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Magnet Missile

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WepIconDWN018-Magnet Magnet Missile Magnetmansprite
MagnetMissileWepGif
Weapon code MagnetMissileWep
Comes from Mega Man 3
Weapon color scheme Red-on-Grey
Fire rate Slow-Medium
Missile speed Medium-Fast
Capacity 9 uses
Weapon hotkey/type [2] Long range
Damage 24 [+] (One magnet missile)
Appears in
these maps
MM2AirMM3DocRobotMM1ElecMM7FreezeMM8FrostMM3GammaMM5GyroMM1IceMM7JunkMM3MagnetMM2MetalMM4PharaohStageIconRobotMastersMM2WilyMM7Wily4MM5StarMM5StoneMM5WaveSnakesinspaceDoublecastleSacredshrines

The Magnet Missile is a fast, rocket-propelled magnet that can home in on any visible targets. It's good for sniping out incoming enemies in open spaces without cover.

Tactics

Using Magnet Missile

Magnet Missile projectiles are extremely fast, making it a great ranged weapon. It is difficult to use in close range combat due to its slow fire rate, unless you're literally firing in your foe's face. The lock on ability is what makes this weapon shine. The further away you are from your enemy, the better the chance the magnets will lock on to enemies. Aiming above your opponents increases the chance of lock on, so it's a good idea to shoot high.

Vs. Magnet Missile

From a distance there's not too much you can do other than attempt to find cover as quickly as possible. If your enemy is in range, you can attempt to rush in and finish him with a strong close range weapon. You should also take note of how many magnets have been fired from your opponent, as it has a very low ammo count. Leaf Shield deflects Magnet Missile, but the missiles will continue to target you until you release the shield or they expire.

Code

actor MagnetMissileWep : MegaBuster 10038
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 3
Weapon.AmmoGive 28
Weapon.SlotNumber 2
Obituary "%o was magnetized by %k's Magnet Missile."
Inventory.Pickupmessage "Power up! Magnet Missile!"
weapon.ammotype "MagnetMissileAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "MAGNETSI"
Scale 2.0
States
{
Spawn:
WEAP I 1
loop
Ready:
MAGG C 0 ACS_ExecuteAlways(998,0,8)
MAGG C 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
MAGG C 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
MAGG C 1 A_Raise
Loop
Fire:
MAGG C 0 A_JumpIfNoAmmo("NoAmmo")
MAGG C 0 A_PlaySoundEx("weapon/magnetmissile","Weapon")
MAGG C 0 A_FireCustomMissile("MagnetMissile",0,1,8,0)
MAGG DEC 4
MAGG C 12
MAGG C 0 A_Refire
Goto Ready+1
NoAmmo:
MAGG C 1 ACS_Execute(979,0)
Goto Ready+1
}
}

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

actor MagnetMissile : MageStaffFX2
{
PROJECTILE
Radius 8
Height 5
scale 2.5
damagetype "MagnetMissile"
damage (24)
speed 47
+SEEKERMISSILE
-EXTREMEDEATH
reactiontime 60
States
{
Spawn:
MAGG A 2
MAGG A 00 A_MStaffTrack
MAGG A 0 A_CountDown
loop
Death:
MMFX BCDE 2
stop
}
}
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