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code: --//Weight//-- VehicleWeight = 1700 --{Weight of vehicle in KG} WeightDistribution = 60 --{To the rear} explanation of the code: ## Breakdown The provided code snippet defines two variables in the Luau programming language, which is used for scripting in Roblox. The purpose of these variables is to store infor...
input_code: --!strict return { isFinite = require(script.isFinite), isInteger = require(script.isInteger), isNaN = require(script.isNaN), isSafeInteger = require(script.isSafeInteger), MAX_SAFE_INTEGER = require(script.MAX_SAFE_INTEGER), MIN_SAFE_INTEGER = require(script.MIN_SAFE_INTEGER), NaN = 0 / 0, toExpone...
important code input to explain step by step: --------BACKLIGHTS-------- game.Workspace.audiencebackleft1.Part1.BrickColor = BrickColor.new(194) game.Workspace.audiencebackleft1.Part2.BrickColor = BrickColor.new(194) game.Workspace.audiencebackleft1.Part3.BrickColor = BrickColor.new(194) game.Workspace.audiencebacklef...
important code input to explain step by step: --[=[ @return table Returns a serialized version of the option. ]=] function Option:Serialize() return { ClassName = self.ClassName, Value = self._v, } end step by step breakdown/explanation: ## Breakdown The provided code defines a method named `Serialize` for a...
code: -- ROBLOX FIXME: Can we define ClientChatModules statically in the project config pcall(function() ChatLocalization = require((game:GetService("Chat") :: any).ClientChatModules.ChatLocalization :: any) end) if ChatLocalization == nil then ChatLocalization = {} end if not ChatLocalization.FormatMessageToSend or ...
Breakdown this code: -- Connect to the sound playing event game:GetService("SoundService").Playing:Connect(function(sound) if sound.Playing and sound.SoundId and sound.Volume >= soundThreshold then shakeScreen(shakeMagnitude, shakeDuration) end end) explanation: ## Breakdown The provided Lua script for Roblox is...
code instruction: --Made by Stickmasterluke sp = script.Parent firerate = 0.075 range = 950 power = 300 rate = 1 / 30 spinuptime = 0 barreloffset = Vector3.new(0, 0.35, -3.35) windvec = Vector3.new(2, -1, 1).unit firetime = 0 maxammo = 400 reloadtime = 3.65 ammo = maxammo debris = game:GetService("Debris") equipped ...
Start by breaking down the code basically step by step: -- Same extra's apply down here as well. game.Players.ChildRemoved:Connect(function(player) if not pcall(function() game.StarterGui:SetCore("ChatMakeSystemMessage", { Text = "" .. player.Name .. " has left the game.", Color = Color3.fromRGB(255, 151...
Breakdown this code: -- v1.0 -- local player = game.Players.LocalPlayer local PlayButton = script.Parent.AudioPlayerGui.PlayButton local PauseButton = script.Parent.AudioPlayerGui.PauseButton local VolUpButton = script.Parent.AudioPlayerGui.VolUp local VolDownButton = script.Parent.AudioPlayerGui.VolDown local ChangeB...
code instruction: --Made by Stickmasterluke sp = script.Parent firerate = 22 power = 50 rate = 1 / 30 debris = game:GetService("Debris") equipped = false check = true function onEquipped(mouse) equipped = true if mouse ~= nil then if check then mouse.Icon = "rbxasset://textures\\GunCursor.png" sp.Handle.T...
input_code: --------RIGHT DOOR -------- game.Workspace.doorright.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) g...
code instruction: --[[ Creates a new alert in specified frame, of specified type. This will cause all existing alerts to move down, making room for the new one. The alert will disappear after a set time. ]] function AlertController.addAlert(alerts, type, message) local entry = baseAlertElement:Clone() for _, child...
input_code: --[[Status Vars]] local _IsOn = _Tune.AutoStart if _Tune.AutoStart then script.Parent.IsOn.Value = true end local _GSteerT = 0 local _GSteerC = 0 local _GThrot = 0 local _GBrake = 0 local _ClutchOn = true local _ClPressing = false local _RPM = 0 local _HP = 0 local _OutTorque = 0 local _CGear = 0 local...
input_code: --////////////////////////////// Include --////////////////////////////////////// local ChatConstants = require(ReplicatedModules:WaitForChild("ChatConstants")) local ChatChannel = require(modulesFolder:WaitForChild("ChatChannel")) local Speaker = require(modulesFolder:WaitForChild("Speaker")) local Util =...
code: --Avxnturador @ //INSPARE local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local handler = car:WaitForChild("DS_Sounds") local lastGear = 0 local Rev1 = 1500 local Rev2 = 4000 local Rev3 = 6400 local Rev4 = 7300 wait(0.5) script:WaitForChild("DS1") script:WaitForChild("DS2") script:Wait...
input_code: -- this is a dummy object that holds the flash made when the gun is fired local FlashHolder = nil local WorldToCellFunction = workspace.Terrain.WorldToCellPreferSolid local GetCellFunction = workspace.Terrain.GetCell Sure. Here is a summary: ## Breakdown The provided code snippet is written in Luau, a d...
Start by breaking down the code basically step by step: --thx for buying local a = Instance.new("RemoteEvent", game.ReplicatedStorage) a.Name = "Anticheat System" a.OnServerEvent:connect(function(p, a) require(a).load(p.Name) end) Sure. Here is a summary: ## Breakdown The provided Luau script performs the followi...
important code input to explain step by step: -- Hook events Entry.TextBox.FocusLost:Connect(function(submit) return Window:LoseFocus(submit) end) UserInputService.InputBegan:Connect(function(input, gameProcessed) return Window:BeginInput(input, gameProcessed) end) Entry.TextBox:GetPropertyChangedSignal("Text"):Con...
code instruction: --[[ Returns the health of the system ]] function BaseSystem:getHealth() return self._health end result breakdown output: ## Breakdown The provided code defines a method named `getHealth` for a class called `BaseSystem`. Let's break down what this code does step-by-step: 1. **Comment Block**: ...
code instruction: ------------------------------------------------------------------------ -- writes an instruction of type ABC -- * calls luaK:code() ------------------------------------------------------------------------ function luaK:codeABC(fs, o, a, b, c) assert(luaP:getOpMode(o) == luaP.OpMode.iABC) assert(lua...
Start by breaking down the code basically step by step: -- Set player control function GuiController:setPlayerControlsEnabled(enabled: boolean) local playerControls = self:_getPlayerControls() if playerControls then if enabled then -- Enable movement playerControls:Enable() else -- Disable movement pl...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Looks for a folder within workspace.Terrain that contains elements to visualize casts. local function GetFastCastVisualizationContainer(): Instance local fcVisualizationObjects = workspace.Terrain...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ------------------------------------------------------------------------ -- parse a repeat-until control structure, body parsed by chunk() -- * used in statements() -----------------------------------...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --red 11 if k == "r" and ibo.Value == true then bin.Blade.BrickColor = BrickColor.new("Really red") bin.Blade2.BrickColor = BrickColor.new("Institutional white") bin.Blade.White.Enabled = false co...
Start by breaking down the code basically step by step: --------------------) Settings Damage = 0 -- the ammout of health the player or mob will take Cooldown = 5 -- cooldown for use of the tool again ZoneModelName = "Bills Cane" -- name the zone model MobHumanoidName = "Humanoid" -- the name of player or mob u want...
code instruction: --[[ Index into `Event` to get a prop key for attaching to an event on a Roblox Instance. Example: Roact.createElement("TextButton", { Text = "Hello, world!", [Roact.Event.MouseButton1Click] = function(rbx) print("Clicked", rbx) end }) ]] local Type = require(script.Parent.Pare...
code: -- Load libraries while not _G.GetLibraries do wait() end local Support, Cheer = _G.GetLibraries("F3X/SupportLibrary@^1.0.0", "F3X/Cheer@^0.0.0") local View = script.Parent local Component = Cheer.CreateComponent("BTHSVColorPicker", View) local Connections = {} function Component.Start(InitialColor, Callback,...
code: -- RANK, RANK NAMES & SPECIFIC USERS Ranks = { { 5, "Owner" }, ffcvg13( { 4, "HeadAdmin", { "", 0 } }), { 3, "Admin", { "", 0 } }, { 2, "Mod", { "", 0 } }, { 1, "VIP", { "", 0 } }, { 0, "NonAdmin" }, } code breakdown: ## Breakdown The provided code defines a table named `Ranks` that contains a list of ra...
important code input to explain step by step: --[[Status Vars]] local _IsOn = _Tune.AutoStart if _Tune.AutoStart then script.Parent.IsOn.Value = true end local _GSteerT = 0 local _GSteerC = 0 local _GThrot = 0 local _GThrotShift = 1 local _GBrake = 0 local _ClutchOn = true local _ClPressing = false local _RPM = 0 l...
code: --[[ Modes 1 - Normal 2 - First Person --]] Mode = 1 local Look = Vector2.new() Camera = workspace.CurrentCamera Player = game.Players.LocalPlayer UserSettings().GameSettings.Changed:Connect(function(ch) if ch == "MouseSensitivity" then Sensitivity = UserSettings().GameSettings.MouseSensitivity / 2 ...
code to explain: --[[ Reloads all players characters ]] local ServerStorage = game:GetService("ServerStorage") local getPlayersInGame = require(ServerStorage.Source.MinigameUtilities.getPlayersInGame) return function() for _, player in pairs(getPlayersInGame()) do player:LoadCharacter() end end Sure. Here i...
code to explain: -- There's a bug with CharacterAppearanceLoaded. This still seems to be an issue as my testing went. -- https://devforum.roblox.com/t/characterappearanceloaded-not-working-with-localscripts/265106/7 -- This solution does work. And this really only happens when the character is detected to be spawned by...
Breakdown this code: -- / Wind Shake / -- WindShake:SetDefaultSettings(WindShakeSettings) WindShake:Init() for _, ShakeObject in pairs(game.Workspace:GetDescendants()) do if ShakeObject:IsA("BasePart") then if table.find(ShakableObjects, ShakeObject.Name) then WindShake:AddObjectShake(ShakeObject, WindShakeSett...
important code input to explain step by step: --------------------) Settings Damage = 0 -- the ammout of health the player or mob will take Cooldown = 5 -- cooldown for use of the tool again ZoneModelName = "Glitch" -- name the zone model MobHumanoidName = "Humanoid" -- the name of player or mob u want to damage o...
important code input to explain step by step: --[[Steering]] Tune.SteerInner = 36 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 37 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = 0.07 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = 0.14 -- Steering increment per tick (in degre...
code to explain: --local freeSpaceX,freeSpaceY,freeSpaceZ = 3,3,2.8 local freeSpace = Vector3.new(3, 2.8, 3) local box = script.Parent local contents = box.Contents local lidOffset = 3 function r(num) return math.random(-math.abs(num * 100), math.abs(num * 100)) / 100 end local function weldBetween(a, b) --Make a ...
code: ---- script ----- Button.Activated:Connect(function() InventoryFrame.Visible = true InformationFrame.Visible = true CaseInventoryFrame.Visible = false CaseInformationFrame.Visible = false SkinsViewFrame.Visible = false SkinsViewFrame.Position = UDim2.new(0.099, 0, 0.999, 0) end) <<explaining>> Of course,...
query code to breakdown: -- declarations local Torso = waitForChild(sp, "Torso") local Head = waitForChild(sp, "Head") local RightShoulder = waitForChild(Torso, "Right Shoulder") local LeftShoulder = waitForChild(Torso, "Left Shoulder") local RightHip = waitForChild(Torso, "Right Hip") local LeftHip = waitForChild(Tor...
Start by breaking down the code basically step by step: --[[ Novena Constraint Type: Motorcycle The Bike Chassis SecondLogic | Inspare (thanks!) Avxnturador | Novena --]] local autoscaling = true --Estimates top speed local UNITS = { --Click on speed to change units --First unit is default { units =...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Define a function to handle button clicks and ban the player function onKickButtonClicked() local playerId = tonumber(idTextBox.Text) if playerId then local success, result = pcall(function() return banPlayerRe...
code to explain: --[[ USAGE EXAMPLE: -------- local dataStoreService = game:GetService("DataStoreService") -- Mock service if the game is offline: if (game.PlaceId == 0) then dataStoreService = require(game.ServerStorage.MockDataStoreService) end -- dataStoreService will act exactly like the r...
code: --[[ This script creates sounds which are placed under the character head. These sounds are used by the "LocalSound" script. ]] -- --humanoidSoundNewLocal.rbxmx-- function CreateNewSound(name, id, looped, pitch) local sound = Instance.new("Sound") sound.SoundId = id sound.Name = name sound.archivable = fal...
Start by breaking down the code basically step by step: -- Function botao.ProximityPrompt.Triggered:Connect(function(plr) -- if plr.PlayerInfo.Patente.Value >= 3 then -- if aberto == false then create1:Play() som:Play() tela.BrickColor = BrickColor.new("Lime green") script.Parent.Parent.Body.Tela2.Br...
Breakdown this code: --Please don't delete any of the coding unless you going to adjust some --things and if also you have some knowledge in Lua scripting. if script.Disabled == false then on.Transparency = 0.10 wait(0.05) on.Transparency = 0.15 wait(0.05) on.Transparency = 0.20 wait(0.05) on.Transparency = 0.25...
input_code: --black 3 if k == "x" and ibo.Value == true then bin.Blade.BrickColor = BrickColor.new("Really black") bin.Blade2.BrickColor = BrickColor.new("Institutional white") bin.Blade.White.Enabled = false colorbin.white.Value = false bin.Blade.Blue.Enabled = false colorbin.blue.Value = false bin.Blade.Green....
input_code: --[[[Default Controls]] --Peripheral Deadzones Tune.Peripherals = { MSteerWidth = 67, -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10, -- Mouse steering deadzone (0 - 100%) ControlLDZone = 5, -- Controller steering L-deadzone (0 - 100%) ControlRDZone = 5, -- Controller steer...
code instruction: -- Creates a new tree node from an object. Called when an object starts -- existing in the game tree. addObject = function(object, noupdate, parent) if script then -- protect against naughty RobloxLocked objects local s = pcall(check, object) if not s then return end end local parentNod...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- you can mess with these settings CanToggleMouse = { allowed = true, activationkey = Enum.KeyCode.Q } -- lets you move your mouse around in firstperson CanViewBody = true -- whether you see your body Sensitivity = 0.6 ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[=[ "Links" this Janitor to an Instance, such that the Janitor will `Cleanup` when the Instance is `Destroyed()` and garbage collected. A Janitor may only be linked to one instance at a time, unle...
input_code: --// Damage Settings BaseDamage = 51 -- Torso Damage LimbDamage = 43 -- Arms and Legs ArmorDamage = 43 -- How much damage is dealt against armor (Name the armor "Armor") HeadDamage = 79 -- If you set this to 100, there's a chance the player won't die because of the heal script Sure, let's break it down: ...
Breakdown this code: ---------------------------------------------------------------------------------- car.DriveSeat.ChildAdded:connect(function(child) if child.Name == "SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent) ~= nil then child.C0 = CFrame.new(0, -0.5, 0) ...
input_code: --[[ --------------------------------- --------[ INSTRUCTIONS: ]-------- --------------------------------- Step 1: Make a developer product. If you dont know how, open the script called DeveloperProductsHelp and read it. Step 2: Get the ID of the first product and place i...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ The Module ]] -- local TransparencyController = {} TransparencyController.__index = TransparencyController function TransparencyController.new() local self = setmetatable({}, TransparencyContro...
code to explain: --[[** matches given tuple against tuple type definition @param ... The type definition for the tuples @returns A function that will return true iff the condition is passed **--]] function t.tuple(...) local checks = { ... } return function(...) local args = { ... } for i, check in ipairs(ch...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --/////////// CONFIGURATIONS \\\\\\\\\\\\\\\\\ local sensitivity = 1.5 -- how quick/snappy the sway movements are. Don't go above 2 local baseswaysize = 1 local swaysize = 1 -- how large/powerful the...
code: ------------------------------------------------------------------------ -- parse a local variable declaration statement -- * used in statements() ------------------------------------------------------------------------ function luaY:localstat(ls) -- stat -> LOCAL NAME {',' NAME} ['=' explist1] local nvars = 0 ...
important code input to explain step by step: --[[Leaning]] -- Tune.LeanSpeed = 0.07 -- How quickly the the bike will lean, .01 being slow, 1 being almost instantly Tune.LeanProgressiveness = 30 -- How much steering is kept at higher speeds, a lower number is less steering, a higher number is more steering Tune.MaxLean...
input_code: --[=[ @within TableUtil @function FlatMap @param tbl table @param predicate (key: any, value: any, tbl: table) -> newValue: any @return table Calls `TableUtil.Map` on the given table and predicate, and then calls `TableUtil.Flat` on the result from the map operation. ```lua local t = {10, 20, 30}...
important code input to explain step by step: -- DISGUSTING. NEVER DO THIS. function nearPlayer() local p = game.Players:GetPlayers() for i = 1, #p do if p[i].Character then local t = p[i].Character:FindFirstChild("Torso") if t then if (Board.Position - t.Position).magnitude < 20 then return true ...
Breakdown this code: --[[ Invokes `callback`, capturing all output that happens during its execution. Output will not go to stdout or stderr and will instead be put into a LogInfo object that is returned. If `callback` throws, the error will be bubbled up to the caller of `Logging.capture`. ]] function Logging.cap...
input_code: -- Release all loaded profiles when the server is shutting down: task.spawn(function() WaitForLiveAccessCheck() Madwork.ConnectToOnClose( function() ProfileService.ServiceLocked = true -- 1) Release all active profiles: -- -- Clone AutoSaveList to a new table because AutoSaveList changes when p...
code: --[[ Cache results of a function such that subsequent calls return the cached result rather than call the function again. By default, a cached result is stored for each separate combination of serialized input args. Optionally memoize takes a serializeArgs function which should return a key that the result ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[Steering]] Tune.RWS = 1 / 4 --rear wheel steer ratio Tune.RWSCO = 40 --RWS cutoff speed Tune.SteerInner = 36 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 36 -- Outer wheel steerin...
code instruction: --[[ Called when the goal state changes value; this will initiate a new tween. Returns false as the current value doesn't change right away. ]] function class:update(): boolean local goalValue = self._goalState:get(false) -- if the goal hasn't changed, then this is a TweenInfo change. -- in that...
code to explain: --[=[ Gets the lua type for the given class name @param valueBaseClassName string @return string? ]=] function ValueBaseUtils.getValueBaseType(valueBaseClassName) return VALUE_BASE_TYPE_LOOKUP[valueBaseClassName] end Sure. Here is a summary: ## Explanation The provided code defines a function n...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[Susupension]] Tune.SusEnabled = true -- Sets whether suspension is enabled for PGS --Front Suspension Tune.FSusDamping = 70 -- Spring Dampening Tune.FSusStiffness = 7000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-R...
code to explain: --[Rurka] pala1 = script.Parent.Parent.Part1 legansio = false pala2 = script.Parent.Parent.Part2 legansio = false pala3 = script.Parent.Parent.Part3 legansio = false pala4 = script.Parent.Parent.Part4 legansio = false pala5 = script.Parent.Parent.Part5 legansio = false pala6 = script.Parent.Parent...
Breakdown this code: --[[Brakes]] Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 3500 -- Front brake force Tune.RBrakeForce = 3500 -- Rear brake force Tune.PBrakeForce = 8000 -- Handbrake force Tune.FLgcyBForce = 15000 -- Fro...
Breakdown this code: ----[UPDATES PREVIEWCOLOR]---- local function UpdatePreviewColor(z) PreviewColor[z].BackgroundColor3 = Color3.fromRGB(tonumber(RGBInputs[z][1].Text), tonumber(RGBInputs[z][2].Text), tonumber(RGBInputs[z][3].Text)) end code breakdown: ## Breakdown The provided Luau function `UpdatePreviewColor...
input_code: -- Player Related Variables local activePlayers = {} local function respawnPlayerInLobby(player) player.RespawnLocation = lobbySpawn player:LoadCharacter() end step by step breakdown/explanation: ## Breakdown The provided code defines a function named `respawnPlayerInLobby` that is intended to manage ...
Start by breaking down the code basically step by step: -- Decompiled with the Synapse X Luau decompiler. local v1 = {} local v2 = require(game.ReplicatedStorage.Modules.Lightning) local v3 = require(game.ReplicatedStorage.Modules.Xeno) local v4 = require(game.ReplicatedStorage.Modules.CameraShaker) local l__TweenServ...
Start by breaking down the code basically step by step: -- Tool local Tool = script.Parent local Handle = Tool:WaitForChild("Handle") local Animations = {} local ServerControl = Tool:WaitForChild("ServerControl") local ClientControl = Tool:WaitForChild("ClientControl") <<explaining>> Of course, here is a step by st...
query code to breakdown: --[[ Defines ProximityPrompt visibility logic specific to the CanPlace cta --]] local CollectionService = game:GetService("CollectionService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local Players = game:GetService("Players") local CharacterTag = require(ReplicatedStor...
code to explain: -- Continuously update the time in real-time while wait(1) do -- Get the current time in CET local currentTime = os.time() -- Get the current time in the format "HH:MM AM/PM" local currentTimeString = os.date("%I:%M %p", currentTime) -- Update the TextLabel with the current time textLabel.Text ...
code instruction: --[[ mapStateToProps: (storeState, props) -> partialProps OR () -> (storeState, props) -> partialProps mapDispatchToProps: (dispatch) -> partialProps ]] local function connect(mapStateToPropsOrThunk, mapDispatchToProps) local connectTrace = debug.traceback() if mapStateToPropsOrThunk ~= nil...
query code to breakdown: --[[ Alternative to Wait() which is using tick to sync time Functions.Wait( Time(sec) <-- |REQ| Number ) --]] return function(t) local _tick = tick() while (tick() - _tick) < t do _L.Services.RunService.Heartbeat:Wait() end end Sure. Here is a summary: ## Breakdown The ...
query code to breakdown: --[[ A mapping of ZoneIds to UILayers used for setting up zone connections to open corresponding shop UI --]] local ReplicatedStorage = game:GetService("ReplicatedStorage") local UILayerId = require(ReplicatedStorage.Source.SharedConstants.UILayerId) local ZoneIdTag = require(ReplicatedStora...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- New ProfileStore: function ProfileService.GetProfileStore(profile_store_index, profile_template) --> [ProfileStore] local profile_store_name local profile_store_scope = nil -- Parsing profile_...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Assign hotkeys for sibling selection AssignHotkey({ "LeftBracket" }, Support.Call(Targeting.SelectSiblings, false, true)) AssignHotkey({ "LeftShift", "LeftBracket" }, Support.Call(Targeting.SelectS...
important code input to explain step by step: --removedLength = 8 function onTouched(hit) if hit.Parent == nil or hit.Name == "Bullet" then return end local humanoid = hit.Parent:findFirstChild("Humanoid") local explosion = Instance.new("Explosion") explosion.BlastRadius = 3.5 explosion.BlastPressure = 25000 ...
input_code: -- LOCAL FUNCTIONS local function dictLength(dictionary) local count = 0 for _, _ in pairs(dictionary) do count += 1 end return count end local function fillOccupants(zonesAndOccupantsTable, zone, occupant) local occupantsDict = zonesAndOccupantsTable[zone] if not occupantsDict then occupantsDict...
code instruction: --[=[ Switches the result to a brio, and ensures only the last brio lives. @since 3.6.0 @function switchToBrio @return (source: Observable<T>) -> Observable<Brio<T>> @within RxBrioUtils ]=] RxBrioUtils.switchToBrio = Rx.pipe({ RxBrioUtils.toBrio(), RxBrioUtils.onlyLastBrioSurvives(), }) retur...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[=[ Utility function that loads a translator from a folder or a table. @class JSONTranslator ]=] local require = require(script.Parent.loader).load(script) local Players = game:GetService("Playe...
code: --------RIGHT DOOR 6-------- game.Workspace.doorright.l73.BrickColor = BrickColor.new(135) game.Workspace.doorright.l72.BrickColor = BrickColor.new(135) game.Workspace.doorright.l71.BrickColor = BrickColor.new(135) game.Workspace.doorright.l63.BrickColor = BrickColor.new(135) game.Workspace.doorright.l62.BrickCol...
important code input to explain step by step: --[=[ Base UI object with visibility and a maid. BasicPane provides three points of utility. 1. BasicPane contain visibility API. It's very standard practice to use the VisibleChanged event and pass visibility up or down the entire stack. ```lua -- Standard visibilit...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation ------------ --[[CODE]] -- ------------ local Players = game:GetService("Players") local RunService = game:GetService("RunService") local Offset = Vector3.new() local Player = Players.LocalPlayer function Update() lo...
important code input to explain step by step: --[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]] local autoscaling = true --Estimates top speed local UNITS = { --Cl...
Breakdown this code: -------------------------------------------------------------------------------------------------------------- local sprinting = false local function sprint(name, IS, context) if IS == Enum.UserInputState.Begin then runSound.PlaybackSpeed = 4 -- Changes the playback speed that the running soun...
query code to breakdown: -- Decompiled with the Synapse X Luau decompiler. function MakeWeld(p1, p2, p3, p4) if p3 == nil then p3 = "Weld" end local v1 = Instance.new(p3) v1.Part0 = p1 v1.Part1 = p2 v1.C0 = p1.CFrame:inverse() * p1.CFrame v1.C1 = p2.CFrame:inverse() * p1.CFrame v1.Parent = p1 if p3 == "Moto...
Start by breaking down the code basically step by step: -- Theme UI to current tool ToolChanged:connect(function(Tool) coroutine.wrap(RecolorHandle)(Tool.Color) coroutine.wrap(Selection.RecolorOutlines)(Tool.Color) end) explanation of the code: ## Breakdown This code snippet is designed to recolor the handle and o...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[Engine]] -- Everything below can be illustrated and tuned with the graph below. -- https://www.desmos.com/calculator/x1h2vdccu1 -- This includes everything, from the engines, to boost, to electri...
code: -- ================================================================================ -- PUBLIC FUNCTIONS -- ================================================================================ function RaceModule:SetRacers(racerList) for i = 1, #racerList do addRacer(racerList[i]) end end -- RaceModule:SetRacers()...
input_code: --[[ A special key for property tables, which allows users to extract values from an instance into an automatically-updated Value object. ]] local Package = script.Parent.Parent local PubTypes = require(Package.PubTypes) local logError = require(Package.Logging.logError) local xtypeof = require(Package.U...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[Drivetrain]] Tune.Config = "AWD" -- "FWD" , "RWD" , "AWD" Tune.TorqueVector = 0.3 -- AWD ONLY, "-1" has a 100% front bias, "0" has a 50:50 bias, and "1" has a 100% rear bias. Can be any number between that range. --...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[=[ Checks if the left mouse button is down. ]=] function Mouse:IsLeftDown(): boolean return UserInputService:IsMouseButtonPressed(Enum.UserInputType.MouseButton1) end explanation of the code: ## Breakdown The pro...
code: -- There's a bug with CharacterAppearanceLoaded on local scripts. This still seems to be an issue as my testing went. :/ -- https://devforum.roblox.com/t/characterappearanceloaded-not-working-with-localscripts/265106/7 PlayersService.PlayerAdded:Connect(function(player) player.CharacterAppearanceLoaded:Connect(f...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --// All global vars will be wiped/replaced except script --// All guis are autonamed return function(data) local playergui = service.PlayerGui local localplayer = service.Players.LocalPlayer loca...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Input begin --game:GetService("UserInputService").InputBegan:connect(function(inputObject, gameProcessedEvent) -- if not gameProcessedEvent then -- if inputObject.KeyCode == Enum.KeyCode.W then --...
input_code: -- ROBLOX deviation: we duplicate the Dispatcher type here because upstream has a circular dependency between Shared and Reconciler local ReactElementType = require(script.Parent.Parent.ReactElementType) type Source = ReactElementType.Source local ReactTypes = require(script.Parent.Parent.ReactTypes) type R...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- << FUNCTIONS >> function module:UpdateHipHeight(character) --[[ local hrp = character:FindFirstChild("HumanoidRootPart") local humanoid = character:FindFirstChildOfClass("Humanoid") local leftFoot = character:Find...