Fandom

Mega Man 8-Bit Deathmatch Wiki

Oil Slider

277pages on
this wiki
Add New Page
Talk0 Share
WepIconOilSlider Oil Slider Oilmansprite
OilSliderWepGif
Weapon code OilSliderWep
Comes from Mega Man : Powered Up
Weapon color scheme Burgundy-On-Silver
Fire rate Medium-Fast
Missile speed Slow-Medium
Capacity 14 uses (only blob shots)

7 uses (only sliding)

Weapon hotkey/type [4] Close range
Damage 20 (Oil Blob - in air)

10 (Oil Blob - waiting on the ground)
18 <*> (80) (Sliding toward the target)
35 (Column of fire formed when the oil burns)

Appears in
these maps
MM1IceMM3GammaMM1OilStageIconRobotMastersMM2WilyMM8Wily1MM7Turbo

Oil Slider fires out globs of oil that litter the ground not unlike Flame Blast. The main gimmick behind oil slider, however, is that you can hop on the oil and ride around on it like a battering ram!

Firing a blob will consume a regular ammo quantity (about 7% of a full bar), but sliding an oil puddle to the ground will cost additional ammo (two times more ammo to be accurate, so about 14% of a full bar). This means that shooting and sliding a an oil will cost ~21% of ammo (which is 3 uses on 14 uses.) In conclusion, ammo lowers fairly quickly with serial sliding, so be careful. Notice that you can ride an oil puddle even if you don't have enough ammo (through you'll need some to fire a puddle to the ground !).

When you enter in sliding mode, a new ammo bar will appear over the regular Oil Slider's one. It will quickly reduce itself as long as you're sliding. When this new ammo bar is empty, the slide ends. A slide lasts for about 4 seconds, but you may stop it whenever you want by firing again, and there was a voluntary reason for it. If you stop the slide yourself, you'll perform a small hop of comfort. Since the slide can be cancelled in the air, it's not uncommon to see people stopping it to perform a "double jump". In Oil Man's stage, it's the only way to reach the Rain Flush !

You could also burn the oil! By using a fire-based weapon on the blob when it's waiting on the ground, you can create a pillar of fire that deals high damage to any foes who pass through it.

Another function of oil slider in the sliding state is surfing on the surface of water! You'll also float to the surface of the water if you jump underwater while sliding.

Tactics

Using Oil Slider

Oil Slider can be used both offensively and defensively. By covering an area in the puddles, it makes it nearly impossible to escape from someone coming at you. Alternatively, you can chase an enemy with the globs. Each shot will do decent damage and the missed shots can be recycled for a speed boost to ensure the enemy does not get away. Most importantly, make sure you're able to turn quickly enough to stay in one spot while you're sliding around; this will allow you to deal the most damage while riding the Slider.


Vs. Oil Slider

Stay away from any Oil fields, as there's likely someone still nearby eager to finish off whoever wanders in. If someone's trying to get on the slider from far away, run away! They'll chase you down but they'll be open for a counterattack while they try to get back on the slider if they run out of time before they can reach you. If they're trying to get on the oil slider up close, try hitting the oil puddles yourself. It may be risky and damaging, but you'll prevent them from getting the ram they so desperately need. Of course, the ultimate counter to oils slider is a fire-based weapon like Fire Storm that you can use to light the blobs before they can be used!

Code

actor OilSliderWep : Megabuster 20042
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 2
Weapon.AmmoGive 28
Weapon.SlotNumber 4
Obituary "%o was covered in %k's Oil Slider."
Inventory.Pickupmessage "Power up! Oil Slider!"
weapon.ammotype "OilSliderAmmo"
weapon.ammotype2 "OilSledAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
Inventory.Icon "OILLI"
Scale 2.0 
states
{
Spawn:
WEA7 J 1
loop
Ready:
OILL A 0 A_TakeInventory("OilCheck", 999)
OILL A 0 ACS_ExecuteAlways (998,0,95)
OILL A 0 A_JumpIfInventory("OilCheck",1,"SlideBegin")
OILL A 1 A_WeaponReady
goto Ready+2
Deselect:
TNT1 A 0 A_TakeInventory("OilCheck", 999)
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
OILL A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
OILL A 1 A_Raise
Loop
Fire:
OILL A 0 A_JumpIfInventory("OilCheck",1,"SlideBegin")
OILL A 0 A_JumpIfNoAmmo ("NoAmmo")
OILL A 0 A_PlaySoundEx("weapon/oilshot","Weapon")
OILL A 0 A_FireCustomMissile("OilShot",0,1,8,0)
OILL BCA 5
OILL A 0 A_Refire
goto Ready+2
SlideBegin:
OILL A 0 A_JumpIfInventory("OilJump",1,"OilPogo")
OILL A 0 A_GiveInventory("OilSledAmmo",30)
OILL A 0 A_TakeInventory("OilSliderAmmo",4)
OILL A 0 A_GiveInventory("OilJump", 1)
OILL A 0 A_GiveInventory("OilBoat", 1)
OILL A 0 A_GunFlash
OILL A 0 A_JumpIfInventory("OilCheck",1,"AmmoCheck")
Goto SlideEnd
AmmoCheck:
OILL A 0 
OILL A 0 A_JumpIfInventory("OilSledAmmo",1,"Slide")
Goto SlideEnd
Slide:
OILL A 0 A_TakeInventory ("OilSledAmmo",1)
OILL A 0 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)//A_Recoil (-10)
OILL A 0 A_JumpIf(z-floorz>32,"SlideAir")
OILL A 0 SetPlayerProperty(0,0,3)
Goto SlideContinue
SlideAir:
OILL A 0 SetPlayerProperty(0,1,3)
OILL A 0 A_JumpIf(ACS_ExecuteWithResult(250)==1, "UnderWater")
OILL A 0 SetPlayerProperty(0,0,3)
Goto SlideContinue
UnderWater:
OILL A 0
OILL A 0 A_JumpIf(momz<=0,4)
OILL A 0 SetPlayerProperty(0,0,3)
OILL A 0 ThrustThingZ(0, 5, 0, 1)
OILL A 0 A_Jump(256,"SlideContinue")
OILL A 0 ThrustThingZ(0, 5, 0, 0)
OILL A 0
goto SlideContinue
SlideContinue:
OILL A 0 A_JumpIf(ACS_ExecuteWithResult(254)==1,"BotSlide") //If Player is Bot, change
OILL A 0 A_SpawnItemEx("OilSlider", 24, 0, 2, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
OILL A 1 A_WeaponReady (WRF_NOSWITCH)
OILL A 0 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)
OILL A 1 A_WeaponReady (WRF_NOSWITCH)
OILL A 0 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)
OILL A 1 A_WeaponReady (WRF_NOSWITCH)
OILL A 0 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)
OILL A 1 A_WeaponReady (WRF_NOSWITCH)
OILL A 0 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)
OILL A 1 A_WeaponReady (WRF_NOSWITCH)
OILL A 0 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)
OILL A 0 A_JumpIfInventory("OilCheck",1,"AmmoCheck")
Goto SlideEnd
BotSlide:
OILL A 0 A_SpawnItemEx("OilSlider", 24, 0, 2, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
OILL AAAAA 1 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)
OILL A 0 A_PlaySoundEx("weapon/OilSlider","Weapon")
OILL A 0 A_SpawnItemEx("OilSlider", 24, 0, 2, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
OILL AAAAA 1 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)
OILL A 0 A_PlaySoundEx("weapon/OilSlider","Weapon")
OILL A 0 A_SpawnItemEx("OilSlider", 24, 0, 2, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
OILL AAAAA 1 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)
OILL A 0 A_PlaySoundEx("weapon/OilSlider","Weapon")
OILL A 0 A_SpawnItemEx("OilSlider", 24, 0, 2, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
OILL AAAAA 1 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)
OILL A 0 A_PlaySoundEx("weapon/OilSlider","Weapon")
OILL A 0 A_SpawnItemEx("OilSlider", 24, 0, 2, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
OILL AAAAA 1 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)
OILL A 0 A_PlaySoundEx("weapon/OilSlider","Weapon")
OILL A 0 A_SpawnItemEx("OilSlider", 24, 0, 2, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
OILL AAAAA 1 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)
OILL A 0 A_PlaySoundEx("weapon/OilSlider","Weapon")
OILL A 0 A_SpawnItemEx("OilSlider", 24, 0, 2, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
OILL AAAAA 1 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)
Goto SlideEnd
OilPogo:
OILL A 0
OILL A 0 A_Recoil(5)
OILL A 0 ThrustThingZ(0, 30, 0, 0)
OILL A 0 A_Jump(256,"SlideEnd")
Goto SlideEnd
NoAmmo:
OILL A 1 ACS_Execute(979,0)
goto Ready+2
SlideEnd:
OILL A 0 SetPlayerProperty(0,0,0)
OILL A 0 SetPlayerProperty(0,0,3)
OILL A 0 A_StopSound(CHAN_WEAPON)
OILL A 0 A_TakeInventory ("OilSledAmmo",32)
OILL A 0 A_TakeInventory("OilCheck", 999)
OILL A 0 A_TakeInventory ("OilBoat",999)
OILL A 0 A_TakeInventory ("OilJump",999)
OILL A 10
goto Ready+2
Flash:
TNT1 A 6 A_PlaySoundEx("weapon/OilSlider","Weapon")
TNT1 A 0 A_JumpIfInventory("OilCheck", 1, "Flash")
TNT1 A 1
stop
}
}

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

actor OilSledAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 32
}


actor OilShot
{
PROJECTILE
Damage (20)
damagetype "OilSlider"
Height 5
Radius 8
-NOGRAVITY
Scale 2.0
speed 28
States
{
Spawn:
OILL D 5 
loop
Crash:
XDeath:
OILL D 1
stop
Death:
OILL D 0 
OILL D 0 A_JumpIf(z-floorz<=0,"Death2")
OILL D 1 A_GiveInventory("CutterFlag", 1)
OILL D 0 A_JumpIfInventory("CutterFlag", 175, "Xdeath")
loop
Death2:
OILL D 1 A_SpawnItemEx("OilBlob",0,0,0)
stop
}
}


Actor OilBlob
{
+MISSILE
+NODAMAGETHRUST
+NOBLOOD
+DONTSPLASH
+NOEXPLODEFLOOR
+NOTARGETSWITCH
Damage (10)
damagetype "OilSlider"
Height 10
Radius 8
scale 2.5
mass 99999
reactiontime 250
painchance 256
states
{
Spawn:
OILL G 0
OILL G 1 
OILL G 0 A_ChangeFlag("SHOOTABLE",1)
Goto Spawn2
pain.OilCanister:
pain.PharaohShot1:
pain.PharaohShot2:
pain.PharaohShot3:
pain.FlameBlast:
Pain.FireStorm:
Pain.FireSpin:
Pain.FlameSword:
Pain.FlameSwordSpark:
pain.AtomicFire1:
pain.AtomicFire2:
pain.AtomicFire3:
pain.ScorchWheel:
OILL E 0
OILL E 1 A_SpawnItemEx("OilBlobFlame",0,0,0)
OILL E 0 A_Jump(256,"Death")
stop
Spawn2:
OILL G 1 A_Stop
Goto SlideWait
SlideWait:
OILL E 1 A_JumpIfCloser(40, "Slide")
OILL E 0 A_GiveInventory("CutterFlag", 1)
OILL E 0 A_JumpIf(z-floorz>0,"NewShot")
OILL E 0 A_JumpIfInventory("CutterFlag", 175, "Death")
loop
Slide:
OILL E 0
OILL E 0 A_JumpIfInTargetInventory("OilCheck", 1,"Spawn2")
TNT1 A 2 A_GiveToTarget("OilCheck",1)
stop
NewShot:
OILL E 0 A_SpawnItemEx("OilShot", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM)
Goto Death 
Death:
TNT1 A 0
stop
}
}

actor OilBlobFlame 
{
PROJECTILE
-NOGRAVITY
+NODAMAGETHRUST
+NOBLOOD
+DOOMBOUNCE //Don't ask, it acts derpy otherwise.
+DONTSPLASH
+FLOORHUGGER
+DONTBLAST
Damage (35)
damagetype "OilFlame"
Obituary "%o was ignited by %k's Oil Flame."
Height 32
Radius 8
scale 2.5
mass 99999
reactiontime 100
States
{
Spawn:
OILF C 0 
OILF C 0 A_ChangeFlag("DOOMBOUNCE",0)
OILF C 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
OILF CD 3 A_CountDown
goto Spawn+3
Death: 
TNT1 A 1
stop
}
}

actor OilCheck : Inventory 
{
inventory.amount 1
inventory.maxamount 1
}


actor OilSlider
{
PROJECTILE
+RIPPER
+DONTBLAST
+NOCLIP
+NOINTERACTION
Radius 8
Height 16
scale 2.5
damage (0)
damagetype "OilSlider"
speed 20
States
{
Spawn:
OILL F 0 
OILL F 0 A_SpawnItemEx("SliderDamager", 0, 0, 8)
OILL F 5 
stop
}
}

actor SliderDamager
{
PROJECTILE
damagetype "OilSlider"
+RIPPER
+NOINTERACTION
damage (0)
radius 1
height 1
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Explode(18,80,0)
stop
}
}

actor OilJump : Inventory
{
inventory.amount 1
inventory.maxamount 1
}


actor OilBoat : Inboat
{
}

Trivia

It can be used in v2c by using the Class Based Modification Mod

It is the weakness of Gamma and can be used to kill him quickly.--SniperJoey (talk) 01:30, March 23, 2014 (UTC)


Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.