FANDOM


WepIconDWN015-Heat Atomic Fire Heatmansprite
AtomicFireWepGif
Weapon code AtomicFireWep
Comes from Mega Man 2
Weapon color scheme Red-on-Yellow
Fire rate Fast
Missile speed Slow
Capacity 14 uses (Only small shots)

5 uses (Only medium shots)
2 uses (Only large shots)

Weapon hotkey/type [5] Power weapon
Damage 12 (Small shot)

50 (Medium shot)
100 >> (Large shot)

Appears in
these maps
MM4BrightMM1CutMM5DarkmanMM1FireMM3GammaMM2HeatMM6KnightStageIconRobotMastersMM3ShadowMM2WilyMM7Wily3MM7Wily4MM6TomahawkMol ten mountains

Atomic Fire is a unique fire-based weapon that can be charged by holding the fire button. Little-No charge fires a weak projectile that does slightly more damage than the Mega Buster. A medium charge fires a larger projectile that does a lot of damage, and a full charge fires a projectile that destroys anything in its path instantly.

Tactics

Using Atomic Fire

Atomic Fire is best used at close range or during scraps between a bunch of Robot Masters together. Full charge is mandatory for maximum amount of kills, although you can occasionally surprise your enemies with non charged shots. Time your shots well, as it takes a while to charge them up. Think about your situation carefully. Can another weapon get more kills in the time it takes to charge? Is there anything going to stop you charging up a full Atomic Fire blast? These are the questions you need to quickly ask yourself before charging up a full Atomic Fire.

Vs. Atomic Fire

If your opponent is flashing, it's time to stay away from them! Used ranged weapons and stay back. Atomic Fire's projectile is extremely slow and can be dodged effortlessly at long range. Listen out for the charging sound, as walking around a corner into a fully charged Atomic Fire is not nice.

Code

actor AtomicFireWep : MegaBuster 10010
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 2
Weapon.AmmoGive 28
Weapon.SlotNumber 5
Obituary "%o was roasted by %k's Atomic Fire."
Inventory.Pickupmessage "Power up! Atomic Fire!"
weapon.ammotype "AtomicFireAmmo"
inventory.pickupsound "weapon/weaponup"
inventory.icon "ATOMI"
+WEAPON.AMMO_OPTIONAL
Scale 2.0
States
{
Spawn:
WEAP E 1
loop
Ready:
HEAT G 0 ACS_ExecuteAlways(998,0,3)
HEAT G 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
HEAT G 1
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
HEAT G 1
Loop
Fire:
HEAT G 0 A_JumpIfNoAmmo("NoAmmo")
HEAT G 1
goto Hold
Hold:
HEAT G 0 A_JumpIfNoAmmo("NoAmmo")
HEAT G 0 A_JumpIfInventory("WeaponCharge",1,"Hold2")
HEAT G 2 A_GiveInventory("WeaponCharge",1)
HEAT G 0 ACS_ExecuteAlways(994,0)
HEAT G 0 A_Refire
Goto Fire1
Hold2:
HEAT G 0 A_StopSoundEx ("Weapon") 
HEAT G 0 A_PlaySoundEx("weapon/heat1", "Weapon")
HEAT G 0 A_JumpIfInventory("WeaponCharge",48,"Hold3")
HEAT H 1 ACS_ExecuteAlways(991,0,60)
HEAT G 0 ACS_ExecuteAlways(991,0,3)
HEAT G 1 A_GiveInventory("WeaponCharge",1)
HEAT G 0 A_Refire
Goto Fire1
Hold3:
HEAT G 0 A_StopSoundEx ("Weapon") 
HEAT G 0 A_PlaySoundEx("weapon/heat2", "Weapon")
HEAT G 0 A_JumpIfInventory("WeaponCharge",71,"BotCheck")
HEAT I 1 ACS_ExecuteAlways(991,0,61)
HEAT G 1 ACS_ExecuteAlways(991,0,3)
HEAT G 0 A_GiveInventory("WeaponCharge",1)
HEAT G 0 A_Refire
Goto Fire2
BotCheck:
HEAT G 0 ACS_ExecuteAlways(974,0)
Goto Hold4
Hold4:
HEAT G 0 A_StopSoundEx ("Weapon")
HEAT G 0 A_PlaySoundEx("weapon/heat3", "Weapon")
HEAT J 1 ACS_ExecuteAlways(991,0,62)
HEAT G 1 ACS_ExecuteAlways(991,0,3)
HEAT G 0 A_Refire
Goto Fire3
Fire1:
HEAT G 0 A_StopSoundEx ("Weapon") 
HEAT G 0 A_TakeInventory("WeaponCharge",500)
HEAT G 0 A_ClearRefire
HEAT G 0 A_PlaySoundEx("weapon/atomicfire","Weapon")
HEAT G 0 A_TakeInventory("AtomicFireAmmo",2)
HEAT G 0 A_FireCustomMissile("AtomicFire1",0,0,8,0)
HEAT KL 2
Goto Ready+1
Fire2:
HEAT G 0 A_StopSoundEx ("Weapon") 
HEAT G 0 A_TakeInventory("WeaponCharge",500)
HEAT G 0 A_ClearRefire
HEAT G 0 A_PlaySoundEx("weapon/atomicfire","Weapon")
HEAT G 0 A_JumpIfInventory("AtomicFireAmmo", 5, "Fire2r")
HEAT G 0 A_TakeInventory("AtomicFireAmmo",5)
HEAT G 0 A_FireCustomMissile("AtomicFire1",0,0,8,0)
HEAT KL 2
Goto Ready+1
Fire2r:
HEAT G 0 A_TakeInventory("AtomicFireAmmo",5)
HEAT G 0 A_FireCustomMissile("AtomicFire2",0,0,8,0)
HEAT KL 2
Goto Ready+1
Fire3:
HEAT G 0 A_StopSoundEx ("Weapon") 
HEAT G 0 A_TakeInventory("WeaponCharge",500)
HEAT G 0 A_ClearRefire
HEAT G 0 A_PlaySoundEx("weapon/atomicfire","Weapon")
HEAT G 0 A_JumpIfInventory("AtomicFireAmmo", 10, "Fire3r")
HEAT G 0 A_JumpIfInventory("AtomicFireAmmo", 5, "Fire2r")
HEAT G 0 A_TakeInventory("AtomicFireAmmo",2)
HEAT G 0 A_FireCustomMissile("AtomicFire1",0,0,8,0)
HEAT KL 3
HEAT G 3
Goto Ready+1
Fire3r:
HEAT G 0 A_TakeInventory("AtomicFireAmmo",10)
HEAT G 0 A_FireCustomMissile("AtomicFire3",0,0,8,0)
HEAT KL 5
HEAT G 4
Goto Ready+1
NoAmmo:
HEAT G 1 ACS_Execute(979,0)
HEAT G 0 A_Refire
Goto Ready+1
}
}

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

actor AtomicFire1
{
scale 2.5
PROJECTILE
Radius 4
Height 4
Damage (12)
+DONTBLAST
damagetype "AtomicFire1"
Speed 24
States
{
Spawn:
HEAT AB 3
loop
Death:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
stop
}
}

actor AtomicFire2 : AtomicFire1
{
Radius 10
Height 10
Damage (50)
damagetype "AtomicFire2"
+DONTBLAST
States
{
Spawn:
HEAT CD 3
loop
Death:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
stop
}
}

actor AtomicFire3 : AtomicFire1
{
Radius 15
Height 15
+RIPPER
+DONTBLAST
damagetype "AtomicFire3"
Damage (100)
States
{
Spawn:
HEAT EF 3
loop
Death:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
stop
}
}

actor WeaponCharge : Inventory
{
inventory.amount 1
inventory.maxamount 5000
States
{
Spawn:
TNT1 A 1
loop
}
}

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.