I Have A Script That Detects If Someone Has An Item In Their Inventory. The Only Thing Is, It Checks If They Have The Item In Their Inventory, If They Do, Nothing Happens But If They Don't, They Get An Item. The Only Thing Is, Players Can Bypass This By Equipping The Item First. Is there Anyway To Stop This?
local enabled = true
game.Players.PlayerAdded:Connect(function(p)
script.Parent.Touched:Connect(function()
if not p.Backpack:FindFirstChild("InfluencerLauncher") or p.Character.InfluencerLauncher then
if enabled == true then
game.ServerStorage.InfluencerLauncher:Clone().Parent = p.Backpack
enabled = false
script.Parent.Transparency = 1
wait(30)
enabled = true
script.Parent.Transparency = 0
end
end
end)
end)

5 comments
It seems to still let me get the item when it is equipped.
Did you copy from the source? Because when I test it, it works fine. Doesn't give me the item when I have it in my player or character, but then gives it to me if I don't have the item.
Here's also a Gyazo GIF of it working for me: https://gyazo.com/db36902278ee7e572d1550fddc006aed
Sorry I managed to fix it thanks.
No problem, happy to help.