Hyper Bomb
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Hyper Bombs are extremely powerful projectiles that can be thrown a short distance in front of you. They bounce around slightly and explode after 3 seconds. They do not explode on contact, but they do a huge amount of damage that can easily kill players in one hit.
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Tactics
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Using Hyper Bomb
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Hyper Bombs can reap in a huge amount of frags in chaotic big battles. Throw Hyper Bombs wherever you think a Robot Master is going to be lingering, or throw some into an area where a bunch of players are duelling. They aren't as useful in smaller battles, and will require some clever placement to be used effectively.
A neat trick is to use Leaf Shield as soon as you throw a bomb to send it flying forward towards your enemies and surprise the heck out of them.
Vs. Hyper Bomb
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Stay away at all costs! If you're close to the bombs keep in mind you have a few seconds to get away, so running through them to attack your opponent with Charge Kick or Shadow Blade or a similar close range weapon can be effective. Leaf Shield does reflect the bombs but they are still dangerous until they explode! The Hyper Bomb has a small arc, so staying out of a Hyper Bomber's effective range is a good tactic.
Remember, the sprite is smaller than the actual radius of the explosion, move fast to get out of the way and never think you're safe.
Code
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actor HyperBombWep : MegaBuster 10037
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 2
Weapon.AmmoGive 28
Weapon.SlotNumber 5
Obituary "%o was blown up by %k's Hyper Bomb."
Inventory.Pickupmessage "Power up! Hyper Bomb!"
weapon.ammotype "HyperBombAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "BOMBSI"
Scale 2.0
States
{
Spawn:
WEAP H 1
loop
Ready:
BOMH A 0 ACS_ExecuteAlways(998,0,7)
BOMH A 0 A_JumpIfNoAmmo("NoAmmo")
BOMH A 1 A_WeaponReady
Goto Ready+2
ReadyNoAmmo:
BOMH J 1 A_WeaponReady
BOMH J 0 A_JumpIfNoAmmo("ReadyNoAmmo")
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
BOMH A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
BOMH A 1 A_Raise
Loop
Fire:
BOMH A 0 A_JumpIfNoAmmo("NoAmmo")
BOMH A 0 A_PlaySoundEx("weapon/mbuster","Weapon")
BOMH A 0 A_FireCustomMissile("HyperBomb",0,1,8,0)
BOMH BCDEFG 2
BOMH HI 2
BOMH A 7
BOMH A 0 A_Refire
Goto Ready+1
NoAmmo:
BOMH J 1 ACS_Execute(979,0)
Goto ReadyNoAmmo
}
}
actor HyperBombAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
}
actor HyperBomb
{
PROJECTILE
damagetype "HyperBomb"
- NOGRAVITY
+RIPPER
+BOUNCEONACTORS
+HEXENBOUNCE
+CANBOUNCEWATER
Radius 6
Height 7
scale 2.5
speed 13
reactiontime 85
bouncefactor 0.7
States
{
Spawn:
BOMB A 0
BOMB A 0 ThrustThingZ(0, 12, 0, 1)
BOMB A 1 A_CountDown
Goto Spawn+2
Death:
BOMB A 0 A_Stop
BOMB A 0 A_PlaySoundEx("weapon/hyperbomb", "Weapon")
BOMB A 0 A_ChangeFlag("NOGRAVITY",1)
BOMB A 0 A_Explode(200, 180, 0)
BOMB BCDEFGHIJKLMNOPQR 1
stop
}
}
