So here is the script so far and a video showing it in use.
I still have some issues with it and the modelling side defeated me, I tried to rotate the base mesh in Fragmotion and export it as tumbleweed2.X then created an FPE file for it ect, but when I use it in game it is exactly the same as the original. I tried playing around with the _S file (removed it) and it made no difference to how it looks, I tried putting the _D file in paint.net and changed the colours and it made no difference,I hate 3d modelling, nothing makes any sense!
So I suggest enlisting someone who knows what they are doing to change the look of the darn thing, if you want a more realistic look, and I'll stick to the scripting.
So a few things about the script, there are a few variables in it which can be tweaked but basically attach it to an entity, set always active, set strength to the length of the path, i.e. in the video it is set to 1500, roughly (this bit isn't working quite as well as I'd like and I don't know why at the moment) it might be a good idea to set physics off and weight to 0 and occlude/occlude to 'no' as well.
Plonk the entity where you want it to start and set the angle to where you want it to go (i.e. when first set down they will go straight 'up' the map or +Z in axis terms) then just tweak the streangth until they finish up where you want them to. Avoid +90 and +270 Y angles because for some reason that makes them flicker (again I have no idea why at present) , they will follow terrain but again it is a bit jerky when they do (even with collisions off the terrain seems to interfere with the rendering).
Anyhow, have fun.
Been there, done that, got all the T-Shirts!