diff --git a/content/en-us/chat/bubble-chat.md b/content/en-us/chat/bubble-chat.md index ca3933fa9..523c1237b 100644 --- a/content/en-us/chat/bubble-chat.md +++ b/content/en-us/chat/bubble-chat.md @@ -439,7 +439,7 @@ end You can display chat bubbles for non-player characters (NPCs) by calling `Class.TextChatService:DisplayBubble()`, with the NPC character and the message as parameters. These bubbles are customizable using the `Class.TextChatService.OnBubbleAdded` callback just like any other chat bubble. -`Class.TextChatService:DisplayBubble()` only works on client-side scripts, so be sure to use a `Class.LocalScript` in an [appropriate container](/projects/data-model#client), such as `Class.StarterPlayerScripts`. If you attach a `Class.ProximityPrompt` to an NPC, a script for displaying a chat bubble might look like this: +`Class.TextChatService:DisplayBubble()` only works on client-side scripts, so be sure to use a `Class.Script` with `Class.BaseScript.RunContext|RunContext` set to `Enum.RunContext.Client`, or a `Class.LocalScript` in an [appropriate container](/projects/data-model#client), such as `Class.StarterPlayerScripts`. If you attach a `Class.ProximityPrompt` to an NPC, a script for displaying a chat bubble might look like this: ```lua local TextChatService = game:GetService("TextChatService")