Search found 20 matches

by Shining Phoenix
Thu Sep 25, 2008 8:04 am
Forum: Unreal 3.2 Spamfilters
Topic: Regex needed for some sort of clonex
Replies: 2
Views: 3032

Re: Regex needed for some sort of clonex

Perhaps the fourteenth character is non-alphanumeric?

^.{13}[^[:alnum:]].{6}!

That's nice 'n' easy to read :)
by Shining Phoenix
Sat Sep 08, 2007 11:10 pm
Forum: General chat
Topic: Why is cmode L restricted to +q users?
Replies: 1
Views: 2445

Why is cmode L restricted to +q users?

Why is cmode L restricted to +q users?

Don't say "because that's the way it's coded", I'm interested to know the purpose of only letting +q users set mode +/-L
by Shining Phoenix
Wed Aug 29, 2007 3:16 am
Forum: Unreal 3.2 Modules
Topic: Channel restriction based on connected server?!
Replies: 13
Views: 6497

Re: Channel restriction based on connected server?!

I prefer restricted and +R, so that when someone on the access list tries to join, they don't get banned if they haven't identified yet and don't need to use /cs invite.
by Shining Phoenix
Sat Aug 11, 2007 2:17 am
Forum: General chat
Topic: The sense of kicking in times of "rejoin after kick"
Replies: 8
Views: 5938

Re: The sense of kicking in times of "rejoin after kick"

Hmm. +j does not reall fit that. Because for e.g. +j 1:10 allows a "rejoin" after every 10 seconds. so if the user is 20 seconds idling, gets kicked, he can rejoin. You have to kick him again within that 10 seconds. So its not that solution but next to the function +J on U4 seems to be. I...
by Shining Phoenix
Thu Aug 09, 2007 11:37 pm
Forum: General chat
Topic: The sense of kicking in times of "rejoin after kick"
Replies: 8
Views: 5938

Re: The sense of kicking in times of "rejoin after kick"

U4 will have a module that will stop client rejoins. It is the m_kicknorejoin module, which adds channelmode +J which disallows rejoining for the specified number of seconds You can use j for this task instead (but not as effective). e.g. /mode #blah +j 1:900 12:33 * Joins: Bob 12:43 * Bob was kick...
by Shining Phoenix
Mon Jul 30, 2007 10:13 am
Forum: General chat
Topic: Why do we want /samode to hide who used it?
Replies: 6
Views: 5101

Jobe1986 wrote:Where else would the mode change come from without coming from the opers nick
Sorry to sound so repetitive, but why don't we want the mode change to come from the oper's nick?
by Shining Phoenix
Sun Jul 29, 2007 8:26 am
Forum: General chat
Topic: Why do we want /samode to hide who used it?
Replies: 6
Views: 5101

Jobe1986 wrote:
Shining Phoenix wrote:The server they're on is irrelevant.
/samode mode changes appear to be sent by the server to which the oper who used /samode is connected.
Why do we want it to do that?
by Shining Phoenix
Sun Jul 29, 2007 1:51 am
Forum: General chat
Topic: Why do we want /samode to hide who used it?
Replies: 6
Views: 5101

wax wrote:1) for services admins :P to think that it not oper overriding.
Why do you want to make users not think that it is oper overriding?
2) for what we see from what server do this command somebody.
imo :P
The server they're on is irrelevant.
by Shining Phoenix
Fri Jul 27, 2007 11:59 am
Forum: Unreal 3.2 Modules
Topic: /helpops module.
Replies: 6
Views: 3948

IRCOPS module perhaps? If that doesn't do it, you might be able to modify it.
by Shining Phoenix
Fri Jul 27, 2007 11:58 am
Forum: Unreal 3.2 Modules
Topic: [request] channel divert message?
Replies: 7
Views: 4699

Why not just set +mu and op all of your ircops?
by Shining Phoenix
Fri Jul 27, 2007 11:54 am
Forum: General chat
Topic: Why do we want /samode to hide who used it?
Replies: 6
Views: 5101

Why do we want /samode to hide who used it?

1. Why does /samode exist?

2. Why the * someserver sets mode: when someone uses it?
by Shining Phoenix
Thu Jan 25, 2007 2:52 am
Forum: Unreal 3.2 Support
Topic: Odd thing about cmode u
Replies: 4
Views: 1901

Re: Odd thing about cmode u

When a channel has modes mnrtu, and a user without status speaks, ops see: <IRC> User: Stuff they said And that user sees: <User> Stuff they said #testing You need voice (+v) (#testing) What the user sees makes sense, but what the op sees is odd. Is this just odd, or is it a bug? What other odd stu...
by Shining Phoenix
Mon Jan 22, 2007 8:38 am
Forum: Unreal 3.2 Modules
Topic: Unreal 3.2.6 crashed 2 times since m_hostforward is loaded
Replies: 3
Views: 2328

Someone on Netstable fixed m_hostforward (Jason?), and it worked fine until we upgraded to 3.2.6.
by Shining Phoenix
Mon Jan 22, 2007 8:34 am
Forum: Unreal 3.2 Modules
Topic: Req: kick = force join to another room
Replies: 6
Views: 4418

And/or use m_hostforward, it adds extban f:

/mode #chan +b ~f:#chan2:n!u@h

Then you can forward different users onto different channels, or use +b ~f and the effect of +B to forward the banned user into two channels...I love that combo >:D
by Shining Phoenix
Mon Jan 08, 2007 11:43 pm
Forum: Unreal 3.2 Support
Topic: A guide to ALL ban modes/extbans/banmasks needed
Replies: 6
Views: 2650

So now I've got two scenarios:
1. Extbans are meant to work with +I but they are broken OR
2. They are not meant to work, and don't, but the IRCd does it anyway.

Anyone know for sure which it is?