[REQUEST] Porting ojoin module from InspIRCd to UnrealIRCd

For the old 4.x series

Moderators: Gottem, Supporters

Post Reply
The_Myth
Posts: 40
Joined: Tue Jun 27, 2017 4:42 pm

[REQUEST] Porting ojoin module from InspIRCd to UnrealIRCd

Post by The_Myth » Wed Aug 09, 2017 12:39 pm

Well, I found this module quite interesting. All the things are documented here: https://wiki.inspircd.org/Modules/2.0/ojoin
I guess that would be a cool feature. The only thing to tweak also, would be if the IRCop was already in the channel(s), would be if they get the ! prefix or make them cycle the channel, in order to have it?
Any thoughts about this?
PeGaSuS

Gottem
UnrealIRCd coder
Posts: 186
Joined: Fri Aug 19, 2016 5:26 pm
Location: NL

Re: [REQUEST] Porting ojoin module from InspIRCd to UnrealIRCd

Post by Gottem » Wed Aug 09, 2017 12:51 pm

Hmmm, why not use umode +q? It's settable by opers who have the override:kick:nokick privilege (and U:Lines) and does the exact same thing but for all channels. It also doesn't screw up bouncers because setting chans to autojoin will still use /JOIN and not /OJOIN for those. ;]

Also, the ! prefix is non-standard and is not supported by Unreal afaik. There are no APIs to add such "list" modes (+vhoaq are the others) as of yet.
If you like my modules, pls consider donating (through PayPal) or use the custom job fee option in my shop if you want to donate with credit card or iDEAL ;];]

Post Reply