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WepIconDWN031-Dive Dive Missile Divemansprite
DiveMissileWepGif
Weapon code DiveMissileWep
Comes from Mega Man 4
Weapon color scheme Blue-on-White
Fire rate Slow
Missile speed Medium
Capacity 14 uses
Weapon hotkey/type [2] Long range
Damage 12 [+] (One missile)
Appears in
these maps
MM2AirMM8AquaMM6BlizzardMM5ChargeMM4DiveMM4CossackMM3GammaMM4PharaohStageIconRobotMastersMM2WilyMM5WaveIcyforts

Dive Missile fires small blue missiles that have the best homing trajectory in the game. It is almost impossible for an enemy to get away from a Dive Missile that has locked on to them. The downside is that they're fairly weak, so its usefulness is mostly limited to picking off weakened foes.

Tactics

Using Dive Missile

In duels and small games, Dive Missile is extremely deadly. Weakened foes won't get a chance to scramble for health if you have Dive Missile equipped. Use a stronger weapon such as Dust Crusher to wear them down, then crank out the Dive Missiles. In larger games they can net you some sneaky kills, but it won't earn you frags as fast as other weapons. Even your Mega Buster can dish out more damage than Dive Missile.

Vs. Dive Missile

Dive Missiles are extremely hard to avoid without cover. If you're hidden directly around a corner, they won't have time to home in on you and will usually miss. You can also hide behind props such as the barrels in Skull Castle Entrance to avoid getting damaged. Don't let their homing ability scare you away though. Dive Missile doesn't have much ammo or power, so if you have lots of health and can easily reach your foe, feel free to charge in with guns blazing! Expect them to flee once you start assaulting their vantage point though.

Code

actor DiveMissileWep : MegaBuster 10068
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 2
Weapon.AmmoGive 28
Weapon.SlotNumber 2
Obituary "%o was intercepted by %k's Dive Missile."
Inventory.Pickupmessage "Power up! Dive Missile!"
weapon.ammotype "DiveMissileAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "DIVESI"
Scale 2.0
States
{
Spawn:
WEA2 S 1
loop
Ready:
AIRS D 0 ACS_ExecuteAlways(998,0,38)
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/mbuster","Weapon")
AIRS D 0 A_FireCustomMissile("DiveMissile",0,1,8,0)
AIRS EFD 3
AIRS D 23
AIRS D 0 A_Refire
Goto Ready+1
NoAmmo:
AIRS D 1 ACS_Execute(979,0)
Goto Ready+1
}
}

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


actor DiveMissile : MageStaffFX2
{
PROJECTILE
+SEEKERMISSILE
-EXTREMEDEATH
Radius 5
Height 5
scale 2.5
damage (12)
damagetype "DiveMissile"
speed 35
ReactionTime 85
States
{
Spawn:
DIVE AB 1 A_MStaffTrack
DIVE A 0 A_CountDown
loop
Death:
MMFX BCDE 2
stop
}
}

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