Thanks man, yeah that helped, kinda.

I really suck at that scripting stuff though, don't think i ever used it lol.
I dunno in how far osmt is still being developed further (is this avaible for ut3?), but as an idea for future stuff, how about a "ScriptedCharacterFactory" which lets you define the model being used. And as an additional twist a field which can override the default "player behaviour" with a monster.
As an example: A "ScriptedCharacterFactory" with the Prototype "Jakob" and the "Behaviour" set to "SkaarjWarrior" would spawn Jakobs without weapons and movement/attack patterns of a skaarj warrior.
That way donks like me who can't script or model could use any existing playermodel, combine it with a certain monster behaviour and create endless variations of new monsters (if visually unarmed even some sort of "Civilians" are possible - gta unreal, hehe).
In the meantime i found some really cool monsterpacks though which offer a good variation and tons of monsters (Doom3 monster pack, YAY!). Just including them in a map is painful due to big filesizes.
Anyways, imo ut maps generally should make more use of the osmt mut, a few good placed monsters/npcs are bringing some vivid life into a map and help to increase the atmosphere.