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Unreal -ChanServ/NickServ question

 
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joe41
none
none


Joined: 06 Apr 2009
Posts: 3

PostPosted: Apr 06, 2009 10:46am    Post subject: Unreal -ChanServ/NickServ question Reply with quote

Hi, i noticed that in some networks i get my op, halfop, voice, etc in channel after identify to a nickserv but in some i get it only after rejoining the channel (when identified).

Can someone tell me how to config it in my network so it work as i said in first example - getting op/halfop/voice/... right after succesful identifying to nickserv.

Thx
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zeke
Idler
Idler


Joined: 04 Oct 2003
Posts: 338

PostPosted: Apr 06, 2009 10:58am    Post subject: Reply with quote

It depends entirely on which services package you are using. If you're using Anope, you need the NSModeOnID option (for a 1.7/1.8 install)

For anything else, you need to read the documentation, and failing that THEN contact the support team for the services package and find out how.
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joe41
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none


Joined: 06 Apr 2009
Posts: 3

PostPosted: Apr 06, 2009 1:04pm    Post subject: Reply with quote

I use Unreal 3.2.3, they wont let me ask about it in support chan. I havent found anything about it in documentation.

Isnt there a simpler answer? Smile

Thanks anyway.
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chaz
Idler
Idler


Joined: 15 Jun 2005
Posts: 304

PostPosted: Apr 06, 2009 2:27pm    Post subject: Reply with quote

It has nothing to do with your ircd.

If you have Anope installed then so as zeke said, otherwise contact the provider of your services.
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zeke
Idler
Idler


Joined: 04 Oct 2003
Posts: 338

PostPosted: Apr 06, 2009 11:18pm    Post subject: Reply with quote

That's right, are you the one that can't upgrade because you don't have server-side access?

In that case you're probably pretty screwed, unless the services package used on your network allows you to make that choice entirely within your nickserv account.
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PingBad
Post Whore
Post Whore


Joined: 05 Feb 2005
Posts: 3001
Location: New Zealand

PostPosted: Apr 07, 2009 1:55am    Post subject: Reply with quote

Cometh the day when people stop thinking that Anope is part of UnrealIRCd, and cometh the day when people stop asking unreal-specific questions in anope's support (and vice versa)
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Trixar_za
Eleet
Eleet


Joined: 10 Dec 2006
Posts: 613
Location: South Africa

PostPosted: Apr 07, 2009 9:16am    Post subject: Reply with quote

PingBad wrote:
Cometh the day when people stop thinking that Anope is part of UnrealIRCd, and cometh the day when people stop asking unreal-specific questions in anope's support (and vice versa)

You do know that will probably never happen and when other IRCd's or Services packages become popular, they too will be confused in much the same way by beginner admins
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Invisible
Idler
Idler


Joined: 26 Jul 2005
Posts: 280

PostPosted: Apr 07, 2009 11:51am    Post subject: Reply with quote

Trixar_za wrote:
beginner admins


This be a phrase that should not have to be used, but is so often.
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RedBeard
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none


Joined: 25 Dec 2010
Posts: 41
Location: georgia

PostPosted: Jan 14, 2011 9:59pm    Post subject: Reply with quote

# NSModeOnID [OPTIONAL]
#
# When enabled, services will set the channel modes a user has access to upon
# identifying, assuming they are not already set.
#

NSModeOnID


from anope-1.8.5
i looked in ChanServ and didnt see anything on what your asking about
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Trixar_za
Eleet
Eleet


Joined: 10 Dec 2006
Posts: 613
Location: South Africa

PostPosted: Jan 14, 2011 10:36pm    Post subject: Reply with quote

This thread is nearly 2 years old, so why are you dredging it up now?

FYI, enabling NSModeOnID also enables the ChanServ functionality. Why? Because in Anope links eveyrthing to the NickServ accounts.
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Anarchy
Idler
Idler


Joined: 26 Oct 2007
Posts: 272
Location: Cabot Arkansas

PostPosted: Jan 15, 2011 6:35pm    Post subject: Reply with quote

i just noticed...
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Trixar_za
Eleet
Eleet


Joined: 10 Dec 2006
Posts: 613
Location: South Africa

PostPosted: Jan 15, 2011 6:51pm    Post subject: Reply with quote

Ouch... the irony of that picture is just terrible Sad
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