It is pretty simple, create the node and attach it where you want. It depends on what you want to occlude. If it is a material than connect it to the diffure value, or multiply the whole shader and connect the result to a surface shader. If you want an occlusion pass than connect the output of the dirtmap to a surface shader's out color. If you want a reflectionmap, than connect it to the color gain of the reflection map.
BTW as far as I know the version of the mi and aetemplate files that Daniel has on his site are buggy. It is an old version that does not have proper default values and the interface screws them every time. (Sorry for that, this is really an oooold version.) Hope Daniel updates it sometime. 
You can download the current version from:
http://www.impresszio.hu/users/szabolcs/Dirtmap Maya files.zip
Cheers
Szabolcs