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Air Shooter

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WepIconDWN010-Air Air Shooter Airmansprite
AirShooterWep
Weapon code AirShooterWep
Comes from Mega Man 2
Weapon color scheme Blue-on-White
Fire rate 0.54 seconds/fire (Medium)
Missile speed ~22 (Slow)
Capacity 14 uses
Weapon hotkey/type [4] Close Range
Damage 25 (One whirlwind)
Appears in
these maps
MM2AirMM8AquaMMGB4BalladeMM2BubbleMM1CutMM4DiveMM6FlameMM7FreezeMM3GammaMM1GutsMM5GyroMM1IceMM6KnightMM6MrXMM3NeedleMM1OilStageIconRobotMastersMM8SearchMM2WilyMM4SkullMM7SpringMM8TenguMM4ToadMM2WoodIcyfortsUnderwaterBA SexEdgeofthedamnWoodmanrevengeAlloutassaultFrigi doh ceanCliffsideglamourDeserteddybearcityClashinthestreet

Air Shooter is a powerful close range weapon that fires out 3 tornadoes that each do some decent damage. They soar upwards after being fired, giving you more reason to be close to your target. As they do 25 damage each, it only takes four to destroy a player. Air Shooter also provide a wider range than single-projectile weapons, so aiming at close range with it is easy and desired.

Tactics

Using Air Shooter

Air Shooter is best at close to mid range. Its spread allows you to hit multiple targets, so use it against gangs of fighting robots. You may need to aim it slightly lower to get the Air Shooter to travel further. This can make it usable when you're higher up than your target(s). You can also use it in a similar way to Silver Tomahawk, another upward arcing weapon, to attack higher targets.

Vs. Air Shooter

Get well away from your target. Any ranged weapons can counter someone using the Air Shooter. You can also jump the Air Shooter fairly easily but don't expect to be doing this frequently as it fires very quickly. Leaf Shield can reflect the Air Shooter.

Code

actor AirShooterWep : MegaBuster 10036
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 2
Weapon.AmmoGive 28
Weapon.SlotNumber 4
Obituary "%o was aired out by %k's Air Shooter."
Inventory.Pickupmessage "Power up! Air Shooter!"
weapon.ammotype "AirShooterAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "AIRSI"
Scale 2.0
States
{
Spawn:
WEAP G 1
loop
Ready:
AIRS D 0 ACS_ExecuteAlways(998,0,6)
AIRS D 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
AIRS D 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
AIRS D 1 A_Raise
Loop
Fire:
AIRS D 0 A_JumpIfNoAmmo("NoAmmo")
AIRS D 0 A_PlaySoundEx("weapon/airshooter","Weapon")
AIRS D 0 A_FireCustomMissile("AirShot2",-15,0,8,0)
AIRS D 0 A_FireCustomMissile("AirShot2",15,0,8,0)
AIRS D 0 A_FireCustomMissile("AirShot2",0,1,8,0)
AIRS EF 6
AIRS D 7
AIRS D 0 A_Refire
Goto Ready+1
NoAmmo:
AIRS D 1 ACS_Execute(979,0)
Goto Ready+1
}
}

actor AirShooterAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
}


actor AirShot1
{
PROJECTILE
Radius 6
Height 7
scale 2.5
damage (25)
damagetype "AirShooter"
speed 18
States
{
Spawn:
AIRS AABBCC 1 ThrustThingZ(0, 2, 0, 1)
loop
Death:
AIRS GHI 2
stop
}
}

actor AirShot2 : Airshot1
{
Speed 22
}

actor AirShot3 : Airshot2
{
Speed 26
}

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