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Gyro Attack

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WepIconDWN036-Gyro Gyro Attack Gyromansprite
GyroAttackWepGif
Weapon code GyroAttackWep
Comes from Mega Man 5
Weapon color scheme Green-on-White
Fire rate Medium
Missile speed Medium (Main gyro)

Slow (Split gyro)

Capacity 14 uses
Weapon hotkey/type [2] Long range
Damage 27 (Main or Split)
Appears in
these maps
MM2AirMM8Astro2MM5DarkmanMM4DiveMM3GammaMM5GyroMM6MrXStageIconRobotMastersMM7SpringMM5WaveMM2WilyMM6WindMeltingmetalIcyfortsEdgeofthedamnWoodmanrevengeCliffsideglamourSacredshrines

Gyro Attack launches a whirling green propeller that does decent damage. Unlike in Mega Man 5, Gyro Attack cannot change direction in mid flight. It can, however, be split into two identical projectiles that travel at opposite 45 degree angles compared to the initial projectile upon pressing the fire button after the first shot. Gyro Attack will fire and split continuously if the fire button is held as well. The split projectiles are as much powerful as the main one, but slightly slower.

Tactics

Using Gyro Attack

Gyro Attack is a very hard weapon to predict for enemy players. Generally they will strafe right into a Gyro Attack when it splits. Once they start avoiding the split Gyro Attacks, switch it up a little and start not splitting them or split later. This weapon is best used in wide open spaces where the propellers have little to run into.

Vs. Gyro Attack

Players will try to split them so that you walk into them, so try standing still and returning fire until they get the message. Don't get close to them, because they really hurt. Returning fire with ranged attacks is the way to go. Take cover in enclosed corridors where the splitting effect will rend the attack useless.

Code

actor GyroAttackWep : MegaBuster 10059
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 2
Weapon.AmmoGive 112
Weapon.SlotNumber 2
Obituary "%o was chopped to bits by %k's Gyro Attack."
Inventory.Pickupmessage "Power up! Gyro Attack!"
weapon.ammotype "GyroAttackAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "GYROSI"
Scale 2.0
States
{
Spawn:
WEA2 I 1
loop
Ready:
WOOD I 0 ACS_ExecuteAlways(998,0,28)
WOOD I 1 A_WeaponReady
Goto Ready+1
Deselect:
WOOD I 0 A_JumpIfInventory("GyroFlag",1,24)
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
WOOD I 1 A_Lower
Goto Deselect+1
WOOD I 0 A_TakeInventory("GyroFlag",999)
WOOD I 10
Goto Deselect+1
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
WOOD I 1 A_Raise
Loop
Fire:
WOOD I 0 A_JumpIfInventory("GyroFlag",1,"Change")
WOOD I 0 A_JumpIfNoAmmo("NoAmmo")
WOOD I 0 A_FireCustomMissile("GyroAttack",0,1,8,0)
WOOD I 0 A_GiveInventory("GyroFlag",1)
WOOD JJJJKKKK 1
FlagLoop:
WOOD I 0 A_JumpIfInventory("GyroFlag",1,"ChangeReady")
WOOD I 10
Goto Ready+1
ChangeReady:
WOOD I 1 A_WeaponReady
Goto FlagLoop
Change:
WOOD I 10 A_GiveInventory("GyroFlag",1)
WOOD I 0 A_TakeInventory("GyroFlag",999)
Goto Ready+1
NoAmmo:
WOOD I 1 ACS_Execute(979,0)
Goto Ready+1
}
}

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

actor GyroAttack
{
PROJECTILE
Radius 15
Height 8
scale 2.5
damage (27)
damagetype "GyroAttack"
speed 35
States
{
Spawn:
GYRO A 0
GYRO A 0 A_PlaySoundEx("weapon/gyroattack","Auto")
GYRO A 1 A_JumpIfInTargetInventory("GyroFlag",2,"Up")
GYRO A 1 A_JumpIfInTargetInventory("GyroFlag",2,"Up")
GYRO B 1 A_JumpIfInTargetInventory("GyroFlag",2,"Up")
GYRO B 1 A_JumpIfInTargetInventory("GyroFlag",2,"Up")
GYRO C 1 A_JumpIfInTargetInventory("GyroFlag",2,"Up")
GYRO C 1 A_JumpIfInTargetInventory("GyroFlag",2,"Up")
GYRO D 1 A_JumpIfInTargetInventory("GyroFlag",2,"Up")
GYRO D 1 A_JumpIfInTargetInventory("GyroFlag",2,"Up")
GYRO A 1 A_JumpIfInTargetInventory("GyroFlag",2,"Up")
GYRO A 1 A_JumpIfInTargetInventory("GyroFlag",2,"Up")
GYRO B 1 A_JumpIfInTargetInventory("GyroFlag",2,"Up")
GYRO B 1 A_JumpIfInTargetInventory("GyroFlag",2,"Up")
GYRO C 1 A_JumpIfInTargetInventory("GyroFlag",2,"Up")
GYRO C 1 A_JumpIfInTargetInventory("GyroFlag",2,"Up")
GYRO D 1 A_JumpIfInTargetInventory("GyroFlag",2,"Up")
GYRO D 1 A_JumpIfInTargetInventory("GyroFlag",2,"Up")
loop
Up:
GYRO A 0 A_CustomMissile("GyroAttack2",0,0,25,2,0)
GYRO A 0 A_CustomMissile("GyroAttack2",0,0,-25,2,0)
stop
Death:
GYRO A 0 A_TakeFromTarget("GyroFlag", 999)
stop
}
}


actor GyroAttack2 : GyroAttack
{
speed 25
States
{
Spawn:
GYRO A 0
GYRO A 0 A_PlaySoundEx("weapon/gyroattack","Auto")
GYRO ABCDABCD 2
loop
Death:
GYRO A 0 
stop
}
}

actor GyroFlag : Inventory
{
inventory.amount 1
inventory.maxamount 2
}

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