I recently re-implemented junk rounds into the game and decided I'd make them more interesting by giving them a small chance to cause the weapon they're fired from to explode. I figured that the most versatile way to go about this would be to change the casing type for each junk round to a misc item with a script attached to it to handle explosion odds.
Unfortunately, the script won't fire when the "casing" is added to the player's inventory. It has to be dropped and picked back up for it to start running. I tried adding an OnAdd block to the script, but that doesn't seem to fire when the "casing" is first generated.
Is there any way I can inexpensively detect if the player has a casing item in their inventory and kickstart the script?