Skip to content

Quick Start

Dudiebug edited this page Apr 30, 2026 · 3 revisions

Quick Start

Spawn and Equip

/bot create TestBot
/bot loadout hybrid TestBot
/bot weapons TestBot

The bot uses CombatDirector for combat decisions and the normal legacy movement path unless it was spawned by /ai movement.

Edit and Save a Kit

/bot inventory TestBot
/bot preset save mykit TestBot
/bot create T2
/bot preset apply mykit T2

Train Movement

/ai reinforcement 120 TrainBot Steve
/ai brain status
/ai stop

Movement training assigns weighted loadouts automatically from ai.training.loadout-mix. The default movement_balanced mix keeps crystal, anchor, and all-chaos kits low-weight while still sampling them. You do not need to put movement in the command; empty mode already means movement-controller training.

By default each generation round is capped at 1 minute by ai.training.max-round-minutes. Add a final minute value to override it for one session. Because the optional arguments are positional, keep movement or an options string in the mode slot when you pass a minute override:

/ai reinforcement 120 TrainBot Steve movement 5

To train a specialist:

/ai reinforcement 120 TrainBot Steve family=mace:mix=mace_curriculum

Mixed mode updates every eligible family represented in the loadout mix, but only from bots that captured matching route samples for that family. Curriculum mode focuses all candidates on the configured family brain.

Spawn Movement-Bank Bots

/ai movement 5 Soldier

These are fighting bots, not training bots. The movement bank handles footwork only; CombatDirector remains responsible for all combat actions.

Export an Evaluation Report

/ai evaluate list
/ai evaluate branch_family_latched all 1337,7331,424242

Reports are written under plugins/TerminatorPlus/ai/movement/evaluations/ and include seed/scenario metadata, schema versions, loadout distribution, active branch-family distribution, fallback counts, route switch probes, and reward component summaries.

Next

Clone this wiki locally