[STANDALONE] Pick It Back

I hope this update will solve this issue :pray:

2 Likes

ill let you know, i just using his nfc just made your script not even work even if no one was around kind of weird

:eyeglasses: Update 2.0 :womans_hat:

Changelog:

  • The logic behind the synchronization of dropped accessories has been rewritten
  • Reduced the number of redundant native calls
  • No more people turning invisible
  • Fixed and improved networking events
  • Added more debugging
  • Massively reduce burden on Entity state bags
  • Improved synchronization when the player gets hit, no more accessories disappearing from the player’s head only to pop almost half a second later
  • If the player is interrupted (ragdoll, death, shot, etc) while picking up, he will drop what he is picking
  • Added a default interaction system for servers that do not use Target scripts or want something a bit different
  • Players can no longer pick up the same accessory at the same time
  • New pick up animation, respective for glasses and hat that properly shows (For local and all clients) the player putting the respective accessory on his face
  • Inverse Kinematics have been added, the player will now properly reach for the dropped accessory if it’s too far or too close instead of grabbing nothing on the ground
  • Being pushed will no longer knock the props off
  • Being ran over (20km/h+) will now knock the props off
  • Added an isPickingUp export because… why not?

1 Like

:cowboy_hat_face: Update Alert :cowboy_hat_face:

Changelog:

  • Fixed issue where melee hits weren’t consistently registering
  • Reworked damage detection system to be more reliable
  • New translations added for all debug messages
  • Removed redundant player health tracking
  • Streamlined player interruption checks
  • Improved entity validation system
  • Fixed issue with accessory synchronization during pickup
  • Better error handling for damage events

:man_with_gua_pi_mao: Update Alert :man_with_gua_pi_mao:

Changelog:

  • Fixed recurring crashes by implementing improved entity validation
  • Added timeout protection to prevent infinite loops
  • Enhanced synchronization of dropped accessories between players
  • Improved error handling for entity state access
  • Added automatic cleanup of invalid entity references

:eyeglasses: Small Update Alert :womans_hat:

Changelog:

1 Like

:cowboy_hat_face: Small Update Alert :cowboy_hat_face:

Changelog:

  • Fixed a bug where gender-based pickup prevention wasn’t working correctly for ContextMenu users
  • Fixed bone shot detection not triggering properly
  • Optimized nearby props detection with better check ordering
  • Improved overall script performance
  • Minor code cleanup and loop optimizations

:man_with_gua_pi_mao: Update Alert :man_with_gua_pi_mao:

Changelog:

  • Added compatibility with ox_target cursor-based forks
  • Added custom callback functions: OnEquippingAccessory and OnDroppingAccessories in custom_functions.lua
  • Added toggle notification mode support for the default interaction system (Config.NotificationMode)

:eyeglasses: Small Update Alert :womans_hat:

Changelog:

  • Added new event kc-pickitback:dropAccessories to manually trigger the drop logic from other scripts
  • Optimized look-at detection (faster math, fewer per-frame calls)
  • Optimized server-side player handling for pickups
  • Cached frequently-read config values to reduce repeated work
  • Minor cleanup and code tidying