I hope this update will solve this issue ![]()
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
Update 2.0 
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 playerâs 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 itâs 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
isPickingUpexport because⌠why not?
1 Like
Update Alert 
Changelog:
- Fixed issue where melee hits werenât 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
Update Alert 
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
1 Like
Small Update Alert 
Changelog:
- Fixed a bug where gender-based pickup prevention wasnât 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
Update Alert 
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)
Small Update Alert 
Changelog:
- Added new event
kc-pickitback:dropAccessoriesto 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
