggered.
2. Some bot is trying to rescue the hostages. But they got killed during the travel to the rescue point. But that stupid bot is trying to go to the rescue point to finish its task, because it is still remembering it got some hostages (lack of code to tell him - You don't have Your hostages - You can finish Your task.

This second problem I think I can easy fix by adding some code as - if the used hostages aren't visible for about 5s (or their healths are less or equal to 0) - the bot can finish its task RESCUE_HOSTAGE. But the first one is still difficult to solve for me.
Well - these examples You showed above are good, becase they let me understand some ways/possibility to get the info I need. Now I just need to look through AMX X sources to find how some fakemeta natives are coded. But the worst thing for me is messing around private data. They are based on some "offsets" which are different for win32, linux32, linux amd64. I aslo didn't find any good memory map about these private data to see what exactly is there and with which offsets (and what is the lenght of each data there). So - I'm just not ready to code based on some data which is a mistery for me and - if I'll try to access it badly (because of my lack of knowledge about these data) I may cause some crashes difficult for me to diagnose.
Anyway - thanks again for the help.
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