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Stanislav Mauzy

How do I change general_lager to general_lair?(Soc)

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in an effort to curb down on human NPC's, im trying to change many of the pre-existing smart terrain lagers to mutant lairs. So far I have done this:

1)changed the smart terrain presets to allow every mutant and NPC rank to be available in any location(e.g Cordon now allows pseudogiants/poltergeists, master loners, etc) in smart_terrain_presets_ltx, located in config misc

2)Edited out alife.01.escape.ltx . just as an example I will use the esc_2_smart_stalker_exit(entrance to garbage smart terrain), and instead of populating it with stalkers i want it populated by snorks.

cse_abstract properties

section_name = smart_terrain

name = esc2_smart_stalker_exit

position = 14.5439586639404,16.2438507080078,673.396240234375

direction = 0.0208850298076868,0,0

; cse_alife_object properties

game_vertex_id = 206

distance = 7

level_vertex_id = 292783

object_flags = 0xffffff3e

custom_data = <<END

[smart_terrain]

type = general_lair(changed to lair from lager)

cond = {+agroprom_military_case_have}

capacity = 5

communities = snork(changed from stalker to snork)

groups = 4

finally i changed the function checkStalker in gulag_escape.script in the gamedate scripts folder to spawn snorks instead of stalkers.

if gulag_type == "esc_ambush" then

	return npc\_community == "snork" instead of bandit/stalker npcs

So it removes the smart terrain altogether( means Im doing something , but now nothing is spawning there or wants to go in there,

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