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Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 7.7.4
« on: December 01, 2023, 04:11:46 pm »I'm returning to fights with mixed opponents (monsters and people). As far as I understand, I can turn off the global Brutal AI and manually add “isBrutal: true” to each unit so that it is smart. This option does not work in the opposite direction, as stated above (at first I doubted that “isBrutal” even works in unit.rul, because I started with the opposite option). If I'm wrong, please clarify.
The files to edit for that is "units.rul"
You can add the following:
"isBrutal" (true/false)
"isCheatOnMovement" (true/false) (equivalent toomnisciencebug-hunt-mode for brutal-AI)
"aiTargetMode" (equivalent to Targeting behaviour for Brutal AI)
The global Brutal-AI option needs to be switched off for that as otherwise it would take precendence.
Edit2: It's not per species but per unit-type though. So if a mod has many units across many different files, it might be quite laborious to manually switch it on or off for each individual unit-type.
So here the main question arises. There are, say, 150-200 different opponents. Of these, there are about 25 monsters, almost all of which have no inventory and “Brutal Brutes = false” disables their brutal ai. There are only a few monsters left that need to turn off brutal ai manually. How can this be done?
If the global Brutal AI is enabled, then "isBrutal: false" will not work for these individual units. And sorting through almost 200 units is not the most fun thing to do.
And I am very grateful and thank you for the brutal ai, because it greatly diversifies the game and makes the battles really interesting, less chaotic and more difficult.