For example, I want to execute a command when the player uses a specific item in their hand.
I know that you can just do this by having a filter in an "on_environment" object check if the player as an item in their hand and then have an event set a component group such as "variant" or "is_saddled", and then have an animation controller check for that and "query.is_using_item" and execute the command from there, but if you have multiple addons using this trick it will inevitably lead to compatibility issues.
That's why I want to check if a player is using an item by instead using an animation controller to check for "query.is_using_item", and then use a slash command to add a tag to the player, and then use a filter in an "on_environment" object to check if the player has a certain item in their hand, and then have an event execute a slash command if it's true.
Is this possible? If not, is there another workaround that won't lead to compatibility issues?
For example, I want to execute a command when the player uses a specific item in their hand.
I know that you can just do this by having a filter in an "on_environment" object check if the player as an item in their hand and then have an event set a component group such as "variant" or "is_saddled", and then have an animation controller check for that and "query.is_using_item" and execute the command from there, but if you have multiple addons using this trick it will inevitably lead to compatibility issues.
That's why I want to check if a player is using an item by instead using an animation controller to check for "query.is_using_item", and then use a slash command to add a tag to the player, and then use a filter in an "on_environment" object to check if the player has a certain item in their hand, and then have an event execute a slash command if it's true.
Is this possible? If not, is there another workaround that won't lead to compatibility issues?