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Laser Buster

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WepIconLaserBuster Laser Buster Megamanlasersprite
File:LaserBusterWepGif.gif
Weapon code LaserBuster
Comes from Mega Man 8
Weapon color scheme Blue on cyan
Fire rate Medium-Fast
Missile speed Slow-Medium (Mega buster pellet)

Slow-Medium (Mid-charged shot)
??? (Laser shot)

Capacity Infinite
Weapon hotkey/type [1] Buster
Damage 10 (One mega buster pellet)

20 (One mid-shot)
5*8 >> (Laser)

Appears in
these maps
MM4BrightMM8ClownMM3GeminiMM5GyroMM2HeatMM6MrXMM3NeedleMM8TenguMM5WaveMM1Wily2EdgeofthedamnTurborumbleClashinthestreet

The Laser Buster is a new upgrade that was integrated into MM8BDM V3 alongside its counterpart, the Arrow Buster. This offensive upgrade grants the Mega Buster the power to charge up a long trail of ripping plasma. Two laser hits will usually frag a player, and you can even tear through several targets at once with strategic aiming of this weapon!

Tactics

Using Laser Buster

The Laser Buster is very much the opposite of Arrow Buster and its wide range of effectiveness. Great precision when aiming is needed to make this weapon effective, so try to make every shot count by using good timing. Because of its speed, it works better at long range then at close range. Feel free to do some sniping with it!

Vs. Laser Buster

It can be difficult to dodge the speedy shots of the laser buster, even from a distance. If someone is determined to hunt you down with this weapon, it's better to get close to them. By strafing at mid-range, you'll easily dodge the precision blast. Counter with any mid-ranged weapon like Knight Crush from this point.

Code

actor LaserBuster : Weapon
{
Weapon.AmmoUse 1
Weapon.AmmoGive 3
Weapon.SlotNumber 1
scale 2.0
Obituary "%o was pierced by %k's Laser Buster."
Inventory.Pickupmessage "You got the Laser Buster!"
weapon.ammotype "BusterAmmo"
+WEAPON.AMMO_OPTIONAL
+WEAPON.DONTBOB
States
{
Spawn:
WEA4 K 1
stop
Ready:
BUST B 0 A_JumpIfInventory("Once",1,"Ready2")
BUST B 0 A_GiveInventory("Once",1)
Goto Ready2+2
Ready2:
BUST B 0 ACS_ExecuteAlways(998,0,0)
BUST B 0 ACS_ExecuteAlways(991,0,0)
BUST B 0 A_TakeInventory("WeaponCharge",999)
BUST B 2 A_WeaponReady
Goto Ready2+2
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
BUST B 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
BUST B 1 A_Raise
Loop
Fire:
BUST B 0 A_JumpIfNoAmmo("Hold")
BUST B 0 A_PlaySoundEx("weapon/mbuster","Weapon")
BUST B 0 A_FireCustomMissile("MegaShot",0,0,8,0)
BUST B 1 A_TakeInventory("WeaponCharge",999)
BUST CD 2
BUST B 1
BUST B 0 A_Refire
goto Ready2+2
Fire2:
BUST B 0 A_TakeInventory("WeaponCharge",999)
BUST C 0 A_PlaySoundEx("weapon/minchrgshot","Weapon")
BUST C 0 A_FireCustomMissile("MidShot",0,0,8,0)
BUST CD 3
BUST B 0 A_Refire
goto Ready2+2
Fire3:
BUST B 0 A_TakeInventory("WeaponCharge",999)
BUST B 0 A_PlaySoundEx("weapon/lshot","Weapon")
BUST B 0
BUST C 0 ACS_ExecuteAlways(991,0,0)
BUST C 0 A_FireCustomMissile("LaserShot",0,0,8,0)
BUST CCD 3 
BUST C 9
BUST B 0 A_Refire
goto Ready2+2
Hold:
BUST B 0 A_JumpIfInventory("WeaponCharge",34,"BotCheck")
BUST B 0 A_JumpIfInventory("WeaponCharge",18,"Charge")
BUST B 1 A_GiveInventory("WeaponCharge",1)
BUST B 0 A_Refire
Goto Ready2+2
Charge:
BUST B 0 A_JumpIfInventory("WeaponCharge",34,"Charge2")
BUST B 0 A_JumpIfInventory("WeaponCharge",19,"Charge1")
BUST B 0 A_PlaySoundEx("weapon/coilstart","Weapon")
Goto Charge1
Charge1:
BUST B 0 A_JumpIfInventory("WeaponCharge",34,"Charge2")
LBST H 1 ACS_ExecuteAlways(991,0,106)
BUST B 1 ACS_ExecuteAlways(991,0,0)
BUST B 0 A_GiveInventory("WeaponCharge",1)
CHBU H 0 A_Refire
Goto Fire2
BotCheck:
BUST B 0 A_Jump(224, "Charge2")
BUST B 0 ACS_ExecuteAlways(974,0)
Goto Charge2
Charge2:
LBST I 1 ACS_ExecuteAlways(991,0,107)
BUST B 1 ACS_ExecuteAlways(991,0,0)
LBST I 1 ACS_ExecuteAlways(991,0,107)
BUST B 0 A_JumpIfInventory("WeaponCharge", 35, 3)
BUST B 0 A_GiveInventory("WeaponCharge",1)
BUST B 0 A_GunFlash
BUST B 0 A_Refire
Goto Fire3
Flash:
TNT1 H 5 A_PlaySoundEx("weapon/coilcharge", "Weapon")
TNT1 H 0 A_JumpIfInventory("WeaponCharge",1,"Flash")
stop
}
}

actor LaserShot
{
PROJECTILE
+LOOKALLAROUND
+SKYEXPLODE
+DONTBLAST
+FORCEXYBILLBOARD
+RIPPER
//seesound "weapon/mbuster"
Speed 5
Damage (0)
radius 5
height 5
scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 AAAAAAAA 1 A_SpawnItemEx("MegaLaser",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)
stop
}
}

actor MegaLaser
{
PROJECTILE
+LOOKALLAROUND
+SKYEXPLODE
+DONTBLAST
+FORCEXYBILLBOARD
+RIPPER
damagetype "Buster"
//seesound "weapon/mbuster"
Damage (4)
radius 16
height 10
scale 2.5
ReactionTime 5
States
{
Spawn:
LASH A 0
LASH A 0 A_ScaleVelocity(10.0)
TNT1 A 1
Continue:
LASH AB 1 A_SpawnItemEx("LaserTrail",0,0,0,momx/4,momy/4,momz/4,0,SXF_ABSOLUTEMOMENTUM)
loop
}
}

actor LaserTrail
{
+NOINTERACTION
+CLIENTSIDEONLY
+FORCEXYBILLBOARD
speed 5
Scale 2.5
States
{
Spawn:
LASH ABABA 1
stop
}
}

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