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WepIconIceWave Ice Wave Frostmansprite
IceWaveWepGif
Weapon code IceWaveWep
Comes from Mega Man 8
Weapon color scheme Cyan on Yellow
Fire rate Slow
Missile speed Slow
Capacity 14 uses
Weapon hotkey/type [2] Long range
Damage 15 (Ice spike creating Ice Wave)

18 (One icicle)

Appears in
these maps
MM8AquaMM8ClownMM5CrystalMM5DarkmanMM8FrostMM5GravityMM1IceMM7JunkMM4PharaohMM8Wily1MM8Wily2MM7SpringMM8SwordAlloutassaultClashinthestreet

Ice Wave fires a spiky chunk of ice that quickly drops to the ground. When it hits the floor, an long line of icicles will form and dissipate in the direction it was fired. Ice Wave travels straight through enemies, but does not do ripping damage. Instead, each icicle counts as a separate hit. The icicle chain hugs the ground at all times and will climb over any obstacle. As such, it is similar to Search Snake, but unlike that weapon, it cannot do damage by "zipping" up walls...yet.

Tactics

Using Ice Wave

Use Ice Wave as you would Search Snake by firing at large congregations of people from a distance. To be sneaky, use the weapon from behind an obstacle or below a ledge to really catch your enemies by surprise. Because of its large hitbox and its multihit qualities, it can also be a good idea to spam it down long hallways, or even up close against an unwitting opponent.

Vs. Ice Wave

Like Search Snake, jumping will keep you safe from most of Ice Wave's damage. If you're on the receiving end of Ice Wave spam, find your opponent and counter with any close or mid-range weapon. At those ranges, you'll easily be able to take advantage of its low rate of fire. Be wary of foes hiding in sneaky spots!

Code

actor IceWaveWep : MegaBuster 11090
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 2
Weapon.AmmoGive 28
Weapon.SlotNumber 2
Obituary "%o was turned into a popsicle by %k's Ice Wave."
Inventory.Pickupmessage "Power up! Ice Wave!"
weapon.ammotype "IceWaveAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "ICEWAVI"
Scale 2.0
States
{
Spawn:
WEA4 A 1
loop
Ready:
ICEW I 0 ACS_ExecuteAlways(998,0,82)
ICEW I 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
ICEW I 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
ICEW I 1 A_Raise
Loop
Fire:
ICEW I 0 A_JumpIfNoAmmo("NoAmmo")
ICEW I 0 A_PlaySoundEx("weapon/mbuster","Weapon")
ICEW I 0 A_FireCustomMissile("IceWaveDropper",0,1,8,0)
ICEW JK 5
ICEW I 24
ICEW I 0 A_Refire
Goto Ready+1
NoAmmo:
ICEW I 1 ACS_Execute(979,0)
Goto Ready+1
}
}


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


actor IceWaveDropper
{
PROJECTILE
+NOINTERACTION
height 1
radius 1
States
{
Spawn:
ICEW A 0
ICEW A 0 A_SpawnItemEx("IceWaveSpawner",32,0,0)
stop
}
}
actor IceWaveSpawner
{
PROJECTILE
-NOGRAVITY
Damagetype "IceWave"
Damage(15)
Scale 3.0
ReactionTime 35
States
{
Spawn:
ICEW B 0
ICEW A 1 ThrustThingZ(0, 50, 1, 0)
ICEW A 2 A_CountDown
Goto Spawn+2
Crash:
Death:
ICEW B 0
ICEW A 1 A_SpawnItemEx("IceWave",0,0,0,20)
stop
}
}

actor IceWave
{
PROJECTILE
+RIPPER
+FLOORHUGGER
+DONTREFLECT
Damagetype "IceWave"
Damage (0)
Speed 20
Height 48
Radius 10
Scale 2.5
States
{
Spawn:
TNT1 A 2 A_SpawnItemEx("IceWaveIcicle")
Loop
}
}


actor IceWaveIcicle : IceWave
{
+DONTBLAST
-RIPPER
Damage (18)
Scale 2.5
States
{
Spawn:
ICEW B 0
ICEW B 0 A_PlaySoundEx("weapon/icewavespawn","weapon")
ICEW B 0 A_Jump(80, "Icicle2")
ICEW B 0 A_Jump(64, "Icicle4")
ICEW BCDEE 3
Goto Death
Icicle2:
ICEW L 0
ICEW L 0 A_Jump(80, "Icicle3")
ICEW LMMNN 3
Goto Death
Icicle3:
ICEW LMNOO 3
Goto Death
Icicle4:
ICEW BCCDD 3
Goto Death
Death: 
ICEW B 0 
ICEW B 0 A_SpawnItemEx("IceWaveBreak",0,0,0,0,0,0,0)
stop
}
}



actor IceWaveBreak
{
+NOCLIP
+CLIENTSIDEONLY
+RANDOMIZE
Height 16
Radius 10
Scale 2.5
States
{
Spawn:
ICEW FGH 2 
stop
}
}

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