Mofo Plug's

Questions, comments, and news on the server side plug-ins and it's API
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Jacko H
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Mofo Plug's

Post by Jacko H » Wed Mar 14, 2018 2:17 am

Just wondering is there a place where you can access plugins used on mofo?
have they been released? using /listplugins i see there is 24 there, but can only really find grenade.
Any help would be great, cheers
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blast
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Re: Mofo Plug's

Post by blast » Wed Mar 14, 2018 10:30 am

Pretty sure that most of them have not been released.
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Buzzy_Beetle
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Re: Mofo Plug's

Post by Buzzy_Beetle » Wed Mar 14, 2018 3:21 pm

There WAS a Reverse-Geno plugin earlier in January and last year, but Optic removed it recently, as it was pure luck when someone got the kill, so it's no longer there. I don't know if the plugin still exists. You'll have to ask Optic Delusion.

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Zehra
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Re: Mofo Plug's

Post by Zehra » Wed Mar 14, 2018 4:44 pm

Although not all of them have been released, there is some of them which have been released.

The ones which have been released in one way or another will be linked here:

Ones included in BZFlag install:
  • ServerControl
  • SuperUser
  • LogInfo
  • AutoFlagReset
(Probably another plug-in handles the "rampage" messages, but PlayHistoryTracker adds some messages, so it might be worth looking into.)
This should contain a large amount of the plug-ins MoFo uses.
Overall, some of the ones which are not published, I assume are either modifications to existing plug-ins or a simple custom one.
If you want more of the extra shot flags, here is a link to the CustomFlags and SnakeShots plug-ins.

Some final notes, generally using two or more plug-ins who fire world weapons can create an issue.
Some people have modified and merged plug-ins to avoid this issue.
(This is why "grenades and airstrikes" plug-in exists in Mofo vs "grenade" and "airstrike" plug-ins.)

Edit: Here's a link to the ReverseGeno plug-in: ReverseGeno.

If there is any added/additional info needed, feel free to reply to this topic or to private message me.

-Zehra
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Those who are critical of me, I'll likely be the same of them. ~Zehra
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The time spent is a time which can never be regained, so it's a time to enjoy. ~Zehra
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The details and the skill of knowing and applying them is what excellence is made of. ~Zehra
The best player is the one who knows what to do and when and applies it successfully. ~Zehra
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allejo
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Re: Mofo Plug's

Post by allejo » Thu Mar 15, 2018 3:57 am

All of the flags that shoot extra shots on MoFo are closed source and will likely remain as such. I may maintain them now but didn't write them so I wouldn't have permission to release them even if I wanted to.
Here's my personal website and my open source projects are available on GitHub; I work on a lot of cool things.

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optic delusion
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Re: Mofo Plug's

Post by optic delusion » Wed Mar 21, 2018 12:00 am

Reverse Geno only makes sense if you also have the Apocalypse plugin, which will not be released.
Parts of the Apocalypse plugin have been released, like CaptureBonus.

PlayerDB was hackalicious. It used to crash once a week, but blast improved it by modding bzfs itself (I think). Thanks Blast.
Blast deserves a ton of thanks for the work he does every day.

We're currently using SpawnFacingCenter modded so you instead spawn facing the other team's flag.

ShotLimitZone was my idea, but coded by Allejo, and is extremely powerful. It doesn't have to be a pinpoint zone.
I really like having some flags unlimited, but others of the same type that ARE limited.

AdminListener only works if the admin is in observer mode. It would be evil otherwise.
We have several evil plugins, but I only get them out for special occasions. Usually April Fools Day.

Not sure if the bug in UselessRampage was ever fixed.

RestoreOnRejoin is the proper name of that one.

The extra-shot flags... I'd give them to you if I could. Let me see if.....
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blast
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Re: Mofo Plug's

Post by blast » Wed Mar 21, 2018 12:16 am

PlayerDB worked fine on my server. I seem to recall the issue was that you guys were accidentally loading the plugin twice. :)
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Zehra
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Re: Mofo Plug's

Post by Zehra » Wed Mar 21, 2018 1:05 am

There was a post on some plug-ins conflicting with each other, so this could be the case.
Pac-Man wrote:
Sat Oct 04, 2014 9:40 pm
It is a known bug that occurs when Airstrike is mixed with other plugins. There is a conflict because Killer Rabbit of Cearbannog specifically also uses SW, but I believe it also conflicts with Death Blossom and Triple Barrel if processed in the wrong order. Triple Barrel and Death Blossom also conflict.

The easiest fix is to combine the custom flag plugins into one plugin. The more scalable fix is to write versions of each plugin that communicate via a protocol - JeffM added something to make inter-plugin communication possible when I brought up this issue some time ago. I decided against correcting the issue because:
  • I didn't want to be "that guy" who rewrites/maintains everyone else's custom flag plugin.
  • I was told those other plugins wouldn't be present anyway so I supported Airstrike for such a case, which I was already reluctant to do because I couldn't use my own API.
  • Otherwise requires an up-to-date server.
Link to original topic: Airstrike plug-in question/problem

-Zehra

Edit: p.s. post was mostly as a general note that plug-ins (firing world weapons) might conflict with each other. (Link provides an example case of it happening.)
Last edited by Zehra on Wed Mar 21, 2018 1:14 am, edited 1 time in total.
There's this game I love and it's called Ducati. ~Zehra
Those who are critical of me, I'll likely be the same of them. ~Zehra
There's always something to remember and it's been a game I love. ~Zehra
The time spent is a time which can never be regained, so it's a time to enjoy. ~Zehra
The decisions we make are the ones we look forward too and the ones we regret. ~Zehra
The details and the skill of knowing and applying them is what excellence is made of. ~Zehra
The best player is the one who knows what to do and when and applies it successfully. ~Zehra
There's a difference between knowing my name and knowing me, one shows respect to my name and the other is to who I am. ~Zehra
My blog is available at zehrahblog.wordpress.com.
See when I've last been active at Strayers.

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blast
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Re: Mofo Plug's

Post by blast » Wed Mar 21, 2018 1:09 am

Dunno if you were responding to optic or me. If you were responding to me, it wasn't a case of two plugins conflicting. The PlayerDB plugin was being loaded twice.
"In addition to knowing the secrets of the Universe, I can assure you that I am also quite potty trained." -Koenma (Yu Yu Hakusho)

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Buzzy_Beetle
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Re: Mofo Plug's

Post by Buzzy_Beetle » Wed Mar 21, 2018 1:27 am

And speaking of the shot-limit plugin Zehra was explaining about earlier, Optic said the following:
ShotLimitZone was my idea, but coded by Allejo, and is extremely powerful. It doesn't have to be a pinpoint zone.
I really like having some flags unlimited, but others of the same type that ARE limited.
However, you don't need that plugin on all maps, but if you want to host one where some flags of a type aren't limited, and others in certain zones ARE limited, then you should use the plugin. However, if you want all flags of a specific type to have a shot limit, then the plugin isn't needed, because you just need to input the command to put a shot limit on all flags on the map. The command to do so is -sl (flag abbr.) (#) . It's really quite simple. However, I leave the more complex coding to you guys, as you have much more experience in the field than I do.

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