Finally! Developing single player games will be so much easier! I can basically turn every script into a local/client script without parenting them to player/character containers
Of course not, they still keep the same limits as before this update.
Hmmā¦ Well, thatās weirdā¦ I thought up a use for Client RunContext scripts today (āequippingā VR tools to a folder where LocalScripts donāt work then using RunContext to run their code) but now that I know the code would run for every player, I guess thatās not an option.
I think that property you suggested would be useful in both of our use cases. Otherwise, Iāll just have to use LocalScripts in the PlayerScripts folder and enable/disable them as needed.
So this means that Scripts set to Client RunContext canāt be manipulated?
No, nothing has changed except the fact that these ālocalā scripts can be put anywhere, which shouldnāt make a difference exploiting-wise.
this is great and im imagining the potential use cases for anticheats
one of my questions though: when is the expected release date for this, outside of studio? i really look forward to the ability to be able to ensure that the anticheat im developing using this works properly
Iām curious for the release date as well. Iām developing a feature for my game that is reliant on RunContext, but I didnāt realize it was a part of a beta until I published it and tested it in a live server.
In this āfeatureā, I have numerous problems.
- I cannot use LocalScripts that are parented under a part, like those used for ClickDetectors.
- AutoComplete is showing me server autocompletes, for example: RemoteEvent giving me autocompletes for :FireClient instead of :FireServer.
- The icon is not updating for me, Client RunContext scripts still appear as a script.
This is on a fresh install of RobloxStudio, 0.542.1.5420511.
Issues two and three are covered in the known-issues section of the original post. The first issue you mention is expected behavior. You should use a regular Script with itās RunContext set to Client if you want it to run in a part on the client.
I have even more problems to report.
- Clients under teamcreate who donāt have the beta enabled override the RunContext variable to āLegacyā.
- This is not expected behavoir, LocalScripts are that: Local scripts. Are LocalScripts now disabled and cannot run under parts anymore, and only function under StarterPlayer/Backpack/etc locations? This was never like this before, and checking on the Wiki, I see that this behavior was altered at some point in time, where LS objects were prevented from executing anywhere. When was this changed, why was it changed, and why is a new feature being added to bring it back?
This āfeatureā has caused numerous development issues and I am forced to disable it due to severe production setbacks caused by this disaster.
The feature is enabled for all users but only in Studio. To each of your points:
- In the original post there are a list of known issues, the issue with team-create specifically is mentioned and will be fixed before the full release.
- LocalScripts have never been able to run anywhere. They can run in Backpack, PlayerGui, ReplicatedFirst, and the Character of the LocalPlayer.
I love this! Please release this feature soon! This allows me to write features that are game independent that can easily be imported without any additional movement of scripts.
Are there plans to make it have module scripts as a option?
Weāve been having a lot of success testing this feature. Itās been great for our workflow and has allowed us to make much better use of Actors, in circumstances where we couldnāt before.
Are there any plans to release this feature out of beta?
This works pretty well for me! I just forgot that its in beta and released an update to my game with it lolā¦
After some playing around Iām really excited about RunContext. For asset creators in particular this is going to really enhance the organization of packages and and ease-of-use of larger applications. Thank you to the team behind this for the awesome feature!
I was so confused as to why my script only worked in studio and not official servers lolā¦ this feature is great imo hopefully it goes live soon
When is this going live? Ive actually found a really good use for this in my game, but I dont want to start making it until this goes live (so I dont have to wait a long time to publish the update)
Iāve been loving this feature, itās been really helpful to both me and my team. Keep it up!
Seems pretty good although I probably wonāt use it since I donāt think its proper formatting to store both client and server scripts in the same location and donāt think scripts should ever run in storage.
What happens when the script is streamed in/out, does it restart or does it continue where it left off or something else? Same with changing the RunContext on runtime?
Is there anyway other than the disabled tag to not run a script or local, client or server, in storage services? I know we could use the disabled tag and then whenever its moved out we change it again but Iād rather not have to add extra code encase something breaks etc.