L4D style mobs are implemented in TF2, i see no reason why there couldn't be more (ro)bots on screen than 26 bot slots in MvM. These cvars suggest as such:

tf_halloween_zombie_damage - discerns how much damage each melee hit deals
tf_halloween_zombie_mob_spawn_count - how many zombies should spawn in a mob
tf_halloween_zombie_mob_spawn_interval - how long between spawn waves
tf_halloween_zombie_mob_speed - the speed the zombies travel at

-ics


13.11.2012 23:48, doc kirjoitti:
Each bot in the game is taking up one slot, there are no npcs in MvM mode.


On Tue, Nov 13, 2012 at 1:33 PM, ics <[email protected]> wrote:

I'd say it's similiar to L4D in some ways. When there is a bunch of bots
in a same group. In L4D there could be a horde of 30 zombies coming at you
and they still don't count as 30 bots coming at you. It's more of a "1 bot
  with 30 dummies".

Some of these bots in MvM might count as one bot, even though there is 1
huge and 4-6 smaller ones in the same group. I might be wrong but
occasionally i think i see more than 26 enemies (bots) on the field at the
same time. CPU usage could be a tad higher, depending on scenario but the
slot count never exceeds 26 bots in MvM.

-ics

13.11.2012 17:22, Kyle Sanderson kirjoitti:

  I don't believe so, they use the same amount of CPU and player slots.
Thanks,
Kyle.


On Mon, Nov 12, 2012 at 10:17 PM, Cameron Munroe
<[email protected]>**wrote:


Aren't the bots different on regular tf2 and MvM?

On , Russell
Smith wrote:

  I run replay on mine, but no AI bots. Today was the
only time I've had a

crash like that happen in recent memory.

On

11/12/2012 9:28 PM, ics wrote:

If i would haved to guess, bots?
-ics ----- Alkuperäinen viesti -----
I have some non-MvM
servers that get stuck occasionally at 100+% CPU that I have to
forcefully kill. I wonder what causes this..
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