The Brute actor has a variable called bTurret, with the following definition in its script code:
Code: Select all
var() bool bTurret; // Doesn't move
This is easily reproducible in the third level of Unreal, Rrajigar Mine (Dig.unr). A save file is attached for easier testing. To reproduce, call the lift by pressing the button on the right (a Lesser Brute is standing on the lift). There is no need to shoot at it, and no need to dodge its shots (God mode is on). When the lift comes up again, wait for a while, and you will soon start hearing footsteps. The Brute is now walking around on the upper level, despite that it shouldn't move at all (bTurret is set to True). In my tests, this happens 100% of the time.
This appears to be less of a bug, and more of a half-implemented feature. The only time the value of bTurret is checked in Brute's code is in its Attacking state. I'm not an UnrealScript expert, but it looks like this check is used to prevent the Brute from pursuing the player. There are no checks for bTurret anywhere else, though, which means there is nothing to prevent it from falling back to default behavior when not attacking.
Upd: Forgot to attach the save file, so here it is.