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WepIconAstroCrush Astro Crush Astromansprite
AstroCrushWepGif
Weapon code AstroCrushWep
Comes from Mega Man 8
Weapon color scheme Green on yellowish
Fire rate 1,85 seconds/fire (Very slow-Extremely slow)
Missile speed Very slow
Capacity 3 uses
Weapon hotkey/type [6] Area of effect
Damage 64 <*> (128) (One meteor)
Appears in
these maps
MM8Astro2MM5DarkmanMM4DiveMM4CossackMM5GyroMM4RingMM5StarMM8Wily1MM8Tengu

Astro Crush, Astro Man's weapon, allows you spawn a meteor storm for a few seconds! When used, you will freeze in place as green meteors randomly fall around you on all sides but concentrated to the direction you are facing. The meteors fall in great numbers and explode, smashing any nearby players to pieces! Like in Mega Man 8, using this weapon in midair will allow you to hover while the storm is in progress.
Because of its almighty and awesome power, Astro Crush is usually hidden atop dangerous ledges or in obscure secret passages in stages. Even if you do acquire it, you still can only use it three times. Unlike Time Stopper though, you can still access and refill this weapon's energy after it is all used.

Tactics

Using Astro Crush

Using Astro Crush isn't as simple as just walking up to enemies and smiting them with space rocks. Because you cannot move while the meteors are falling, you are incredibly vulnerable to anyone outside your radius of death. You'll have to either surprise or corner opponents to destroy them instantly so they can't retaliate. Or, you could just walk into a large crowd and smite them all while they're confused with other battles. Finally, always remember to jump before using it so you'll be even more difficult to hit. A clever technique to abuse this high ground is to use Astro Crush at the peak of a Rush Coil hop or Wire Adaptor climb.

Vs. Astro Crush

If you happen to have room to dodge, get the heck out of way! Don't even think about striking preemptively, as the meteors will destroy you instantly at short range and will continue falling even if you frag their source. Unlike escaping Rain Flush, getting on a different altitude won't help. Just remember to stay in open spaces if there's an Astro Crush abuser and fire back with a fast ranged weapon like Metal Blade. If they often use the weapon in mid jump, consider keeping Gravity Hold handy.


Code

actor AstroCrushWep : MegaBuster 11094
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 10
Weapon.AmmoGive 30
Weapon.SlotNumber 6
Obituary "%o was smashed into a crater by %k's Astro Crush."
Inventory.Pickupmessage "Power up! Astro Crush!"
weapon.ammotype "AstroCrushAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "ASTROI"
Scale 2.0
States
{
Spawn:
WEA4 E 1
loop
Ready:
AHUD A 0 ACS_ExecuteAlways(998,0,87)
AHUD A 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
AHUD A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
AHUD A 1 A_Raise
Loop
Fire:
AHUD A 0 A_JumpIfNoAmmo("NoAmmo")
AHUD B 0
AHUD B 0 A_Stop
AHUD B 0 A_ChangeFlag("NOGRAVITY", 1)
AHUD B 0 SetPlayerProperty(0,1,4)
AHUD BCDEF 3
TNT1 A 0 A_FireCustomMissile("AstroCrushSpawner",0,1,0,0)
TNT1 A 30 
AHUD B 0 A_ChangeFlag("NOGRAVITY", 0)
AHUD B 0 SetPlayerProperty(0,0,4)
AHUD GH 3
AHUD A 14
AHUD A 0 A_Refire
Goto Ready+1
NoAmmo:
AHUD A 1 ACS_Execute(979,0)
Goto Ready+1
}
}

actor AstroCrushAmmo : Ammo
{
inventory.amount 2
inventory.maxamount 30
}

actor AstroCrush
{
PROJECTILE
+RIPPER
+NOINTERACTION
+DONTBLAST
Damagetype "AstroCrush"
damage (0)
height 8
radius 16
Scale 2.5
Reactiontime 10
States
{
Spawn:
ASTR B 0
ASTR B 0 A_ChangeVelocity(11,0,momz,CVF_RELATIVE|CVF_REPLACE)
ASTR BBBCCCDDD 1 A_JumpIf(ceilingz-z>8, "Spawn2")
ASTR B 0 A_JumpIf(momz==0,"Death")
ASTR B 0 A_CountDown
Goto Spawn+2
Spawn2:
ASTR B 0 A_ChangeFlag("RIPPER", 0)
ASTR B 0 A_ChangeFlag("NOINTERACTION",0)
ASTR BCD 3 A_ChangeVelocity(11,0,momz,CVF_RELATIVE|CVF_REPLACE) 
ASTR B 0 A_JumpIf(momz==0,"Death")
ASTR B 0 A_CountDown
Goto Spawn2+2
Death:
ASEX A 0 A_playSoundEx("weapon/astrocrush","Weapon")
ASEX A 0 A_ChangeFlag(NOGRAVITY,1)
ASEX A 0 A_Explode(64,128,0)
ASEX ABCDEF 2
stop
}
}

actor AstroCrushSpawner
{
+NOGRAVITY
+MISSILE
+NOINTERACTION
+NOCLIP
ReactionTime 10
//+CEILINGHUGGER
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_SpawnItemEx("AstroCrush",random(300,-300),random(256,-256),320,0,0,random(-20,-22))
TNT1 A 1 A_SpawnItemEx("AstroCrush",random(300,-300),random(256,-256),320,0,0,random(-20,-22))
TNT1 A 1 A_CountDown
loop
Death:
TNT1 A 0
stop
}
}

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