This is a relatively simple issue, but I’ve tried everything I can think of to fix it.
I test the system in studio, and I get the results expected. Spheres of blood fly out from the character, and hit the ground then turn into Blood Puddles
However in-game, this functionality seems to only spawn the spheres, but when it makes contact with the ground, it doesn’t turn into a blood pool.
I’m using the new RunContext property to get this to work, as I don’t want to manage it all via StarterPlayerScripts / Character Scripts
It performs exactly as I want in studio, but refuses to work in-game. Anyone have any ideas on this? IF anyone actually sees this and answers. Thanks to those who do.
I don’t think I need to provide code as the code I have seems to work just fine, but if you require it, then I can send a snippet through PMs.
My main script that listens for the server when it knows to emit blood, emits the spheres of blood, but it doesn’t turn into blood puddles like it does in Studio.
If RunContext was unavailable in LIVE games, then why did the script still function, but the rest of the chain does not?
The script must still work in the normal RunContext. Just some part of it doesn’t work outside of it. Try checking the F9 logs on the server in the actual game.
I was talking about the fact that my script still fires and activates even when it’s in ReplicatedStorage (since the StarterPlayerScripts / Character Scripts is useless bcz of RunContext)
When I said “which typically does not allow execution”, I was referring to the classic LocalScript object, not a Script with RunContext.