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WepIconDWN043-Flame Flame Blast Flamemansprite
FlameBlastGif
Weapon code FlameBlastWep
Comes from Mega Man 6
Weapon color scheme Dark-beige-on-Pink
Fire rate Medium-Fast
Missile speed Slow-Medium
Capacity 14 uses
Weapon hotkey/type [4] Close range
Damage 30 (Fire ball)

30 (Pillar of fire)

Appears in
these maps
MM6BlizzardMM2CrashMM4DustMM6FlameMM8FrostMM3GammaMM2HeatMM5NapalmMM4PharaohStageIconRobotMastersMM7Wily4MM4Toad

Flame Blast throws a small ball of fire that travels in a short downward arc. When it hits the ground, it erupts in a tall pillar of fire. Because the fire tower lingers for several seconds, this weapon is ideal for trapping opponents. As any fire weapon, it can burn oil fields.

Tactics

Using Flame Blast

Flame Blast has a fast fire rate, but you have to be close to hit reliably, and keep an eye on your ammo. A direct hit will not result in a flame pillar, so it's not the best weapon for face-to-face combat. Instead, Flame Blast excels at restricting enemy movement once planted. You can use it to corner fleeing opponents against walls, making them easy targets for other weapons. It's also useful when you're being chased; just leave some flame pillars in your wake to deter even the most persistent assailant.

Vs Flame Blast

Keep back--Flame Blast is a defensive weapon, so charging at your opponent is a bad idea. Use a long range weapon like Metal Blade or Silver Tomahawk to snipe at its users. Avoid standing on oil floors, as when dealing with any fire weapons.

Code

actor FlameBlastWep : MegaBuster 10066
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 2
Weapon.AmmoGive 112
Weapon.SlotNumber 4
Obituary "%o was ignited by %k's Flame Blast."
Inventory.Pickupmessage "Power up! Flame Blast!"
weapon.ammotype "FlameBlastAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "FLMBSI"
Scale 2.0
States
{
Spawn:
WEA2 P 1
loop
Ready:
FLMB I 0 ACS_ExecuteAlways(998,0,35)
FLMB I 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
FLMB I 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
FLMB I 1 A_Raise
Loop
Fire:
FLMB I 0 A_JumpIfNoAmmo("NoAmmo")
FLMB I 0 A_PlaySoundEx("weapon/mbuster","Weapon")
FLMB I 0 A_FireCustomMissile("FlameBlast",0,1,8,0)
FLMB JKI 5
FLMB I 0 A_Refire
Goto Ready+1
NoAmmo:
FLMB I 1 ACS_Execute(979,0)
Goto Ready+1
}
}

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

actor FlameBlast // : MaceFX1
{
PROJECTILE
Damage (30)
Height 5
Radius 6
damagetype "FlameBlast"
+DONTBLAST
-NOGRAVITY
Scale 2.5
speed 28
States
{
Spawn:
FLMB H 4
Goto Spawn
XDeath:
Crash:
FLMB H 0
stop
Death:
FLMB H 0 A_JumpIf(CeilingZ - FloorZ <=48 , "FireCheckOnly")
FLMB H 0 A_SpawnItemEx("FlamePillar",0,0,0)
stop
FireCheckOnly:
TNT1 A 0 A_SpawnItemEx("OilPitIgnite",0,0,-16)
stop
}
}



actor FlamePillar
{
PROJECTILE
-MISSILE
+DONTBLAST
Scale 2.5
-NOGRAVITY
+NOEXPLODEFLOOR
Height 48
damagetype "FlameBlast"
Speed 0
Radius 5
Damage (30)
reactiontime 15
States
{
Spawn:
FLMB A 0 
FLMB H 1 A_JumpIf(z-floorz==0,"Flame")
FLMB A 0 A_ChangeFlag("MISSILE",1)
loop
Flame:
TNT1 A 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
FLMB A 0 A_ChangeFlag("FLOORHUGGER",1)
FLMB A 0 A_ChangeFlag("MISSILE",1)
FLMB A 0 A_CountDown
FLMB ABCDEFGFGFGFGFG 1 
Goto Flame+1
Death:
FLMB A 0 
stop
}
}

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