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Quick Start
/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.
/bot inventory TestBot
/bot preset save mykit TestBot
/bot create T2
/bot preset apply mykit T2
/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.
/ai movement 5 Soldier
These are fighting bots, not training bots. The movement bank handles footwork
only; CombatDirector remains responsible for all combat actions.
/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.