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Author Topic: Services kill message  (Read 8689 times)

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Nightstalker

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Services kill message
« on: June 08, 2007, 08:34:09 PM »

I don't know where to ask this question, I've asked in a few places, and people say it is an ircd configuration, others says it is anope. So here it is anyway:

I use Unrealircd 3.2.6 and anope 1.7.18.

I was wondering how to change the Kill messages from this:

NickServ (GHOST command used by...

to this instead:

Killed (NickServ (GHOST command used by...

(this is just an example when using the nickserv's ghost command).

Thanks for the help, I am sure it is just something really simple that I keep missing.
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Jobe

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« Reply #1 on: June 08, 2007, 09:09:52 PM »

Indeed the messages does appear without the killed part such as:

* Jobe1986 has quit (NickServ (GHOST command used by Jobe))
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Nightstalker

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« Reply #2 on: June 08, 2007, 11:19:07 PM »

Yeah!

But I've seen other networks run both Unreal 3.2.6 and Anope 1.7.18, and they DO have the "Killed" prefix.

So my guess is that it is a conf or a compilation thing.

Anyone can confirm / help out?

Thanks
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katsklaw

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« Reply #3 on: June 08, 2007, 11:25:14 PM »

Anope can control the quit message but it's the ircd that is sending it as a quit or as a kill(essentually still a quit message). Since Unreal chooses to use the standard quit message for this instead of kill message.

The differences between a quit and a kill message are:

*katsklaw has quit (insert message here)

and

*katsklaw has quit :killed (insert message here)

At anyrate it would be in the ircd since it's the ircd that controls your connection as well as broadcasts your connection status so ask your ircd support team or their forum. This is not an anope issue.

You can help yourself out by reading http://www.vulnscan.org/UnrealIRCd/unreal32docs.html and searching Unreal's forum.

Mod note: moved to General Chat.

[Edited on 8-6-2007 by katsklaw]
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Nightstalker

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« Reply #4 on: June 08, 2007, 11:59:56 PM »

Thanks for the help!

I will ask around for the rest.

If anyone wanna add anything to this, you are welcome.
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Pieter Bootsma

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« Reply #5 on: June 09, 2007, 09:13:39 AM »

Sometimes a SVSKILL does not have the 'Killed:' prefix, but this depends on the ircd
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Jobe

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« Reply #6 on: June 09, 2007, 12:17:40 PM »

GeniusDex, in Unreal, an SVSKILL's reason message is used as the EXACT quit message. For example, if you SVSKILL'ed a user with the message "Connection reset by peer" other users would see:

* SomePoorNick has quit (Connection reset by peer)

If you use KILL messages instead of SVSKILL then the Killed: prefix is added by the IRCd
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katsklaw

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« Reply #7 on: June 09, 2007, 02:40:33 PM »

Jobe, in that case the message would still be:

* katsklaw has quit (NickServ (GHOST command used by Jobe))

I see no reason to modify the quit message for the vast thousands of users only to change 1 word for 1 person. With all due respect to Nightstalker, I think the vast majority of IRC users that know what the GHOST command does already knows that nickserv killed the user in question. Adding the word "killed" is the bad kind of redundant and moot since "GHOST command used by Blah" tells everyone all they need to know.
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Nightstalker

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« Reply #8 on: June 10, 2007, 03:20:52 AM »

Quote
Originally posted by katsklaw
Jobe, in that case the message would still be:

* katsklaw has quit (NickServ (GHOST command used by Jobe))

I see no reason to modify the quit message for the vast thousands of users only to change 1 word for 1 person. With all due respect to Nightstalker, I think the vast majority of IRC users that know what the GHOST command does already knows that nickserv killed the user in question. Adding the word "killed" is the bad kind of redundant and moot since "GHOST command used by Blah" tells everyone all they need to know.


You are right, but as I said in the 1st post: the GHOST command is just an example.
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katsklaw

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« Reply #9 on: June 10, 2007, 11:27:38 AM »

Nightstalker, the answer is: You can't unless you edit the source code of either Unreal or Anope and you will void your support in both cases as well .. and we will not help you or tell you how.

This might be done with a module, but I doubt one exists. It seems like alot of trouble for such a trivial thing.

[Edited on 10-6-2007 by katsklaw]
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Nightstalker

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« Reply #10 on: June 13, 2007, 07:29:23 PM »

Yeah I know it is really trivial.

The reason I asked was because I preferred it with the Kill suffix, AND, I saw Unreal/Anope networks that have the suffix. So I was thinking that it was only a setting I was missing...

Oh well, thanks to you all for the help :)
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ben

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« Reply #11 on: July 09, 2007, 09:22:41 PM »

Wait so if you edit unrealircd then you lose anope support
good thing i dont have a clue how to edit it
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katsklaw

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« Reply #12 on: July 09, 2007, 09:32:47 PM »

Quote
Originally posted by ben
Wait so if you edit unrealircd then you lose anope support
good thing i dont have a clue how to edit it


No, we don't care if you edit Unreal source, but they do. Unreal and Anope both have the same policies about editing the source code. If you edit Anope you lose support from Anope. Just as if you edit Unreal, you lose support from Unreal.
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ben

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« Reply #13 on: July 09, 2007, 09:40:46 PM »

ok thats good to know
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