Page 1 of 1
KLined Myself :(
Posted: Mon Jul 12, 2004 9:17 pm
by DraginX
I am a oper to my network. And someone tried to be funny and put "DraginX_WorkingOut" (making fun of me) so I gave him a warning but he continued. So I decided to kline him. Well, I didn't hit tab twice and ended up klining myself. I tried looking through the configs to see anything about k-line and nothing good showed up.

And the other opers are hardly ever on.
I'm using Unreal version 3.2
Hope you guys can help

Posted: Mon Jul 12, 2004 10:18 pm
by AngryWolf
Add an except ban block to the configuration with the mask that matches yourself. Then rehash the configuration from the console.
Posted: Tue Jul 13, 2004 2:03 am
by aquanight
Actually, rehashing is just enough by itself! Because, a rehash clears all dynamic K:Lines (ones added via /kline). G:Lines on the other hand are different.
Posted: Tue Jul 13, 2004 2:32 am
by DraginX
The rehash didnt work. However /kill -1 <id> did work. Thanks anyways guys.

Btw, Unreal ircd is awsome!

Posted: Tue Jul 13, 2004 8:36 am
by AngryWolf
To aquanight: Huh? I have yet to see an Unreal that removes all dynamic K:Lines on /rehash. If Unreal worked that way, it would be horrible! Imagine a big network with an average of 100 K:lines and a crontab script that rehashes the configuration in every 5 minutes for some reason. K:lines would have almost no sense then.
Posted: Tue Jul 13, 2004 3:55 pm
by aquanight
IIRC, code (or someone) mentioned that K/Z:Lines (except global ones of course) are cleared on a rehash...
Posted: Tue Jul 13, 2004 4:09 pm
by Solutech
dont know about rehash but a total reboot clears all the klines that are set with /kline . Has anyone written a module that will write klines to say klines.conf on the fly ? or as per usual am I missing something obvious

Posted: Tue Jul 13, 2004 4:20 pm
by Dukat
Posted: Tue Jul 13, 2004 4:23 pm
by Solutech
cheers Dukat will have a look at that one
Looking at that would that not just dump everything into a file ? . What im talking about is to actively dump the klines into a file such as klines.conf that unreal can read as part of the config . The way I see it is I use bopm to trap proxies and these get klined . What id like is a way to have the klines write to the .conf when the command is issued either by bopm or by opers. That way if the server crashes I dont need to worry about the klines being lost. At the moment I manually transfer the klines over once a week .
Posted: Tue Jul 13, 2004 5:25 pm
by Dukat
Hmm... I think you have to do /tklexport manually... (I'm not using this module...)
Maybe you could contact the author and request your feature... shouldn't be too hard to add, i think...

Posted: Tue Jul 13, 2004 6:56 pm
by aquanight
You can also use AngryWolf's RMTKL module.
/rmtkl K *
and they're gone.
*edit* Scrub that. It seems to do nothing but crash for me (but then again I'm on windows

) */edit*