MSC Fireball
MSC Fireball multiplayer trick-triggered projectile battles, lives and power-ups with native Throwdown card and MSC activity rewards.
CHANGELOG
0.1.9
Add a compact top-left joined-player lobby card, with host/you labels, capacity and ready status. Existing gameplay HUDs take over at countdown.
0.1.8
Add a compact top-right joined-player lobby card, with host/you labels, capacity and ready status. Existing gameplay HUDs take over at countdown.
0.1.6
- Replace shooter-only
world.raycastprojectile obstruction checks with documentedworld.probestatus handling; clear/hit/unavailable are distinct. - Probe from each accepted shot's server muzzle position, including pre-acknowledgement travel when server clock synchronization is available.
- Retry unavailable queries from the last confirmed clear point, without falsely reporting a blocked shot or silently skipping the unknown interval.
- Avoid destructive wall reports when a ray hits near the local or remote skater bodies, because world.probe cannot identify what it struck.
- Treat malformed query results as unavailable and log persistent failures at a limited rate. Only remove a locally blocked shot after successfully queuing its report.
- Server-authoritative player hits, power-ups, audio, input/firing, knockback, start teleport and rewards unchanged.
0.1.5
- Improved qualifying trick flick recognition across differing analog sticks/frame rates: diagonal starting input, sideways motion through neutral and reduced over-strict thresholds; plain vertical ollies still never fire.
- Confirmed
launchnow unlocks a queued flick without waiting on a potentially delayedairbornestate update; longer flick/pop synchronization window. - Bounded server latency tolerance for valid player positions, heading while spinning and burst-arriving shots; explicit client log reasons for refused shots.
- No changes to projectiles, lives, power-ups, payouts, visuals, knockback, sound, match UI or teleport mechanics.
0.1.4
- Removed backward/nose-pop shooting completely, including its host option and server acceptance.
- Plain ollies do not fire; a completed tail-based trick gesture must have meaningful lateral stick movement and a confirmed pop.
- Server projectile hit testing now includes vertical body samples and motion between consecutive pose snapshots, with guards against teleport-sized movement.
- Confirmed hits apply a short client-side velocity impulse in the projectile direction, followed by the existing forced-bail request. The impulse respects ReSkate server boost permissions.
- Added two packaged original positional WAV effects, for fireball launches and validated impacts.
- Investigated visible power-up indicators; not implemented.
- Unchanged: lobby flow, hearts, flag artwork, power-up gameplay, payouts, start and manual return teleport.
0.1.3
- All enrolled players are moved to the server-owned Fireball flag during the match start countdown, with limited retries for delayed client teleports.
- Added Return to Fireball Start to the existing match menu for players who become stuck; a 12-second cooldown limits repeat returns.
- Enabled documented match-owned teleport permission, including on servers with ordinary teleporting disabled.
- Kept the native ReSkate Return to Marker untouched; Luau cannot programmatically assign its saved marker.
- No changes to projectile combat, lives, payouts, flag graphics or other games.
0.1.2
- Time-stamped server-authoritative fireball motion: clients use round-trip clock synchronization and periodic server trajectory corrections instead of starting projectiles at receipt time.
- Projectiles always travel in the skater's facing direction based on
reskate.skater.get().heading; reverse fire (if enabled) is opposite heading. Skateboard deck rotation never controls firing direction. - Firing requires both a completed trick-stick flick and an actual
launchevent; prep/crouch alone cannot fire. A flick just before pop is queued briefly, and further midair flicks can fire after launch. - Replaced Fireball flag artwork with supplied transparent 500x500 PNG.
- Preserved MSC lobby, Tag-style nametag hearts, life and payout rules.
Changelog
0.1.1
- Moved fireball emission to completed trick-stick flicks, with the deepest held pop position tracked and a short pending-shot queue to avoid dropping quick consecutive tricks.
- Reused the working MSC Tag
reskate.session.tag()method to show lives above other participants' actual ReSkate nametags, restricted to Fireball matches. - Added confirmed-hit feedback: a temporary cracked-heart nametag indicator and a falling cracked-heart sprite.
- Added
session.nametagspermission; clear all added labels when leaving or ending a game. - Added regression tests for delayed flicks, rapid inputs, lives tags, cracking and cleanup.
0.1.0
- Added standalone MSC Fireball multiplayer minigame with private hosted lobbies and native Throwdowns entry card.
- Added trick-stick-triggered projectile firing with forward-only default and host-controlled optional backward nose-pop shots.
- Added local shot prediction, server-simulated projectile trajectories, validated hit events, forced bail requests, lives and elimination.
- Added server-validated Rapid Fireball, Triple Shot and Speed Boost pickups.
- Added player leaderboard, 3-2-1 GO, five-second results, quit/host cancellation, and gated MSC wallet payouts.
- Included original transparent Fireball logo, 3D projectile and pickup artwork.
- Source and mocked tests included separately; live client/server testing still required.