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WepIconDWN042-Centaur Centaur Flash Centaurmansprite
CentaurFlashWepGif
Weapon code CentaurFlashWep
Comes from Mega Man 6
Weapon color scheme Green-on-White
Fire rate Medium-Fast
Missile speed ---
Capacity 7 uses
Weapon hotkey/type [6] Area of effect
Damage 10 <*> (1000) (One flash)
Appears in
these maps
MM3GeminiMM6CentaurMM3GammaMM7JunkStageIconRobotMastersMM7Wily4

Centaur Flash is a weapon that does a wide radius damage attack all around you when used. It can be fired rapidly, does medium damage but has a small shot capacity. It can also reflect certain projectiles if timed correctly.

Tactics

Using Centaur Flash

Centaur Flash is the perfect energy sapper in the game. If you know your opponent is weak, whip this out and finish them off. It is also fantastic in groups, and can easily steal kills from dueling Players. It doesn't have enough ammo to finish off a Robot Master on its own though, so always be on the lookout for more ammo or have a W Tank at the ready. Defensively, Centaur Flash can be used to counter powerful weapons like Air Shooter and Napalm Bomb, so it's good to keep around in case you get trapped.

Vs. Centaur Flash

Centaur Flash is difficult to counter as it has such a huge radius. Keep away from the user as much as you can. The closer you are, the more damage you take. Fire back with ripping weapons that can't be reflected like Metal Blade and Ring Boomerang. Don't forget it has little ammo, so be ready to counter those who are trying to kill you with it.

Code

actor CentaurFlashWep : MegaBuster 10080
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 4
Weapon.AmmoGive 28
Weapon.SlotNumber 6
Obituary "%o was distorted by %k's Centaur Flash."
Inventory.Pickupmessage "Power up! Centaur Flash!"
weapon.ammotype "CentaurFlashAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "CENTSI"
Scale 2.0
States
{
Spawn:
WEA3 G 1
loop
Ready:
CENF A 0 ACS_ExecuteAlways(998,0,51)
CENF A 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
CENF A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
CENF A 1 A_Raise
Loop
Fire:
CENF A 0 A_JumpIfNoAmmo("NoAmmo")
CENF D 2
CENF A 0 A_PlaySoundEx("weapon/centaurflash","Weapon")
CENF A 0 A_FireCustomMissile("CentaurFlash",0,1,8,0)
CENF A 0 A_GiveInventory("Repulsion",1)
CENF D 11 ACS_ExecuteAlways(976,0)
CENF D 3
CENF A 0 A_Refire
CENF CB 3
Goto Ready+1
NoAmmo:
CENF A 1 ACS_Execute(979,0)
Goto Ready+1
}
}

actor ScreenFlash : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
+INVENTORY.AUTOACTIVATE
States
{
Pickup:
TNT1 A 1 ACS_ExecuteAlways(976,0)
stop
}
}

actor CentaurFlash
{
-SOLID
+NOGRAVITY
PROJECTILE
damage 0
radius 1
height 1
damagetype "CentaurFlash"
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(10, 1000,0)
stop
}
}

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

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