Применяются в основном в двух случаях:

1. Вместо точек путей в логике эксклюзивов.
2. Для кампов - посиделки у костра.

Начнем с посиделок.Добавим в all.spawn в зону нужного нам смарт-террейна несколько смарт-каверов и камп-зону

alife_zaton.ltx

[20001]
; cse_abstract properties
section_name = camp_zone
name = zat_a1_camp
position = 241.788421630859,14.009066619873,467.594360351563
direction = 0,0,0

; cse_alife_object properties
game_vertex_id = 6
distance = 0
level_vertex_id = 1382565
object_flags = 0xffffff3e
custom_data = <<END

[camp]
cfg = scripts\camp.ltx
END

; cse_shape properties
shapes = shape0
shape0:type = sphere
shape0:offset = 0,0,0
shape0:radius = 5.84479999542236

; cse_alife_space_restrictor properties
restrictor_type = 3

[20002]
; cse_abstract properties
section_name = smart_cover
name = zat_a1_animpoint_1
position = 241.788421630859,14.009066619873,466.594360351563
direction = 0,3.13,0

; cse_alife_object properties
game_vertex_id = 6
distance = 0
level_vertex_id = 1382565
object_flags = 0xffffffbf

; cse_shape properties
shapes = shape0
shape0:type = sphere
shape0:offset = 0,0,0
shape0:radius = 2

; cse_smart_cover properties
cse_smart_cover__unk1_sz = animpoint_sit_low
cse_smart_cover__unk2_f32 = 0
enter_min_enemy_distance = 15
exit_min_enemy_distance = 10

; se_smart_cover properties
last_description = animpoint_sit_low
loopholes = animpoint_sit_low,1

[20003]
; cse_abstract properties
section_name = smart_cover
name = zat_a1_animpoint_2
position = 240.788421630859,14.009066619873,468.594360351563
direction = 0,0,0

; cse_alife_object properties
game_vertex_id = 6
distance = 0
level_vertex_id = 1382565
object_flags = 0xffffffbf

; cse_shape properties
shapes = shape0
shape0:type = sphere
shape0:offset = 0,0,0
shape0:radius = 2

; cse_smart_cover properties
cse_smart_cover__unk1_sz = animpoint_sit_low
cse_smart_cover__unk2_f32 = 0
enter_min_enemy_distance = 15
exit_min_enemy_distance = 10

; se_smart_cover properties
last_description = animpoint_sit_low
loopholes = animpoint_sit_low,1

[20004]
; cse_abstract properties
section_name = smart_cover
name = zat_a1_animpoint_3
position = 242.788421630859,14.009066619873,468.594360351563
direction = 0,0,0

; cse_alife_object properties
game_vertex_id = 6
distance = 0
level_vertex_id = 1382565
object_flags = 0xffffffbf

; cse_shape properties
shapes = shape0
shape0:type = sphere
shape0:offset = 0,0,0
shape0:radius = 2

; cse_smart_cover properties
cse_smart_cover__unk1_sz = animpoint_sit_low
cse_smart_cover__unk2_f32 = 0
enter_min_enemy_distance = 15
exit_min_enemy_distance = 10

; se_smart_cover properties
last_description = animpoint_sit_low
loopholes = animpoint_sit_low,1

Все - лагерь для посиделок готов, собираем все с предыдущими наработками.
Важный момент - шейп камп-зоны должен покрывать смарт-каверы, иначе получатся слишком скучные посиделки - не будут травить анекдоты и прочее.
За направление взгляда отвечает дирекшн смарт-кавера.