set::restrict-channelmodes <modes>
Although it is not channel independant, but affects ALL channels.
Search found 7 matches
- Tue Jul 27, 2004 11:58 am
- Forum: Unreal 3.2 Modules
- Topic: mode lock module
- Replies: 7
- Views: 5079
- Sun Jul 25, 2004 8:47 pm
- Forum: Unreal 3.2 Support
- Topic: /oper idea
- Replies: 24
- Views: 11794
The way i understand w00t's suggestion puts your scenario out the window katsklaw: the olines wouldn't be copied across to the conf file - they wouldn't be copied anywhere.
When you do a '/whois nick nick' you are asking Server-B to relay the information to you without looking up any info on Server ...
When you do a '/whois nick nick' you are asking Server-B to relay the information to you without looking up any info on Server ...
- Sun Jul 25, 2004 8:27 pm
- Forum: Unreal 3.2 Modules
- Topic: Restrict allowed client connections / Additional whois info
- Replies: 13
- Views: 9791
Thanks for the reply Angrywolf. I'm against ugly methods, although the method i used was ugly too.
The problem with adding to the whois is that looking for a new umode means its looking for something that doesn't exist until the module is compiled, which will fail. This then means you have to add ...
The problem with adding to the whois is that looking for a new umode means its looking for something that doesn't exist until the module is compiled, which will fail. This then means you have to add ...
- Sun Jul 25, 2004 5:22 pm
- Forum: Unreal 3.2 Modules
- Topic: Restrict allowed client connections / Additional whois info
- Replies: 13
- Views: 9791
I created a module to add a new chmode +j which would stop people joining the channel in under X seconds of connecting (read my thread). As an afterthought, i decided to add a umode +f to which was unsettable by any user including ircops, but could only be set by logging in with a new command which ...
- Mon Jul 19, 2004 12:09 am
- Forum: Unreal 3.2 Modules
- Topic: Module Requests
- Replies: 9
- Views: 8198
- Sun Jul 18, 2004 10:22 am
- Forum: Unreal 3.2 Modules
- Topic: Module Requests
- Replies: 9
- Views: 8198
You are right, * and ? are legal characters in a channel name, which would make wildcarding difficult. But, it would still be useful if someone could think of a logical way of doing it.
However, you are wrong about seeing the channel modes from outside of the channel. Sure, you can use /mode #chan ...
However, you are wrong about seeing the channel modes from outside of the channel. Sure, you can use /mode #chan ...
- Sat Jul 17, 2004 11:17 pm
- Forum: Unreal 3.2 Modules
- Topic: Module Requests
- Replies: 9
- Views: 8198
Module Requests
Hiya.
I have 3 requests for modules, or even as new features in 3.2.2
The first is a new set::option directive which will create a time setting stopping users from joining a channel within X seconds of connecting. This will help limit the amount of spambots which connect->mass spam->disconnect ...
I have 3 requests for modules, or even as new features in 3.2.2
The first is a new set::option directive which will create a time setting stopping users from joining a channel within X seconds of connecting. This will help limit the amount of spambots which connect->mass spam->disconnect ...