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Search Snake

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WepIconDWN022-Snake Search Snake Snakemansprite
SearchSnakeWepGif
Weapon code SearchSnakeWep
Comes from Mega Man 3
Weapon color scheme Green-on-White
Fire rate Medium-Fast
Missile speed Slow
Capacity 56 uses
Weapon hotkey/type [2] Long range
Damage 28 (One snake)
Appears in
these maps
MM2CrashMM8DuoMM1ElecMM2FlashMM3GammaMM1GutsMM6KnightMM5NapalmMM1Wily1MM6PlantStageIconRobotMastersSacredshrinesMM7ShadeMM3WilyMM7Wily2MM7Wily3MM3SnakeMM4ToadMM2Wood

Search Snake is a unique weapon that fires Snakes that run along the ground and climb up walls. The snakes do heavy damage, but can be easily jumped over. They can climb over most terrain, making it a great weapon for taking down players who have the high ground. They do extra damage while scaling vertically, which can destroy robots climbing ladders in seconds.

Tactics

Using Search Snake

Search Snake shines when spread all around the arena, especially against players sniping from above. A few snakes is all it takes to destroy a Robot Master. To really surprise an enemy, run forward while shooting snakes to overwhelm anything in front of you with a concentrated snake pack! If you see someone climbing a ladder, or about to climb a ladder, whip out the snakes for an easy kill too!

Vs. Search Snake

If you see an army of snakes heading your way, try to take cover behind walls that don't have a top to them. You can easily jump the snakes if you see them coming. Resort to ranged weapons, or get up close where most other weapons will outclass your foe. Leaf Shield does not reflect Search Snake!

Version 1c

Due to lag issues search snakes ability to climb walls was removed in version 1c. Instead it just teleports to the top of the next platform. This removes a large amount of the usefullness. It regained its abilities in the V3 update.

Code

actor SearchSnakeWep : MegaBuster 10042
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 1
Weapon.AmmoGive 56
Weapon.SlotNumber 2
Obituary "%o was caught by one of %k's Search Snakes."
Inventory.Pickupmessage "Power up! Search Snake!"
weapon.ammotype "SearchSnakeAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "SNAKESI"
Scale 2.0
States
{
Spawn:
WEAP K 1
loop
Ready:
SNAK I 0 ACS_ExecuteAlways(998,0,12)
SNAK I 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
SNAK I 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
SNAK I 1 A_Raise
Loop
Fire:
SNAK I 0 A_JumpIfNoAmmo("NoAmmo")
SNAK I 0 A_PlaySoundEx("weapon/mbuster","Weapon")
SNAK I 0 A_FireCustomMissile("SearchSnakeSpawner",0,1,8,0)//A_SpawnItemEx("SearchSnakeStart",6,0,0,8,0,8,0,0,0)
SNAK JK 5
SNAK I 4
SNAK I 0 A_Refire
Goto Ready+1
NoAmmo:
SNAK I 1 ACS_Execute(979,0)
Goto Ready+1
}
}

actor SearchSnakeAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 56
}


actor SearchSnakeStart
{
PROJECTILE
-NOGRAVITY
Damage (28)
damagetype "SearchSnake"
Height 5
Radius 6
Scale 2.5
States
{
Spawn:
SNAK A 4
loop
Death:
TNT1 A 0 A_JumpIf(ceilingz-z < 48, "XDeath")
TNT1 A 0 A_JumpIf(z-floorz!=0,"Air")
TNT1 A 0 A_SpawnItemEx("SearchSnake",0,0,0,18)
stop
Air:
TNT1 A 0 A_SpawnItemEx("UpSnake0",-1,0,16,0,0,1)
stop
XDeath:
Crash:
TNT1 A 0
stop
}
}

actor SearchSnake// : MaceFX1
{
PROJECTILE
-NOGRAVITY
+DONTBLAST
+NOEXPLODEFLOOR
Damage (28)
damagetype "SearchSnake"
Height 5
Radius 6
Scale 2.5
Speed 18
States
{
Spawn:
SNAK A 0
SNAK A 2
SNAK AABBBBAA 1 A_JumpIf(momz<0,"Down")
Goto Spawn+2
Down:
TNT1 A 0 A_SpawnItemEx("DownSnake",0,0,0,0,0,-18)
stop
XDeath:
Crash:
TNT1 A 0
stop
Death:
TNT1 A 0 A_SpawnItemEx("UpSnake0",-1,0,16,0,0,1)
stop
}
}

actor SearchSnakeSpawner
{
PROJECTILE
+NOINTERACTION
+NOCLIP
Damage(0)
Height 1
Radius 1
Speed 8
States
{
Spawn:
TNT1 A 1
TNT1 A 0 A_SpawnItemEx("SearchSnakeStart",8,0,-16,8,0,5,0,0,0)
stop
}
}

actor UpSnake0
{
PROJECTILE
+DONTBLAST
Damage (28)
damagetype "SearchSnake"
Height 5
Radius 5
Scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_ChangeVelocity(18,0,0, CVF_REPLACE | CVF_RELATIVE) //A_Recoil(-18)
SNAK C 1
TNT1 A 0 A_SpawnItemEx("SearchSnake",0,0,0,18)
stop
XDeath:
Crash:
TNT1 A 0
stop
Death:
TNT1 A 0 A_JumpIf(ceilingz-z > 48, "Continue")
TNT1 A 0
stop
Continue:
TNT1 A 0 A_SpawnItemEx("UpSnake1",0,0,4,0,0,18)
stop
}
}

actor UpSnake1
{
PROJECTILE
+DONTBLAST
Damage (28)
damagetype "SearchSnake"
Height 5
Radius 5
Scale 2.5
States
{
Spawn:
SNAK C 2
TNT1 A 0 A_Stop
TNT1 A 0 A_ChangeVelocity(18,0,0, CVF_REPLACE | CVF_RELATIVE) //A_Recoil(-18)
SNAK C 1
TNT1 A 0 A_SpawnItemEx("SearchSnake",0,0,0,18)
stop
XDeath:
Crash:
TNT1 A 0
stop
Death:
TNT1 A 0 A_JumpIf(ceilingz-z > 48, "Continue")
TNT1 A 0
stop
Continue:
TNT1 A 0 A_SpawnItemEx("UpSnake2",0,0,4,0,0,18)
stop
}
}

actor UpSnake2 : UpSnake1
{
States
{
Death:
TNT1 A 0 A_JumpIf(ceilingz-z > 48, "Continue")
TNT1 A 0
stop
Continue:
TNT1 A 0 A_SpawnItemEx("UpSnake3",0,0,4,0,0,18)
stop
}
}

actor UpSnake3 : UpSnake1
{
States
{
Spawn:
SNAK D 2
TNT1 A 0 A_Stop
TNT1 A 0 A_ChangeVelocity(18,0,0, CVF_REPLACE | CVF_RELATIVE) //A_Recoil(-18)
SNAK D 1
TNT1 A 0 A_SpawnItemEx("SearchSnake",0,0,0,18)
stop
Death:
TNT1 A 0 A_JumpIf(ceilingz-z > 48, "Continue")
TNT1 A 0
stop
Continue:
TNT1 A 0 A_SpawnItemEx("UpSnake4",0,0,4,0,0,18)
stop
}
}

actor UpSnake4 : UpSnake3
{
States
{
Death:
TNT1 A 0 A_JumpIf(ceilingz-z > 48, "Continue")
TNT1 A 0
stop
Continue:
TNT1 A 0 A_SpawnItemEx("UpSnake1",0,0,4,0,0,18)
stop
}
}

actor DownSnake
{
PROJECTILE
+DONTBLAST
Damage (28)
damagetype "SearchSnake"
Height 5
Radius 6
Scale 2.5
States
{
Spawn:
SNAK EF 4
loop
Crash:
XDeath:
TNT1 A 0
stop
Death:
TNT1 A 0 A_SpawnItemEx("SearchSnake",0,0,0,18)
stop
}
}

=Notes

In versions 1 and 2, Search Snake was considered as a [4} Close range weapon.

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