Search found 7 matches

by Theos
Tue Jul 27, 2004 11:58 am
Forum: Unreal 3.2 Modules
Topic: mode lock module
Replies: 7
Views: 3550

set::restrict-channelmodes <modes>

Although it is not channel independant, but affects ALL channels.
by Theos
Sun Jul 25, 2004 8:47 pm
Forum: Unreal 3.2 Support
Topic: /oper idea
Replies: 24
Views: 7023

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-...
by Theos
Sun Jul 25, 2004 8:27 pm
Forum: Unreal 3.2 Modules
Topic: Restrict allowed client connections / Additional whois info
Replies: 13
Views: 6070

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 th...
by Theos
Sun Jul 25, 2004 5:22 pm
Forum: Unreal 3.2 Modules
Topic: Restrict allowed client connections / Additional whois info
Replies: 13
Views: 6070

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 ...
by Theos
Mon Jul 19, 2004 12:09 am
Forum: Unreal 3.2 Modules
Topic: Module Requests
Replies: 9
Views: 4395

The wildcards would not be an issue (for people who have a brain) because Unreal supports escaping. Meaning "#blah*" is a wildcard, "#blah\*" is the channel named "#blah*" I was thinking of that, but then it gets messy when you have a channel called #bl\?\ah\\** or som...
by Theos
Sun Jul 18, 2004 10:22 am
Forum: Unreal 3.2 Modules
Topic: Module Requests
Replies: 9
Views: 4395

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 b...
by Theos
Sat Jul 17, 2004 11:17 pm
Forum: Unreal 3.2 Modules
Topic: Module Requests
Replies: 9
Views: 4395

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->loop...