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code: --[=[ @class Loader The Loader module will require all children or descendant ModuleScripts. ]=] local Loader = {} type Module = {} type Modules = { Module } result breakdown output: ## Breakdown The provided code is a snippet for a Lua module in Roblox, specifically designed to be a Loader module. It incl...
code: -- enumName, enumValue, additionalProperty -- in this case, additionalProperty is the delay between each check return { { "Low", 1, 1.0 }, { "Medium", 2, 0.5 }, { "High", 3, 0.1 }, { "Precise", 4, 0.0 }, } step by step breakdown/explanation: ## Breakdown The provided Luau code snippet defines and returns a...
input_code: --[=[ @param gamepadButton KeyCode @return boolean Returns `true` if the given button is down. This includes any button on the gamepad, such as `Enum.KeyCode.ButtonA`, `Enum.KeyCode.ButtonL3`, `Enum.KeyCode.DPadUp`, etc. ```lua -- Check if the 'A' button is down: if gamepad:IsButtonDown(Enum.KeyCod...
code: -- script.Parent.Frame.DIS.MouseButton1Down:connect(function() -- Radio will send an "ack" to the repeater/dispatch local txCh = Channel if db == false then db = true _G.SendEmergencyAck(txCh, script.Parent.Parent.Parent.Name) wait(20) db = false end end) MainGUI.Parent.Parent.Chatted:connect(Transmi...
code instruction: --[[ The Module ]] -- local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController")) local Gamepad = setmetatable({}, BaseCharacterController) Gamepad.__index = Gamepad local bindAtPriorityFlagExists, bindAtPriorityFlagEnabled = pcall(function() return UserSettings():...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[Engine]] --Torque Curve Tune.Horsepower = 427 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 925 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 9200 -- Use sliders to manipulate values Tune.Redline = 10000...
Start by breaking down the code basically step by step: -- Set the ImageLabel's content to the user thumbnail local imageLabel = profilePicture local imageLabel2 = guiStore imageLabel.Image = content imageLabel2.Image = content pfpprofile.Image = content shutterpfp.Image = content local colorsetting = ClipSettings.pro...
input_code: --[[** Calls `:Cleanup()` and renders the Janitor unusable. @returns [t:void] **--]] function Janitor.__index:Destroy() self:Cleanup() --table.clear(self) --setmetatable(self, nil) end Janitor.__call = Janitor.__index.Cleanup output_code: ## Breakdown The provided code snippet defines a method and ...
code: --[[ Performs property validation if the static method validateProps is declared. validateProps should follow assert's expected arguments: (false, message: string) | true. The function may return a message in the true case; it will be ignored. If this fails, the function will throw the error. ]] function Com...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation ---- ---- if hit.Parent:findFirstChild("Humanoid") ~= nil then local target1 = "LeftFoot" local target2 = "LeftFoot2" if hit.Parent:findFirstChild(target2) == nil then local g = script.Parent.Parent[target2]:clone()...
input_code: --//Controller//-- Tool.Activated:Connect(function() if not Settings.OnCD then Settings.OnCD = true ToolEvent:FireServer() end end) result breakdown output: ## Breakdown The provided Lua script is designed to be part of a Roblox Tool's functionality. It handles the activation of the tool and ensur...
query code to breakdown: --[=[ Wraps :GetAsync() in a promise @param robloxDataStore DataStore @param key string @return Promise<T> ]=] function DataStorePromises.getAsync(robloxDataStore, key) assert(typeof(robloxDataStore) == "Instance", "Bad robloxDataStore") assert(type(key) == "string", "Bad key") return P...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[Transmission]] Tune.TransModes = { "Auto", "Semi" } --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with ...
code: ---Toggling proximity local function ToggleProximity(state) for _, v in pairs(workspace:GetDescendants()) do if v.ClassName ~= "ProximityPrompt" then continue end v.Enabled = state end end game:GetService("ReplicatedStorage").Remotes.TogglePrompts.OnClientEvent:Connect(ToggleProximity) script.ClientPr...
important code input to explain step by step: -- Handling mobile calling the frame function -- Function to bind to touch moved if player is on mobile local function mobileFrame(touch, processed) -- Check to see if the touch was on a UI element. If so, we don't want to update anything if not processed then -- Calcul...
input_code: -- Put in ServerScriptService local players = game:GetService("Players") local badge = game:GetService("BadgeService") local badgeID = 0000000000 -- change this to badge ID local minutes = 5 -- change this to how many minutes you want to wait local function onPlayerAdded(player) local playerID = player.U...
code: --returns the wielding player of this tool function getPlayer() local char = Tool.Parent return game:GetService("Players"):GetPlayerFromCharacter(Character) end function Toss(direction) local handlePos = Vector3.new(Tool.Handle.Position.X, 0, Tool.Handle.Position.Z) local spawnPos = Character.Head.Position ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- [[MASTER'S MOBILE SUPPORT]] local Buttons = script.Parent:WaitForChild("Buttons") local Left = Buttons:WaitForChild("Left") local Right = Buttons:WaitForChild("Right") local Brake = Buttons:WaitForChild("Brake") loca...
code: --When you are editing the car, make sure that the Left, Right, and Base parts are in a --straight line, and in the orientation the models comes with, or they won't be where you expect --them to be at all! motorSpeed = 0.035 -- a typical number is 0.1 but lower is better if you get weird behavior code breakdow...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Handle remote functions/events function runStarting(player) if player.Character then if player.Character:FindFirstChild("FastStartScript") then player.Character.FastStartScript.Disabled = fal...
input_code: -------------------------------------------------------------------------------- while true do if Player.Data.Hunger.Value <= 0 then --// if the player has no hunger if Player.Data.IsElderVamp.Value == true then REGEN_STEP = 0.75 REGEN_RATE = 0.5 / 100 else if Player.Data.IsVamp.Value == tr...
Breakdown this code: -- Holding Services Players = game:GetService("Players") ServerScriptService = game:GetService("ServerScriptService") ServerStorage = game:GetService("ServerStorage") ReplicatedStorage = game:GetService("ReplicatedStorage") code breakdown: ## Walkthrough The provided code is a simple script writ...
Breakdown this code: --// Bullet Physics BulletPhysics = Vector3.new(0, 55, 0) -- Drop fixation: Lower number = more drop BulletSpeed = 2953 -- Bullet Speed BulletSpread = 1 -- How much spread the bullet has ExploPhysics = Vector3.new(0, 20, 0) -- Drop for explosive rounds ExploSpeed = 600 -- Speed for explosive round...
code: --[[Engine]] --Torque Curve Tune.Horsepower = 360 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.Peak...
Start by breaking down the code basically step by step: -- Creating blood part function local createBlood = function(position) local randomSize = math.random(2, 20) / 10 local bloodClone = bloodPart:Clone() bloodClone.Position = position + Vector3.new(0, 0.05, 0) bloodClone.Size = Vector3.new(randomSize, 0.1, rand...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Functions to write: function onForward(player) end function onBackward(player) end function onTurnLeft(player) end function onTurnRight(player) end function onSitUp(player) end explanation: ## Breakdown The pr...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ----------------- --| Variables |-- ----------------- local GamePassService = game:GetService("GamePassService") local PlayersService = game:GetService("Players") local VipDoor = script.Parent loca...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Get the path waypoints local waypoints = path:GetWaypoints() for _, waypoint in pairs(waypoints) do local part = Instance.new("Part") part.Shape = "Ball" part.Material = "Neon" part.Size = Vec...
Start by breaking down the code basically step by step: --[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]] local FE = workspace.FilteringEnabled local car = script.Pa...
code to explain: -- Event that inserts player into the racing module's activePlayers list local Events = ReplicatedStorage:FindFirstChild("Events") local AddActivePlayer = Events:FindFirstChild("AddActivePlayer") local RemoveActivePlayer = Events:FindFirstChild("RemoveActivePlayer") code breakdown: ## Breakdown This...
code to explain: -- End of OrbitalCamera additions local PlayersService = game:GetService("Players") local VRService = game:GetService("VRService") local RootCameraCreator = require(script.Parent) local UP_VECTOR = Vector3.new(0, 1, 0) local XZ_VECTOR = Vector3.new(1, 0, 1) local ZERO_VECTOR2 = Vector2.new(0, 0) loc...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Springs-- frontstiffness = 1290 * StiffnessFront / 2 frontdamping = 40 * StiffnessFront rearstiffness = 1290 * StiffnessRear / 2 reardamping = 40 * StiffnessRear minLF = SuspensionTravelF minLR =...
code instruction: --[[ Gets (or creates) an instance by name. This is used to generate [Folder]s and other instances on the fly. ```lua local foo = getOrCreateInstanceOfName("Foo", "Folder") print(foo:GetFullName()) -- game.ReplicatedStorage.Foo ``` @within Modules ]] local function getOrCreateInstanceOfNam...
Breakdown this code: -- -- -- -- -- -- -- --DIRECTION SCROLL-- -- -- -- -- -- -- -- Elevator:WaitForChild("Direction").Changed:connect(function(val) if val == 1 then This.Display.ARW1.U.Material = Enum.Material.Neon This.Display.ARW1.U.Color = Color3.fromRGB(253, 234, 141) else This.Display.ARW1.U.Material = E...
code instruction: --[[Engine]] --Torque Curve Tune.Horsepower = 400 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 7000 -- Use sliders to manipulate values Tune.Redline = 8000 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 55...
Start by breaking down the code basically step by step: -------- function module:GetSwordSkin(Skin) local inv = game.ReplicatedStorage.Inventory.Swords for i, v in pairs(inv.Common:GetChildren()) do if v.Name == Skin then return v.Value else for i, v in pairs(inv.Rare:GetChildren()) do if v.Name == Ski...
Breakdown this code: -- Make a base cosmetic bullet object. This will be cloned every time we fire off a ray. local CosmeticBullet = Instance.new("Part") CosmeticBullet.Material = Enum.Material.Glass CosmeticBullet.Transparency = 0.5 CosmeticBullet.Color = Color3.fromRGB(58, 160, 255) CosmeticBullet.CanCollide = false ...
query code to breakdown: --Wheel Stabilizer Gyro Tune.FGyroD = 100 Tune.FGyroMaxTorque = Vector3.new(1, 0, 1) Tune.FGyroP = 0 Tune.RGyroD = 100 Tune.RGyroMaxTorque = Vector3.new(1, 0, 1) Tune.RGyroP = 0 code breakdown: ## Breakdown The provided code snippet is configuring settings for a wheel stabilizer system that ...
input_code: --SecondLogic @ INSPARE wait(0.2) local out = false coroutine.resume(coroutine.create(function() local fr = 0 local trs = 1 while wait(0.05) do fr = fr + 1 if fr >= 10 then fr = 0 end if not out then trs = math.max(0, trs - 0.05) else trs = math.min(1, trs + 0.05) end for i, v in p...
code: -- Decompiled with the Synapse X Luau decompiler. while not require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library")).Loaded do game:GetService("RunService").Heartbeat:Wait() end return function(p1, p2) end step by step breakdown/explanation: ## Breakdown The provided code is a Lua sc...
Breakdown this code: --- script.Parent["1"].ClickDetector.MouseClick:Connect(kventer) script.Parent["2"].ClickDetector.MouseClick:Connect(kventer) script.Parent["3"].ClickDetector.MouseClick:Connect(kventer) script.Parent["4"].ClickDetector.MouseClick:Connect(kventer) script.Parent["5"].ClickDetector.MouseClick:Connect...
important code input to explain step by step: --[[ # YAY CONTROLING THE ENTIRE INTRO FROM HERE! # ]] -- game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.PlayerList, false) game.ReplicatedStorage.GameTrackIntro:Play() local settingsFramePos = UDim2.new(0.377, 0, 0.272, 0) game.Lighting.IntroBlur.Enabled = true scr...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- vars.Wandering.Changed:connect(function(b) if vars.Wandering.Value and not vars.Attacking.Value and not vars.Chasing.Value then if sdb the...
code to explain: --[=[ Subscribes immediately, fireCallback may return a maid (or a task a maid can handle) to clean up @param fireCallback function? @param failCallback function? @param completeCallback function? @return MaidTask ]=] function Observable:Subscribe(fireCallback, failCallback, completeCallback) l...
query code to breakdown: --[[ -- {PoisonApple, PoisonCake, PoisonPorkChop} local BaseIdUrl = 'http://www.roblox.com/asset/?id=' local IconIds = {'87862872', '87863072', '87871704'} local MeshIds = {'87862943', '87863104', '87863169'} local TextureIds = {'87862921', '87863090', '87863148'} local HandleSizes = {Vector3.n...
important code input to explain step by step: --// # key, Wail mouse.KeyDown:connect(function(key) if key == "f" then if veh.Lightbar.middle.Wail.IsPlaying == true then veh.Lightbar.middle.Wail:Stop() veh.Lightbar.middle.Yelp:Stop() veh.Lightbar.middle.Priority:Stop() script.Parent.Parent.Sirens.Wail.Bac...
query code to breakdown: -- << LOCAL FUNCTIONS >> local function displayHomeArrowIcons(status) for a, b in pairs(mainFrame.Pages.Home:GetChildren()) do if b:FindFirstChild("Arrow") then b.Arrow.Visible = status end end end local function updateDragBar() if currentPage.Name == "Home" then local forceUpperFr...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Decompiled with the Synapse X Luau decompiler. local l__TweenService__1 = game:GetService("TweenService") local l__Modules__2 = game:GetService("ReplicatedStorage"):WaitForChild("Modules") local v3 = require(l__Modul...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[=[ Flat map equivalent for brios. The resulting observables will be disconnected at the end of the brio. Like [RxBrioUtils.flatMap], but emitted values are wrapped in brios. The lifetime of th...
code: --[[ LOWGames Studios Date: 27 October 2022 by Elder ]] -- local u1 = nil coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library")) end)() function CompareTable(p1, p2, p3) local v1 = type(p1) local v2 = type(p2) if v1 ~= v2 then return false en...
Start by breaking down the code basically step by step: --[[Transmission]] Tune.TransModes = { "Auto", "Semi", "Manual" } --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} o...
input_code: ----------------- --| Variables |-- ----------------- local Tool = script.Parent local FireAndReloadAnimation = WaitForChild(script, "FireAndReload") local FireAndReloadTrack = nil step by step breakdown/explanation: ## Breakdown The provided code initializes variables within a Roblox tool script, set...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Ganondude -- For those players fond of adding many anti-lag scripts, this script is sure to help. wait(1) local parts = game.Workspace:GetChildren() for i = 1, #parts do local name = string.lowe...
Start by breaking down the code basically step by step: --None of this is mine... Tool = script.Parent local arms = nil local torso = nil local welds = {} script.act.OnServerEvent:Connect(function() wait(0.01) local ui = script["if you delete this your scripts gonna break homes"]:Clone() --well done, now you know t...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Container for temporary connections (disconnected automatically) local Connections = {} function ResizeTool.Equip() -- Enables the tool's equipped functionality -- Start up our interface ShowU...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Finds the model the current part is in which is closest to workspace --Returns the part is the part is in Workspace --Returns nil if the object is already in the roomModel we are constructing local ...
query code to breakdown: --////////////////////////////// Methods --////////////////////////////////////// local methods = {} methods.__index = methods function methods:GetInstance(className) if self.InstancePoolsByClass[className] == nil then self.InstancePoolsByClass[className] = {} end local availableInstances...
input_code: -- ["leftLeg"] = { -- ["CurrentCycle"] = math.pi, -- ["LimbChain"] =leftLegChain, -- ["CCDIKController"] =leftLegChain, -- ["HipAttachment"]= leftHipAttachment, -- ["FootAttachment"] = leftStepAttachment, -- } -- } local Signal = require(script.Parent.Signal) function ProceduralAnimatorClass.ne...
Start by breaking down the code basically step by step: -- (Hat Giver Script - Loaded.) debounce = true function onTouched(hit) if hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true then debounce = false h = Instance.new("Hat") p = Instance.new("Part") h.Name = "Valkyrie Helm" p.Parent = h ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --// Hash: 9043abc9834370d0811d3561bb07616137d303330a5e983d0bce677e5fdf5cb35241b3933100842275d036cb9b9de3c8 -- Decompiled with the Synapse X Luau decompiler. return { ButtonX = "rbxassetid://9876149963", ButtonY = "rb...
important code input to explain step by step: -- Decompiled with the Synapse X Luau decompiler. local function u1(p1, p2) p2 = p2 or {} if type(p1) ~= "table" then return p1 end if p2[p1] then return p2[p1] end local v1 = {} p2[p1] = v1 for v2, v3 in next, p1 do v1[u1(v2, p2)] = u1(v3, p2) end setmetat...
Start by breaking down the code basically step by step: -- Catch whenever the user finishes dragging UserInputService.InputEnded:connect(function(InputInfo, GameProcessedEvent) -- Make sure this was button 1 being released if InputInfo.UserInputType ~= Enum.UserInputType.MouseButton1 then return end -- Clean up ...
input_code: --[=[ @within Comm @private @interface Server .BindFunction (parent: Instance, name: string, fn: FnBind, inboundMiddleware: ServerMiddleware?, outboundMiddleware: ServerMiddleware?): RemoteFunction .WrapMethod (parent: Instance, tbl: table, name: string, inboundMiddleware: ServerMiddleware?, outboundMi...
code: -- Decompiled with the Synapse X Luau decompiler. client = nil service = nil return function(p1) local v1 = { Name = "Explorer", Title = "Game Explorer", Size = { 400, 300 }, MinSize = { 150, 100 }, AllowMultiple = false, } local u1 = nil local u2 = game function v1.OnRefresh() u1(u2) end loca...
input_code: ----------------------------------------------------------- ----------------------- STATIC DATA ----------------------- ----------------------------------------------------------- local RunService = game:GetService("RunService") local Workspace = game:GetService("Workspace") local ReplicatedStorage = game:G...
code: --- Switches to the specified targeting mode. -- @returns void function TargetingModule:SetTargetingMode(NewTargetingMode) if (NewTargetingMode == "Scoped") or (NewTargetingMode == "Direct") then self.TargetingMode = NewTargetingMode self.TargetingModeChanged:Fire(NewTargetingMode) else error("Invalid tar...
code: --------------------------------------------------- Displays = 3 -- Sets how many displays this scripts will use... DisplayColor = Color3.fromRGB(85, 85, 255) explanation of the code: ## Breakdown The provided Luau script sets up two variables to configure the number of displays and their color. Here is a ste...
code instruction: --to do --go towards boxes --account for arrows and paladins --account for boss size local MoveDirections = { Vector3.new(5, 0, 0), Vector3.new(-5, 0, 0), Vector3.new(0, 0, 5), Vector3.new(0, 0, -5) } local GasDirections = { Vector3.new(5, 0, 0), Vector3.new(-5, 0, 0), Vector3.new(0, 0, 5), Vector...
Breakdown this code: --- Flash text color (good for visually showing updates to text) return function(textLabel, speed) --- Variables speed = speed or 1 --- Cache original text color (or grab it) local originalTextColor = _L.GUIFX.CacheProperty(textLabel, "TextColor3") --- Change to 'flashed' text if originalT...
Start by breaking down the code basically step by step: -- Function to handle key input local function handleKeyPress(input, gameProcessedEvent) if not gameProcessedEvent and input.KeyCode == Enum.KeyCode.LeftShift then setWalkspeed(desiredWalkspeed) end end step by step breakdown/explanation: ## Breakdown The p...
Breakdown this code: --------------------) Settings Damage = 0 -- the ammout of health the player or mob will take Cooldown = 5 -- cooldown for use of the tool again ZoneModelName = "Red ring" -- name the zone model MobHumanoidName = "Humanoid" -- the name of player or mob u want to damage code breakdown: ## Break...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ----[FIRE FUNCTIONS WHEN PLUGIN SIZE CHANGES]---- local function PluginChanged() ResizeSlider() end PluginGui.Changed:Connect(PluginChanged) output_code: ## Breakdown The provided code snippet is ...
Breakdown this code: -- TableUtil -- Stephen Leitnick -- September 13, 2017 type Table = { any } type MapPredicate = (any, any, Table) -> any type FilterPredicate = (any, any, Table) -> boolean type ReducePredicate = (any, any, any, Table) -> any type FindCallback = (any, any, Table) -> boolean type IteratorFunc = (t:...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[Controls]] local _CTRL = _Tune.Controls local Controls = Instance.new("Folder", script.Parent) Controls.Name = "Controls" for i, v in pairs(_CTRL) do local a = Instance.new("StringValue", Contro...
input_code: -- --local TwinService = game:GetService("TweenService") --local AnimationHighLight = TweenInfo.new(3) --local Info = {FillTransparency = 0} --local Animka = TwinService:Create(HighLight, AnimationHighLight, Info ) --local char = script.Parent local hum = char:WaitForChild("Humanoid") local deathAnim = hum:...
code to explain: --////////////////////////////// Methods --////////////////////////////////////// local function ShallowCopy(table) local copy = {} for i, v in pairs(table) do copy[i] = v end return copy end local methods = {} local lazyEventNames = { eDestroyed = true, eSaidMessage = true, eReceivedMessage...
query code to breakdown: -- h = script.Parent.Parent:WaitForChild("Enemy") pathService = game:GetService("PathfindingService") targetV = script.Parent:WaitForChild("Target") function closestTargetAndPath() local humanoids = {} if targetNPCs then local function recurse(o) for _, obj in pairs(o:GetChildren()) do...
code instruction: -- emote bindable hook script:WaitForChild("PlayEmote").OnInvoke = function(emote) -- Only play emotes when idling if pose ~= "Standing" then return end if emoteNames[emote] ~= nil then -- Default emotes playAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid) return true, currentAnimTrack ...
code to explain: --[[ Creates an interest point that the monsters can pathfind to at specified position, and with specified weight. If no timeout is supplied, then the interest point exists forever ]] function MonsterManager.createInterest(position, weight, timeout) local entry = { position = position, weight = weigh...
code to explain: --Made by Stickmasterluke sp = script.Parent speed = 2 topspeed = 50 function waitfor(parent, name) while parent:FindFirstChild(name) == nil do wait() end return parent:FindFirstChild(name) end local canim = waitfor(sp, "coastingpose") local lanim = waitfor(sp, "leftturn") local ranim = waitfo...
Start by breaking down the code basically step by step: --Precalculated paths local t, f, n = true, false, {} local r = { [58] = { { 53, 52, 47, 48, 49, 45, 44, 28, 29, 31, 32, 34, 35, 39, 41, 30, 56, 58 }, t }, [49] = { { 53, 52, 47, 48, 49 }, t }, [16] = { n, f }, [19] = { { 53, 52, 47, 48, 49, 45, 44, 28, 29, 31...
Start by breaking down the code basically step by step: --[=[ @param ... any -- Arguments to pass to the server Fires the equivalent server-side signal with the given arguments. :::note Outbound Middleware All arguments pass through any outbound middleware before being sent to the server. ::: ]=] function Client...
code: --Made by Luckymaxer Figure = script.Parent RunService = game:GetService("RunService") Creator = Figure:FindFirstChild("Creator") Humanoid = Figure:WaitForChild("Humanoid") Torso = Figure:WaitForChild("Torso") Healing = Figure:WaitForChild("Healing") FollowingPath = false WalkRadius = 25 WalkingPaused = fa...
important code input to explain step by step: ------------------------- function onClicked() Car.BodyVelocity.velocity = Vector3.new(0, -8, 0) end script.Parent.ClickDetector.MouseClick:connect(onClicked) explanation: ## Breakdown The provided code is a simple implementation in Luau, which is the scripting language...
code instruction: --Input Handler function DealWithInput(input, IsRobloxFunction) if (UserInputService:GetFocusedTextBox() == nil) and not _InControls then --Ignore when UI Focus --Shift Down [Manual Transmission] if _IsOn and (input.KeyCode == _CTRL["ContlrShiftDown"] or (_MSteer and input.KeyCode == _CTRL[...
Breakdown this code: --// Recoil Settings gunrecoil = -0.5 -- How much the gun recoils backwards when not aiming camrecoil = 0.26 -- How much the camera flicks when not aiming AimGunRecoil = -0.1 -- How much the gun recoils backwards when aiming AimCamRecoil = 0.13 -- How much the camera flicks when aiming CamShake = ...
code to explain: -- function Raycast.FindPartOnRayWithCallbackWithIgnoreList( ray, list, terrainCellsAreCubes, ignoreWater, loopout, callbackFunc ) local maxDistance = ray.Direction.Magnitude local direction = ray.Direction.Unit loopout = loopout or 25 local loopCount = 0 local lastPosition = ray.Origin ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --LockController Closed = true function LockItems() Timer.EnclosureDoor.Buttons.Locked.Value = script.Locked.Value if script.Locked.Value == true then Timer.EnclosureDoor.Locked.Value = script.Locked.Value Timer....
Breakdown this code: --// Connections L_105_.OnClientEvent:connect( function(L_188_arg1, L_189_arg2, L_190_arg3, L_191_arg4, L_192_arg5, L_193_arg6, L_194_arg7) if L_188_arg1 and not L_15_ then MakeFakeArms() L_42_ = L_2_.PlayerGui.MainGui L_26_ = L_42_:WaitForChild("Others") L_27_ = L_26_:WaitForChild(...
code to explain: ------------------------------------------------------------------------------------------------------------ function configureAnimationSetOld(name, fileList) if animTable[name] ~= nil then for _, connection in pairs(animTable[name].connections) do connection:disconnect() end end animTable[n...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Alternative to game.Debris:AddItem() which runs on heartbeat (and runs better, for that matter) 60hz accurate also supports array of objects in 1st arg --]] function Step() --- scan...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ----------------------------------------------------------------------------------------------- script.Parent:WaitForChild("Speedo") script.Parent:WaitForChild("Tach") script.Parent:WaitForChild("ln"...
code: --[[ Package link auto-generated by Rotriever ]] local PackageIndex = script.Parent.Parent.Parent._Index local Package = require(PackageIndex["JestEach"]["JestEach"]) return Package output_code: ## Breakdown 1. **Comment Block**: The code starts with a comment block that indicates the package link was auto-...
important code input to explain step by step: --[[Susupension]] Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 300 -- Spring Dampening Tune.FSusStiffness = 4000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dam...
Breakdown this code: -- Designate a friendly name to each material local Materials = { [Enum.Material.SmoothPlastic] = "Smooth Plastic", [Enum.Material.Plastic] = "Plastic", [Enum.Material.Brick] = "Brick", [Enum.Material.Cobblestone] = "Cobblestone", [Enum.Material.Concrete] = "Concrete", [Enum.Material.Corroded...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --Traction Control Settings Tune.TCSEnabled = false -- Implements TCS Tune.TCSThreshold = 20 -- Slip speed allowed before TCS starts working (in SPS) Tune.TCSGradient = 20 -- Slip speed gradient between 0 to max reductio...
Start by breaking down the code basically step by step: --// Settings //-- script.Parent.Triggered:Connect(function(plr) plr.leaderstats.Coins.Value = plr.leaderstats.Coins.Value + amount end) explanation of the code: ## Breakdown The provided script is designed to increment a player's coin count in their leaderst...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --Load the Nexus VR Character Model module. local NexusVRCharacterModelModule local MainModule = script:FindFirstChild("MainModule") if MainModule then NexusVRCharacterModelModule = require(MainModule) else NexusVRChar...
query code to breakdown: -- Demo dynamic settings local Gui = Instance.new("ScreenGui") local CountLabel = Instance.new("TextLabel") CountLabel.Text = string.format("Leaf Count: %d Active, %d Inactive, 77760 Total", 0, 0) CountLabel.BackgroundTransparency = 0.3 CountLabel.BackgroundColor3 = Color3.new() CountLabel.Te...
input_code: -- Main loop spawn(function() while wait(cooldown) do if check_movement() then footstepsSound.SoundId = get_material() footstepsSound.Parent = nil footstepsSound.Parent = rootPart end end end) code breakdown: ## Breakdown The provided Luau script sets up a loop that continuously checks fo...