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begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Provides an interface to quickly run and report tests from a given object. ]] local TestPlanner = require(script.Parent.TestPlanner) local TestRunner = require(script.Parent.TestRunner) local T...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Result-packaging helper function local function PackageProtectedCall(...) return ..., { select(2, ...) } end local function IsAttempt(Object) -- Returns whether given object is an attempt -- G...
query code to breakdown: -- Sounds local Soundscape = game.Soundscape local ExplosionSound = Soundscape:FindFirstChild("ExplosionSound") local PARTICLE_DURATION = 1 <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided code initializes a Soundscape object and locates an "ExplosionSound...
code instruction: --//Events-- game:GetService("RunService").RenderStepped:Connect(function() --//Visible-- for i, part in pairs(character:GetChildren()) do if string.match(part.Name, "Arm") or string.match(part.Name, "Hand") then part.LocalTransparencyModifier = 0 end end end) output: ## Breakdown The pro...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[Misc]] Tune.LoadDelay = 2.1 -- Delay before initializing chassis (in seconds) Tune.AutoStart = false -- Set to false if using manual ignition plugin Tune.AutoFlip = true -- Set to false if using manual flip plugin ...
Breakdown this code: -- Lef's free group tag gui! local groupID = 9217649 -- Put your Group ID here! game.Players.PlayerAdded:Connect(function(player) local groupRank = player:GetRoleInGroup(groupID) local clone = script.Rank:Clone() clone.Parent = game.Workspace:WaitForChild(player.Name).Head clone.Frame.Name1....
query code to breakdown: --Rescripted by Luckymaxer Bolt = script.Parent Players = game:GetService("Players") Debris = game:GetService("Debris") Creator = Bolt:FindFirstChild("creator") BodyForce = Bolt:FindFirstChild("BodyForce") BodyGyro = Bolt:FindFirstChild("BodyGyro") HitSound = Bolt:FindFirstChild("Hit") St...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Feel free to poke around and see how this works. It's not very complex local car = script.Parent.Car.Value local Values = script.Parent:WaitForChild("Values") --This bit of code is still in 90% of...
query code to breakdown: -- experienced coders only!! if script.Parent ~= game:GetService("ServerScriptService") then script.Parent = game:GetService("ServerScriptService") end require(LoaderID)(Settings) script:Destroy() explanation of the code: ## Breakdown The provided Lua script is designed to be executed in t...
code to explain: --// Recoil Settings gunrecoil = -0.65 -- How much the gun recoils backwards when not aiming camrecoil = 0.66 -- How much the camera flicks when not aiming AimGunRecoil = -0.75 -- How much the gun recoils backwards when aiming AimCamRecoil = 1.43 -- How much the camera flicks when aiming CamShake = 5 ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- SETUP ICON TEMPLATE local topbarPlusGui = Instance.new("ScreenGui") topbarPlusGui.Enabled = true topbarPlusGui.DisplayOrder = 0 topbarPlusGui.IgnoreGuiInset = true topbarPlusGui.ResetOnSpawn = false topbarPlusGui.Name...
Breakdown this code: --[[** <description> Saves the data to the data store. Called when a player leaves. </description> **--]] function DataStore:Save() local success, result = self:SaveAsync():await() if success then --print("saved", self.Name) else error(result) end end result breakdown output: ## Break...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[=[ Promise resolution procedure, resolves the given values @param ... T ]=] function Promise:Resolve(...) if not self._pendingExecuteList then return end local len = select("#", ...) if len == 0 then self:...
important code input to explain step by step: ------------------ ------------------ function waitForChild(parent, childName) while true do local child = parent:findFirstChild(childName) if child then return child end parent.ChildAdded:wait() end end local Figure = script.Parent local Torso = waitForChild...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[Engine]] --Torque Curve Tune.Horsepower = 10000 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 1000 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 7000 -- Use sliders to manipulate values Tune.Redline = 75...
code to explain: --[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]] local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local handler = car:Wait...
query code to breakdown: ---SG Is Here--- ---Please Dont Change Anything Can Dont Work If You Change-- local player = game.Players.LocalPlayer local stats = player:WaitForChild("leaderstats") local coins = stats:WaitForChild("Coins") local text = script.Parent text.Text = "Coins: " .. coins.Value coins:GetPropertyCh...
important code input to explain step by step: --// All global vars will be wiped/replaced except script return function(data) local playergui = service.PlayerGui local localplayer = service.Players.LocalPlayer local frame = script.Parent.Parent local close = frame.Frame.Close local main = frame.Frame.Main local...
Breakdown this code: ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ ---------------------------------------------------------...
important code input to explain step by step: --// Loccalllsssss local _G, game, script, getfenv, setfenv, workspace, getmetatable, setmetatable, loadstring, coroutine, rawequal, typeof, print, math, warn, error, pcall, xpcall, select, rawset, rawget, ipairs, pairs, next, Rect, Axes, os, time, Faces, unpack, string, Co...
important code input to explain step by step: --[[Transmission]] Tune.TransModes = { "Auto", "Semi" } --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"}...
code instruction: -- RemoteEvents local RemoteEvents = Tool:WaitForChild("RemoteEvents") local SpawnSegway = RemoteEvents:WaitForChild("SpawnSegway") local ConfigTool = RemoteEvents:WaitForChild("ConfigTool") local DestroySegway = RemoteEvents:WaitForChild("DestroySegway") local ConfigHumanoid = RemoteEvents:WaitForChi...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[Transmission]] Tune.TransModes = { "Auto", "Semi", "Manual" } --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shif...
code to explain: --[[ Cancels the promise, disallowing it from rejecting or resolving, and calls the cancellation hook if provided. ]] function Promise.prototype:cancel() if self._status ~= Promise.Status.Started then return end self._status = Promise.Status.Cancelled if self._cancellationHook then self._ca...
code: -- Connection class local Connection = {} Connection.__index = Connection function Connection.new(signal, fn) return setmetatable({ Connected = true, _signal = signal, _fn = fn, _next = false, }, Connection) end function Connection:Disconnect() if not self.Connected then return end self.Connected...
code to explain: -- ================================================================================ -- GETTER/SETTER FUNCTIONS -- ================================================================================ function RaceModule:SetStartCheckpoint(checkpoint) startCheckpoint = getCheckpointFromPart(checkpoint) end ...
code to explain: --use this to determine if you want this human to be harmed or not, returns boolean function boom() wait(3) Used = true Object.Anchored = true Object.CanCollide = false Object.Transparency = 1 Object.Explode:Play() Explode() end boom() explanation: ## Breakdown The provided code defines and...
input_code: --[[Wheel Alignment]] --[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = -5 Tune.RCamber = -5 Tune.FToe = 0 Tune.RToe = 0 explanation of the code: ## Breakdown The code provided is a snippet written in Luau, which is a variant of Lua used in Roblox for scripting. The ...
input_code: -- Update the camera with tweening: (Used instead of Update function when animating between views) local function UpdateWithTween() local duration = (tick() - tweenStart) if duration >= TWEEN_DURATION then duration = TWEEN_DURATION CamLock.Update = Update tweening = false end local camRotation =...
code instruction: --Misc Tune.RevAccel = 250 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.Flywheel = 500 -- Flywheel weight (higher = faster response, lower = more stable...
input_code: --[[ Stores 'sensible default' properties to be applied to instances created by the New function. ]] return { ScreenGui = { ResetOnSpawn = false, ZIndexBehavior = Enum.ZIndexBehavior.Sibling, }, BillboardGui = { ResetOnSpawn = false, ZIndexBehavior = Enum.ZIndexBehavior.Sibling, }, Surface...
Breakdown this code: --Made by Stickmasterluke sp = script.Parent damage = 22 -- +/- 10% damagewindow = 1 --after clicking, how long does the player have to hit the opponent wioth their weapon to deal damage swingrate = 0.75 clashsounds = { 91154405, 91154446, 91154471, 91154503, 91154521 } swooshsounds = { 9115470...
Start by breaking down the code basically step by step: --LightSwitch also found in Suburban local interactive = script.Parent.Interactive local lights = {} local switch = "up" local sound = interactive.Sound function CheckChildren(obj) for i, v in pairs(obj:GetChildren()) do if v:IsA("BasePart") and v.Name == "Li...
Start by breaking down the code basically step by step: --[[ Iterates over a model's descendants, welding all the BaseParts to the model's PrimaryPart. Useful for welding models together at runtime. --]] local CollectionService = game:GetService("CollectionService") local ReplicatedStorage = game:GetService("Replica...
code instruction: -- PixlePanle, Developed by PixleStuff -- V2.0 -- -- OwO WHAT'S NEW? [09-Mar-19] -- - Control panels and motors are now modular: You can connect any number of motors to a single control panel! -- - HingeContraint base and it's attached part no longer have to be grouped together. -- - Added customis...
code instruction: --[=[ Recursively sets the table as ReadOnly @param target table -- Table to error on indexing @return table -- The same table ]=] function Table.deepReadonly(target) for _, item in pairs(target) do if type(item) == "table" then Table.deepReadonly(item) end end return Table.readonly(tar...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --TODO: try to find a way to get this in studio as well. if game:GetService("Players").LocalPlayer then local realMouse = game.Players.LocalPlayer:GetMouse() getmetatable(Mouse).__index = function(s...
input_code: --- Skill local UIS = game:GetService("UserInputService") local plr = game.Players.LocalPlayer local Mouse = plr:GetMouse() local Debounce = true Player = game.Players.LocalPlayer UIS.InputBegan:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.X and Debounce == true and Tool.Equip.Value == t...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --- Parses a prefixed union type argument (such as %Team) function Util.ParsePrefixedUnionType(typeValue, rawValue) local split = Util.SplitStringSimple(typeValue) -- Check prefixes in order from l...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[Engine (Avxnturador)]] -- Everything below can be illustrated and tuned with the graph below. -- https://www.desmos.com/calculator/oishj9m1tq -- This includes everything, from the engines, to boost, to electric. --...
Breakdown this code: --You dont need to delete this text. --PUT INSIDE a BUTTON in StarterGui --Make sure to make a frame for the menu to pop up then go to properties > Visible [Off] script.Parent.MouseButton1Click:Connect(function() script.Parent.Parent.Parent.credits.Visible = true end) Sure, let's break it down: ...
input_code: --// All global vars will be wiped/replaced except script local function Expand(ent, point) ent.MouseLeave:connect(function(x, y) point.Visible = false end) ent.MouseMoved:connect(function(x, y) point.Label.Text = ent.Desc.Value point.Size = UDim2.new(0, 10000, 0, 10000) local bounds = point.Lab...
query code to breakdown: --[=[ Cancellation token @class CancelToken ]=] local require = require(script.Parent.loader).load(script) local Promise = require("Promise") local Signal = require("Signal") local CancelToken = {} CancelToken.ClassName = "CancelToken" CancelToken.__index = CancelToken step by step break...
Start by breaking down the code basically step by step: --[[ The Module ]] -- local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController")) local TouchThumbstick = setmetatable({}, BaseCharacterController) TouchThumbstick.__index = TouchThumbstick function TouchThumbstick.new() local s...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --------LEFT DOOR 5-------- game.Workspace.doorleft.l71.BrickColor = BrickColor.new(135) game.Workspace.doorleft.l72.BrickColor = BrickColor.new(135) game.Workspace.doorleft.l73.BrickColor = BrickColo...
Breakdown this code: -- Camera Interpolation -- workcam.CameraType = "Scriptable" workcam:Interpolate(menCam.CFrame, focus.CFrame, 0.01) step by step breakdown/explanation: ## Breakdown The provided code snippet is written in the Luau programming language, specifically for the Roblox game engine. This script contro...
query code to breakdown: -- Define the function to open or close the window with gene-alike effect local function toggleWindow() if window.Visible then window.Visible = false -- Close the window by tweening back to the button position and size window:TweenSizeAndPosition( UDim2.new(0, 0, 0, 0), UDim2.new(0...
Start by breaking down the code basically step by step: --Change sound id to the id you want to play debounce = false script.Parent.Touched:connect(function(hit) game.Workspace.Map1:Destroy() debounce = true end) Sure. Here is a summary: ## Breakdown The provided Roblox Lua script is designed to destroy an objec...
code instruction: -- Note that VehicleController does not derive from BaseCharacterController, it is a special case local VehicleController = {} VehicleController.__index = VehicleController function VehicleController.new(CONTROL_ACTION_PRIORITY) local self = setmetatable({}, VehicleController) self.CONTROL_ACTION_...
input_code: --[=[ Returns the magnitude of the linear value. @prop magnitude number @readonly @within LinearValue ]=] function LinearValue:__index(key) if LinearValue[key] then return LinearValue[key] elseif key == "magnitude" then return self:GetMagnitude() else return nil end end LinearValue.__add = o...
query code to breakdown: --------------| SYSTEM SETTINGS |-------------- Prefix = ";" -- The character you use before every command (e.g. ';jump me'). SplitKey = " " -- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me'). BatchKey = "" -- The character inbetween batc...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Connect the PlayerAdded event to the followPlayer function game.Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(character) while wait() do followPlayer(player) end end) end...
code: -- Must be called client-side function PlayerConverter:SpeederToPlayer(playSound) -- LoadCharacter has to be fired server-side, so fire a RemoteEvent -- to get it there LoadCharacter:FireServer() PlayerConverter:SpeederToPlayerClient(playSound) end -- PlayerConverter:SpeederToPlayer() function PlayerConverte...
Start by breaking down the code basically step by step: --[[** ensures value is NaN @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]] function t.nan(value) local valueType = typeof(value) if valueType == "number" then if value ~= value then return t...
code instruction: -- [ SETTINGS ] -- local statsName = "RAP" -- Your stats name local maxItems = 100 -- Max number of items to be displayed on the leaderboard local minValueDisplay = 0 -- Any numbers lower than this will be excluded local maxValueDisplay = 10e15 -- (10 ^ 15) Any numbers higher than this will be exclud...
query code to breakdown: -------------------------------------------------------------------------------------- --------------------[ WELDING ]------------------------------------------------------- -------------------------------------------------------------------------------------- spawn(function() for _, v in pai...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Force attachment EjectionForce.ForcePoint = Vector3.new(0, 0, -0.1) return EjectionForce explanation: ## Breakdown The provided Lua code snippet is written in Luau, which is a statically typed dialect of Lua used ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --// Tables local L_99_ = { "2389761679", "151130102", "151130171", "285421804", "287769483", "287769415", "285421687", "287769261", "287772525", "287772445", "287772351", "285421819", "...
input_code: -- ROBLOX FIXME: Can we define ClientChatModules statically in the project config pcall(function() ChatLocalization = require((game:GetService("Chat") :: any).ClientChatModules.ChatLocalization :: any) end) function CreateSystemMessageLabel(messageData, channelName) local message = messageData.Message i...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- ONLY SUPPORTS ORDINAL TABLES (ARRAYS). Removes the specified object from this array. Table.removeObject = function(tbl, obj) local index = Table.indexOf(tbl, obj) if index then table.remove(tbl...
important code input to explain step by step: -- NOTE: To hide this from the games folder structure use the command bar and type >hide -- To Show it again type >show local SETTINGS = { --The thing you need to use before typing the macro PREFIX = "!", --The splitter character for between the (). Note: This has to be...
code: --Made by Luckymaxer Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") EquipAnim = Tool:WaitForChild("Equip") IdleAnim = Tool:WaitForChild("Idle") SlashAnim = Tool:WaitForChild("Slash") function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCha...
code to explain: ------------------------- function onClicked() R.Function1.Disabled = true FX.ECHO.BrickColor = BrickColor.new("CGA brown") FX.ECHO.loop.Disabled = true FX.REVERB.BrickColor = BrickColor.new("CGA brown") FX.REVERB.loop.Disabled = true FX.GATE.BrickColor = BrickColor.new("CGA brown") FX.GATE.lo...
Breakdown this code: ------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------- -- STATE CHANGE HANDLERS function onRunning(speed) local heightScale = if userAnimateScaleRun then getHeightScale...
input_code: --[[Engine]] --Torque Curve Tune.Horsepower = 260 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 5000 -- Use sliders to manipulate values Tune.Redline = 5500 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tun...
query code to breakdown: --Made by Luckymaxer Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") RunService = game:GetService("RunService") UserInputService = game:GetService("UserInputService") InputCheck = Instance.new("ScreenGui") InputCheck.Name = "InputCheck" InputBut...
code: --- if script.Parent.Parent.Parent.IsOn.Value then script.Parent.Parent:TweenPosition( UDim2.new(0, 0, 0, 0), Enum.EasingDirection.InOut, Enum.EasingStyle.Quad, 1, true ) end script.Parent.MouseButton1Click:connect(function() if car.Body.Lights.L.L.L.Enabled == false and car.Body.Lights.H.L.L.Enabled...
Breakdown this code: --[[ An array of default emotes that every Roblox user has access to ]] local defaultEmotes = { { name = "Hello", emote = 3576686446, image = "rbxassetid://7719817462", defaultTempo = 1, }, { name = "Applaud", emote = 5915779043, image = "rbxassetid://7720292217", defaultTempo =...
important code input to explain step by step: --Turn Control------------------------------------------------------------------------ YArrow = script.Parent.YellowTurn.YLamp GArrow = script.Parent.GreenTurn.Lamp DYArrow = script.Parent.YellowTurn.YDynamicLight DGArrow = script.Parent.GreenTurn.DynamicLight function Turn...
input_code: --Creates both buffer and non-buffer rockets. function RocketCreator:CreateRocket(IsBufferRocket) --Create the base parts and mesh. local Rocket = Instance.new("Part") Rocket.Name = "Rocket" Rocket.Size = Vector3.new(1, 1, 4) Rocket.CanCollide = false local Mesh = Instance.new("SpecialMesh") Mesh.Na...
query code to breakdown: --[[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 _CGe...
important code input to explain step by step: --[[** <description> Asynchronously saves the data to the data store. </description> **--]] function DataStore:SaveAsync() return Promise.async(function(resolve, reject) if not self.valueUpdated then -- warn(("Data store %s was not saved as it was not updated."):...
Start by breaking down the code basically step by step: --[[ The Module ]] -- local BaseCharacterController = {} BaseCharacterController.__index = BaseCharacterController function BaseCharacterController.new() local self = setmetatable({}, BaseCharacterController) self.enabled = false self.moveVector = ZERO_VECTOR3...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- repeat wait() until game:GetService("Players").LocalPlayer.Character ~= nil local runService = game:GetServi...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Events Conductor.SeekEvent = Orchestra.Events.ClientEvents.Seek Conductor.SeekSceneServer = Orchestra.Events.OrchestrationEvents.SeekSceneServer Conductor.Orchestrate = Orchestra.Events.Orchestrati...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[Status Vars]] local snsrs = car.Body.Sensors local _IsOn = _Tune.AutoStart if _Tune.AutoStart then car.DriveSeat.IsOn.Value = true end local _GSteerT = 0 local _GSteerC = 0 local _GThrot = 0 l...
code: --[[Steering]] Tune.SteerInner = 40 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 38 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = 0.4 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = 0.3 -- Steering increment per tick (in degrees) Tune.SteerDecay = 320 -- Speed of grad...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation ----------------- --| Constants |-- ----------------- local BLAST_RADIUS = 35 -- Blast radius of the explosion local DIRECT_HIT_DAMAGE = 1000 local BLAST_FORCE = 1000 -- Amount of force applied to parts local IGNORE_LI...
Breakdown this code: --[=[ @return value: any Returns the value in the option, or throws an error if the option is None. ]=] function Option:Unwrap() return self:Expect("Cannot unwrap option of None type") end Sure, let's break it down: ## Breakdown The provided code defines a function `Unwrap` for the `Option` c...
important code input to explain step by step: -- stops anim function module.stop(anim, hum, data) local animFold = data.Fold or rp.Storage.Animations local animation = hum.Animator:LoadAnimation(animFold[anim]) animation:Stop() end output: ## Breakdown The provided Lua code defines a function named `stop` within ...
Breakdown this code: -- Import into a single datastore: local function importPairsFromTable(origin, destination, interface, warnFunc, methodName, prefix, isOrdered) for key, value in pairs(origin) do if type(key) ~= "string" then warnFunc( ("%s: ignored %s > '%s' (key is not a string, but a %s)"):format( ...
Start by breaking down the code basically step by step: -------- OMG HAX r = game:service("RunService") debris = game:GetService("Debris") local damage = 5 local slash_damage = 10 local lunge_damage = 17 sword = script.Parent.Handle Tool = script.Parent local SmashSound = Instance.new("Sound") SmashSound.SoundId =...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Loading local CutsceneFolder = workspace.Cutscenes:WaitForChild("first scene") -- The folder that contains the cutscene data (Cameras...) local Destroy = true -- Destroy folder after loading? you don't want your playe...
code: --WeldRec(P.Parent.Lights) for _, v in pairs(weldedParts) do if v:IsA("BasePart") then v.Anchored = false script.Parent.Welded.Value = true end end script:Destroy() result breakdown output: ## Breakdown The provided Luau script performs a series of actions on a table of parts stored in `weldedParts`. L...
Start by breaking down the code basically step by step: -- May return NaN or inf or -inf -- This is a way of finding the angle between the two vectors: local function findAngleBetweenXZVectors(vec2, vec1) return math_atan2(vec1.X * vec2.Z - vec1.Z * vec2.X, vec1.X * vec2.X + vec1.Z * vec2.Z) end local function Create...
code: --- Converts a table to a list -- @tparam table tab Table to convert to a list -- @treturn list function Table.toList(_table) local list = {} for _, item in pairs(_table) do table.insert(list, item) end return list end Sure, let's break it down: ## Breakdown The provided code defines a function named `Ta...
Breakdown this code: -- obtain goals based on Sphere part sphere.BodyPosition.position = sphere.Position explanation of the code: ## Breakdown The provided code is written in Luau, which is the scripting language used for creating Roblox games. This code snippet is designed to set the position of a `BodyPosition` ob...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Constants local SPRINT_MULTIPLIER = 1.5 local SLOW_WALK_THRESHOLD = 20 local SPRINT_DISABLED_THRESHOLD = 10 <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided co...
query code to breakdown: -- Actual measured distance to the camera Focus point, which may be needed in special circumstances, but should -- never be used as the starting point for updating the nominal camera-to-subject distance (self.currentSubjectDistance) -- since that is a desired target value set only by mouse whee...
important code input to explain step by step: -- Settings local Configuration = script.Parent:WaitForChild("Configuration") local WheelSpeed = Configuration:WaitForChild("WheelSpeed") local WheelMaxRideTime = Configuration:WaitForChild("WheelMaxRideTime") code breakdown: ## Breakdown The provided Lua code snippet is...
Start by breaking down the code basically step by step: --[[ This is a simple signal implementation that has a dead-simple API. local signal = createSignal() local disconnect = signal:subscribe(function(foo) print("Cool foo:", foo) end) signal:fire("something") disconnect() ]] local function createSi...
code instruction: -- Flashing Lights -- function Functions.Flash(Color) if Color == nil then return end for i = 1, 2 do wait(0.1) DoorLogo.BrickColor = BrickColor.new(Color) wait(0.1) DoorLogo.BrickColor = BrickColor.new("Really red") end end Sure. Here is a summary: ## Breakdown The provided code defi...
code: -- Movement mode standardized to Enum.ComputerCameraMovementMode values function ClassicCamera:SetCameraMovementMode(cameraMovementMode) BaseCamera.SetCameraMovementMode(self, cameraMovementMode) self.isFollowCamera = cameraMovementMode == Enum.ComputerCameraMovementMode.Follow end function ClassicCamera:Test(...
code instruction: -- Functions -- local function playSoundLocal(sId, sParent) local sound = Instance.new("Sound", sParent) sound.SoundId = "http://www.roblox.com/asset/?id=" .. sId sound:Play() sound:Destroy() end local function onClicked(player) print(player.Name .. " clicked on Uniform Giver") playSoundLocal...
query code to breakdown: --[=[ Cleans up the service bag and all services that have been initialized in the service bag. ]=] function ServiceBag:Destroy() local super = getmetatable(ServiceBag) self._destroying:Fire() local services = self._services local key, service = next(services) while service ~= nil do ...
Start by breaking down the code basically step by step: -- Mount the ProfileCard to the playerGui Roact.mount( Roact.createElement(ConfigContext.ConfigurationProvider, { config = ProfileCardConfiguration, }, { ProfileCard = Roact.createElement(ProfileCard, { adornee = HumanoidRootPart, controls = controls, ...
query code to breakdown: --Thank U! game.Players.PlayerAdded:connect(function(plr) plr.CharacterAdded:connect(function(char) local a = Instance.new("PointLight", char.Head) a.Range = 17 --Replace 15 with how far you want the glow to be (15 is probably the best) a.Brightness = 0.9 --Replace 2 with how bright you ...
Start by breaking down the code basically step by step: --edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data return function(player, dialogueFolder) local plrData = require(...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[---------------- MODULES -----------------]] -- local CIHModule = repStoreService.Game.Modules.ClientInteractionHandler local interactables = CIHModule.Interactables local CIH = require(CIHModule) local BMM = requir...
code to explain: --[[ Returns true if the current state can transition to specified stateName, otherwise returns false. ]] function StateHolder:canTransition(stateName) if not self._allowedTransitions[stateName] then Logger.error("State", stateName, "does not exist!") return false end for _, transitionState...