Search found 6 matches

by doctrine
Tue Jul 18, 2006 12:22 am
Forum: Unreal 3.2 Support
Topic: Channel modes on creation
Replies: 6
Views: 1781

Stealth wrote:Wouldn't be so patient if :P
actually i've been reading the documentation like 2 days or so =P Some of it just makes no sence to me since I'm new, but little by little I'm getting pieces from there and others from there. the funniest part is that I really tried to look for the answer :oops:
by doctrine
Tue Jul 18, 2006 12:12 am
Forum: Unreal 3.2 Support
Topic: Channel modes on creation
Replies: 6
Views: 1781

oops... :roll:

(thanks for the patience)
by doctrine
Tue Jul 18, 2006 12:09 am
Forum: Unreal 3.2 Support
Topic: Channel modes on creation
Replies: 6
Views: 1781

Thanks :)
Worked like a charm.

Is there a whitepaper of every possible "set" attributes somewhere?
by doctrine
Mon Jul 17, 2006 10:21 pm
Forum: General chat
Topic: Unreal Banners
Replies: 5
Views: 4358

I'm also graphic designer, I can do some too if needed.
by doctrine
Mon Jul 17, 2006 10:02 pm
Forum: Services
Topic: Services for Windows 2003
Replies: 1
Views: 1966

Services for Windows 2003

I just read from the recommended services thread that those anope and ircservices don't run on Win2K3. Is there a good service package that runs on Win2K3 and Unreal 3.2.5? I've been trying my luck with google... (Most of you *NIX guys think that why bother, but you'd be surprised by the MS, it actu...
by doctrine
Mon Jul 17, 2006 9:39 pm
Forum: Unreal 3.2 Support
Topic: Channel modes on creation
Replies: 6
Views: 1781

Channel modes on creation

Is there a way to change the #channel mode at creation from the unreal config files (or somewhere from the original dist), or do I have to use some module / service for it? Let's say that I'd like to have all rooms to be +nt at start. I know how to change the starting mode for users, not to channels...