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WepIconDWN013-Crash Crash Bomber Crashmansprite
CrashBombWepGif
Weapon code CrashBombWep
Comes from Mega Man 2
Weapon color scheme Peach-on-White
Fire rate Slow-Medium
Missile speed Medium
Capacity 9 uses
Weapon hotkey/type [5] Power weapon
Damage 18*4 <*> (64) (One Crash Bomber's explosion)
Appears in
these maps
MMGB4BalladeMM7BurstMM8ClownMM2CrashMM5DarkmanMM4CossackMM4DrillMM3GammaMM1GutsMM3MagnetStageIconRobotMastersMM4ToadMM5WaveMM1Wily1MM6YamatoIcyfortsClockworkfactoryVictoryisle

The Crash Bomber fires timed explosives that latch to ceilings, floors and walls before continuously exploding four times with a fairly large radius. If they directly hit a player they detonate immediately. In Mega Man 8-Bit Deathmatch, the Crash Bomber is misnamed as Crash Bomb instead.

Tactics

Using Crash Bomber

The Crash Bomber is great in many situations. When being chased, they can be planted in front of you to give anyone behind you a hard time keeping up. They travel quickly, making it a great ranged explosive. The explosions stun players too, so it's possible to keep hitting your opponent with them to keep them in place and do dangerous amounts of damage to them. It uses a lot of ammo though so keep an eye on the energy bar.

Vs. Crash Bomber

Try to avoid getting directly hit by a Crash Bomb at all costs. If you hear their "ca-chick" sound, try to get away as soon as you can. Never try to run over a Crash Bomb, most likely it will detonate before you get chance. You will probably want to keep at a distance, but you can take advantage of their slow fire rate and get in close for a close range attack such as Slash Claw. Leaf Shield reflects Crash Bombs, but not after they've been planted on the ground.

Code

actor CrashBombWep : MegaBuster 10054
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 3
Weapon.AmmoGive 28
Weapon.SlotNumber 5
Obituary "%o was crashed by %k's Crash Bomb."
Inventory.Pickupmessage "Power up! Crash Bomb!"
weapon.ammotype "CrashBombAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "CRASSI"
Scale 2.0
States
{
Spawn:
WEA2 C 1
loop
Ready:
CRAS X 0 ACS_ExecuteAlways(998,0,23)
CRAS X 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
CRAS X 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
CRAS X 1 A_Raise
Loop
Fire:
CRAS X 0 A_JumpIfNoAmmo("NoAmmo")
CRAS X 0 A_PlaySoundEx("weapon/mbuster","Weapon")
CRAS X 0 A_FireCustomMissile("CrashBomb",0,1,8,0)
CRAS YZ 5
CRAS X 15
CRAS X 0 A_Refire
Goto Ready+1
NoAmmo:
CRAS X 1 ACS_Execute(979,0)
Goto Ready+1
}
}

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

actor CrashBomb
{
PROJECTILE
Radius 6
Height 6
DamageType "CrashBomb"
scale 2.5
damage 0
speed 40
States
{
Spawn:
CRAS A 1
loop
Death:
CRAS A 0 A_JumpIf(z-floorz<5, "Floor")
CRAS A 0 A_JumpIf(z-ceilingz==0-6, "Ceiling")
CRAS B 3 A_PlaySound("weapon/crashland")
CRAS C 3
CRAS DCDCDCDCDCDCDC 3
Goto XDeath
Floor:
CRAS E 3 A_PlaySound("weapon/crashland")
CRAS F 3
CRAS GFGFGFGFGFGFGF 3
Goto XDeath
Ceiling:
CRAS H 3 A_PlaySound("weapon/crashland")
CRAS I 3
CRAS JIJIJIJIJIJIJI 3
Goto XDeath
XDeath:
CRAS A 0 A_PlaySound("weapon/crashexplode")
CRAS K 3 A_Explode(18,64,0)
CRAS LM  3
CRAS N 3 A_Explode(18,64,0)
CRAS OP 3
CRAS Q 3 A_Explode(18,64,0)
CRAS RS 3
CRAS T 3 A_Explode(18,64,0)
CRAS VW 3
stop
}
}

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