Search found 15 matches
- Mon Jan 08, 2018 7:45 pm
- Forum: UnrealIRCd 4 modules (third party)
- Topic: [DONE] WHOX support
- Replies: 0
- Views: 10358
[DONE] WHOX support
This module adds WHOX support to UnrealIRCd 4. Tested on 4.0.17. WHOX is an extension of the /WHO command to allow for customization of output fields. By specifying the fields in the command, only those fields will be shown. In addition to fields available to base /WHO, some additional fields are av...
- Wed Nov 20, 2013 12:45 am
- Forum: Unreal 3.2 Modules
- Topic: Req: EXTBAN channel ban synergy
- Replies: 12
- Views: 35192
Re: Req: EXTBAN channel ban synergy
Got an email a few days back from someone who said that the module didn't work in 3.2.10.1, so here's an update that makes it work (and fixes some other things I didn't like about the original version, but the changes are all mostly stylistic). Changelog: Module is no longer marked permanent, so you...
- Fri May 07, 2010 3:41 am
- Forum: Unreal 3.2 Modules
- Topic: channel forward module
- Replies: 7
- Views: 22428
Re: channel forward module
what I'm after is that I like the idea (which is rare to start with). However, just because you see no point in the feature if it was oper only doesn't mean that everyone sees it as pointless as oper only. I for one wouldn't want vengeful users in #chat1 forwarding their "losers/lamers" t...
- Tue Apr 20, 2010 4:24 am
- Forum: Unreal 3.2 Modules
- Topic: channel forward module
- Replies: 7
- Views: 22428
Re: channel forward module
How about the ability to make it oper use only. I can see much abuse here. Then you can choose not to install it. I don't know about your network, but in larger networks having a feature such as this being oper-only is the same as not even having the feature at all because opers aren't meant to mic...
- Mon Apr 19, 2010 6:18 am
- Forum: Unreal 3.2 Modules
- Topic: channel forward module
- Replies: 7
- Views: 22428
channel forward module
This module is based on the m_banlink module, but offers a more robust featureset. This module and the banlink module are incompatible with each other, so having both installed at once won't work (and why would you anyway?) My module offers the following features: +F <channel> channel mode to forwar...
- Sun Sep 27, 2009 3:39 am
- Forum: Unreal 3.2 Support
- Topic: set block directive
- Replies: 2
- Views: 1318
Re: set block directive
Well, you can change those things you mentioned by editing the server config at includes/config.h (the ./Config script might allow you to change those settings as well, so try that first before editing the .h file)
- Thu Aug 20, 2009 2:43 am
- Forum: News and Releases
- Topic: Bugtracker Cleanup and C++ Coders Wanted
- Replies: 11
- Views: 13247
Re: Bugtracker Cleanup and C++ Coders Wanted
Quick random question: Why RFC 1459 and not the updated version contained in RFC 2810-2813? I know that the newer versions implement some features (such as channel modes) that conflict with existing modes (+O, +a, and +q, to name a few), but surely we can just skip those sections :)
- Mon Aug 10, 2009 8:47 pm
- Forum: Unreal 3.2 Modules
- Topic: Req: EXTBAN channel ban synergy
- Replies: 12
- Views: 35192
Re: Req: EXTBAN channel ban synergy
Well, I made one. I'm sure it isn't the most efficient code out there, but it works at least. Have not tested on a multi-server network though, but I don't think that matters. That being said, I have tested this to ensure that it works properly, but there might be a bug or two in corner cases. If th...
- Tue Mar 03, 2009 2:10 am
- Forum: Unreal 3.2 Modules
- Topic: adding new oflags
- Replies: 3
- Views: 2902
Re: adding new oflags
Hmm... if I were to make a patch to add a hook to allow doing this via modules, what version should I make it against? 3.2.8?Stealth wrote:As far as I know there isn't a way to add oper flags without modifying the source (which isn't supported).
- Tue Mar 03, 2009 1:28 am
- Forum: Unreal 3.2 Modules
- Topic: adding new oflags
- Replies: 3
- Views: 2902
adding new oflags
How might one go about adding new oflags to oper blocks in conf and then checking them in a module? I've poked around the source but couldn't find a function that can easily test for the existence of oflags.
- Tue Feb 24, 2009 3:52 am
- Forum: Unreal 3.2 Support
- Topic: Global IRCop Woes
- Replies: 10
- Views: 7314
Re: Global IRCop Woes
One thing I noticed is that you are including the "local," "global," etc. flags. Since the "netadmin" flag includes all of those flags, remove the local, global, admin, and services-admin flags (keep the netadmin flag) -- not only are they unnecessary but it might be ca...
- Thu Jan 01, 2009 7:01 pm
- Forum: Unreal 3.2 Spamfilters
- Topic: Regex for botnet
- Replies: 7
- Views: 5381
Re: Regex for botnet
Try switching the ! at the end with $ (dollar sign). $ denotes the end of a line, ! is just a normal character in terms of regular expressions.
- Mon Dec 29, 2008 9:04 pm
- Forum: Unreal 3.2 Modules
- Topic: Remove module
- Replies: 4
- Views: 3836
Re: Remove module
Yes, there is always /ban and /kickban as I mentioned above. Some networks may want to try an alternative to adding a temporary entry to the banlist, which is the main reason I ported this module. If you don't think it's useful, you don't need to install it
- Mon Dec 29, 2008 7:11 pm
- Forum: Unreal 3.2 Modules
- Topic: Remove module
- Replies: 4
- Views: 3836
Re: Remove module
/sapart is oper-only, this allows channel operators to force-part users from their channel (prevents auto-rejoin). The alternative way to prevent auto-rejoin would be to kickban and then remove the ban, which is a lot more work than this.
- Sat Dec 27, 2008 6:03 pm
- Forum: Unreal 3.2 Modules
- Topic: Remove module
- Replies: 4
- Views: 3836
Remove module
I couldn't figure out where I'm supposed to submit modules, so I'm just pasting the code here for now. Anyway, this module is a port of the /remove command used on freenode with a few tweaks. It hasn't been tested on networks with multiple servers simply because I don't have a test network to do tha...