I decided to fiddle around and spawn a stalker squad outside of smart_terrain 4_4, instead it was 5_4, but still with the desired smart_terrain being 4_4 and found that they seemingly tended towards 4_4_near_3 (the gate of the base that none of my bandit squads can move past) right before the game crashed just as they landed on it.
Here's the error:
[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\priquel\sources\engine\xrServerEntities\script_engine.cpp
[error]Line : 180
[error]Description : <no expression>
[error]Arguments : LUA error: ...lker clear sky\gamedata\scripts\xr_conditions.script:149: attempt to index field '?' (a nil value)
Perhaps this is just a result of me messing the smart terrains and their config scripts when I trying to deduce the source of my problem but I could be missing some script or such which specifically defies movement towards 4_4 so as to keep it under the ownership of the Stalkers.
I'm having a bit of difficulty in getting a quest of mine to work, it's a capture_smart quest where you help some bandits take over the stalker agroprom base and I set the target smart_terrain as agr_smart_terrain_4_4, however it seems that no matter what I edit they refuse to reach the desired target.
Originally they took a huge detour to even get into the base because the squad capacity of the smart terrains leading to the base were too small for multiple squads to filter in however I managed to mostly fix that issue. Now however they just reach the front gate of the base, agr_smart_terrain_4_4_near_2 (eastern outpost) I believe it is, and just stay there without bothering to make a move even when all of the stalkers, including the quest NPCs are eliminated.
I was wondering if anyone could provide some insight as to why these squads will not capture agr_smart_terrain_4_4 despite commands and indication ottherwise.