how to make an ai car follow player car

Hey everyone, I am making a car game, where you can drive around a city, I am using the seeksteer script for my ai cars. As this script works using waypoints, i am finding it difficult to find a way to make the ai car follow the player around (basically this ai script will be applied to a police car, which will chase the player around the city), the seeksteer script looks like this:

//SeekSteer.js

   var waypoints : Transform[];
   var waypointRadius : float  = 1.5;
   var damping : float = 0.1;
   var loop : boolean = false;
   var speed : float = 2.0;
   var faceHeading : boolean = true;

   private var targetHeading : Vector3;
   private var currentHeading : Vector3;
   private var targetwaypoint : int;
   private var xform : Transform;
   private var useRigidbody : boolean;
   private var rigidmember : Rigidbody;

   // Use this for initialization
  function Start() {
       xform = transform;
       currentHeading = xform.forward;
       if(waypoints.Length<=0)
       {
           Debug.Log("No waypoints on "+name);
           enabled = false;
       }
       targetwaypoint = 0;
       if(rigidbody!=null)
       {
           useRigidbody = true;
           rigidmember = rigidbody;
       }
       else
       {
           useRigidbody = false;
       }
   }

   // calculates a new heading
   function FixedUpdate() {
       targetHeading = waypoints[targetwaypoint].position - xform.position;

       currentHeading = Vector3.Lerp(currentHeading,targetHeading,damping*Time.deltaTime);
   }

   // moves us along current heading
   function Update(){

       if(useRigidbody)
           rigidmember.velocity = currentHeading * speed;
       else
           xform.position +=currentHeading * Time.deltaTime * speed;
       if(faceHeading)
           xform.LookAt(xform.position+currentHeading);

       if(Vector3.Distance(xform.position,waypoints[targetwaypoint].position)<=waypointRadius)
       {
           targetwaypoint++;
           if(targetwaypoint>=waypoints.Length)
           {
               targetwaypoint = 0;
               if(!loop)
                   enabled = false;
           }
       }
   }

   // draws red line from waypoint to waypoint
   function OnDrawGizmos(){

       Gizmos.color = Color.red;
       for(var i : int = 0; i< waypoints.Length;i++)
       {
          var pos : Vector3 = waypoints*.position;*
 *if(i>0)*
 *{*
 *var prev : Vector3 = waypoints[i-1].position;*
 *Gizmos.DrawLine(prev,pos);*
 *}*
 *}*
 *}*
*```*
*<p>Also, I didn't want to put the script that allows the driver to drive their car because then this question might be a bit too long...*
*But if anyone would like, i can post the player car script, because i was wondering if anyone could provide a good script for allowing a player to drive a car, because the one that i got at the moment is not the best...</p>*
*<p>Many Thanks</p>*
*<p>-Grady</p>*

IDEA 1 : I'm coming to the conclusion that I don't like SeekSteer. It adds external forces, and so isn't great. However...if you want to use it, then why not put one waypoint at the start, and the other as a child of the player car? Then it should drive towards the player car. (I haven't tested this, so it might be wrong.) Idea 2 : Why not use pathfinding (check the forums for A*, search 'path' in the asset store). That will find a path to the car, so it'll go around buildings!