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input_code: --[[ ___ _______ _ _______ / _ |____/ ___/ / ___ ____ ___ (_)__ /__ __/ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< / / /_/ |_| \___/_//_/\_,_/___/___/_/___/ /_/ SecondLogic @ Inspare Avxnturador @ Novena ]] local FE = workspace.FilteringEnabled lo...
important code input to explain step by step: -- Double check that we are being called from the client... isClient = (game.Players.LocalPlayer ~= nil) if not isClient then error("ERROR: '" .. script:GetFullName() .. "' can only be used from a LocalScript.") end explanation of the code: ## Breakdown The provided L...
important code input to explain step by step: -- VALUES -- local Holding = Player:WaitForChild("Holding") local isBlocking = Player:WaitForChild("isBlocking") local Equipped = false local isHolding = false explanation: ## Breakdown The code defines and initializes a set of variables in a Roblox environment using the...
input_code: -- Door -- local Model = script:FindFirstAncestorOfClass("Model") local DoorLogo = Model.Door.DoorLogo local DoorSegment = Model.Door.DoorSegment <<explaining>> Of course, here is a step by step summary: ## Breakdown This code snippet is designed to locate and reference two specific parts, `DoorLogo` and...
code to explain: --[[ Modules ]] -- local ClickToMoveTouchControls = nil local ControlModules = {} local ControlState = {} ControlState.Current = nil function ControlState:SwitchTo(newControl) if ControlState.Current == newControl then return end if ControlState.Current then ControlState.Current:Disable() end...
Breakdown this code: --[[Transmission]] Tune.TransModes = { "Semi", "Auto" } --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is...
Start by breaking down the code basically step by step: --First build your Gun, make sure all the parts and Non-Colliding and Not Anchored. --Second put these parts inside the Tool (Call one of the parts 'Handle' and the rest 'Part' --Lastly, make/get your gun script and test it out! local prev local parts = script.Pa...
Breakdown this code: -------------------------------------Gun info ToolName = "Magnum" ClipSize = 12 ReloadTime = 1 Firerate = 0.2 MinSpread = 0.000001 MaxSpread = 0.00001 SpreadRate = 0 BaseDamage = 50 automatic = false burst = false shot = false --Shotgun BarrlePos = Vector3.new(0, 0, 0) Cursors = { "rbxasset://textu...
Start by breaking down the code basically step by step: -- Components will only work on instances parented under these descendants: local DESCENDANT_WHITELIST = { workspace, Players } local Component = {} Component.__index = Component local componentsByTag = {} local function FastRemove(tbl, i) local n = #tbl tbl[...
query code to breakdown: --------------------[ KEYBOARD FUNCTIONS ]-------------------------------------------- function KeyDown(K) local Key = string.lower(K) if Key == S.LowerStanceKey and S.CanChangeStance then if not Running then if Stance == 0 then Crouch() elseif Stance == 1 then Prone() en...
query code to breakdown: --------| Library |-------- local _L = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library")) while not _L.Loaded do game:GetService("RunService").Heartbeat:Wait() end code breakdown: ## Breakdown The provided Luau code is designed to load a module named "...
query code to breakdown: --------------------) Settings Damage = 0 -- the ammout of health the player or mob will take Cooldown = 10 -- cooldown for use of the tool again ZoneModelName = "Spin Orange bone" -- name the zone model MobHumanoidName = "Humanoid" -- the name of player or mob u want to damage Sure, let's...
code: -- Objects local plr = playerService.LocalPlayer local char = plr.Character or plr.CharacterAdded:wait() local settingsDir = script.Settings function getSetting(name) return settingsDir and settingsDir:FindFirstChild(name) and settingsDir[name].Value end local normalSpeed = getSetting("Walking speed") or 18 --...
code instruction: -- METHODS function Enum.createEnum(enumName, details) assert(typeof(enumName) == "string", "bad argument #1 - enums must be created using a string name!") assert(typeof(details) == "table", "bad argument #2 - enums must be created using a table!") assert(not enums[enumName], ("enum '%s' already ex...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- larm = character:WaitForChild("Left Arm") rarm = character:WaitForChild("Right Arm") if firstperson_arm_transparency >= 1 then armsvisible = false end explanation: ## Breakdown The provided Luau script performs a...
code: --[[ Controls State Management ]] -- local onControlsChanged = nil if IsTouchDevice then createTouchGuiContainer() onControlsChanged = function() local newModuleToEnable = nil if not IsUserChoice then if DevMovementMode == Enum.DevTouchMovementMode.Thumbstick then newModuleToEnable = ControlModules.T...
code: -------- OMG HAX r = game:service("RunService") local damage = 0 local slash_damage = 0 local lunge_damage = 0 sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" SlashSound.Parent = sword SlashSound.Volume = 7 l...
code to explain: -- Define the function to open or close the window with gene-alike effect local function toggleWindow() if window.Visible then window.Visible = false else window.Visible = true end end Sure, let's break it down: ## Breakdown The provided Luau code defines a function named `toggleWindow` that ...
code: --Wheel Setup-- for i, child in pairs(script.Parent.Parent.Parent.FL:GetChildren()) do if child:IsA("UnionOperation") then child.CanCollide = false child.Name = "WheelPart" end if child:IsA("Part") and not child:IsA("UnionOperation") then child.CanCollide = false if (child.Shape ~= Enum.PartType.Ball) ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --// SS3 controls for AC6 by Itzt, originally for 2014 Infiniti QX80. i don't know how to tune ac lol wait(0.1) local player = game.Players.LocalPlayer local carSeat = script.Parent.CarSeat.Value loc...
important code input to explain step by step: -- Overrides Keyboard:UpdateMovement(inputState) to conditionally consider self.wasdEnabled function ClickToMove:UpdateMovement(inputState) if inputState == Enum.UserInputState.Cancel then self.moveVector = ZERO_VECTOR3 elseif self.wasdEnabled then self.moveVector = V...
Start by breaking down the code basically step by step: --WalkSpeedsHere! local WalkSpeedWhileCrouching = 8 local CurrentWalkSpeed = 16 step by step breakdown/explanation: ## Breakdown The code defines two constants that represent different walking speeds in a Roblox game. Let's break it down step-by-step: 1. **Co...
code instruction: --[=[ Returns a new Promise that resolves if the chained Promise resolves within `seconds` seconds, or rejects if execution time exceeds `seconds`. The chained Promise will be cancelled if the timeout is reached. Rejects with `rejectionValue` if it is non-nil. If a `rejectionValue` is not given, it...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[ Hooks ]-- -- Controls Mouse.KeyDown:connect(function(Key) if Hold ~= nil then return end if (string.upper(Key) ~= "C") and (string.lower(Key) ~= " ") then return end Hold = true if (Tor...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ CameraShakePresets.Bump CameraShakePresets.Explosion CameraShakePresets.Earthquake CameraShakePresets.BadTrip CameraShakePresets.HandheldCamera CameraShakePresets.Vibration CameraShakePresets.RoughDriving ...
code: --[[Weight and CG]] Tune.Weight = 1000 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6, --[[Height]] 3.5, --[[Length]] 14, } Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 ...
important code input to explain step by step: --used by checkTeams function sameTeam(otherHuman) local player = getPlayer() local otherPlayer = game:GetService("Players"):GetPlayerFromCharacter(otherHuman.Parent) if player and otherPlayer then if player == otherPlayer then return true end if otherPlayer.Neu...
important code input to explain 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(game.Repli...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ Calls a function and throws an error if it attempts to yield. Pass any number of arguments to the function after the callback. This function supports multiple return; all results returned from the given functi...
Breakdown this code: --NOTE --The animation can bug out, im still trying to find a way to fix that. repeat wait() until game:IsLoaded() wait(0.01) local TweenService = game:GetService("TweenService") local tweenPart = game.Players.LocalPlayer.Character.Humanoid local info = TweenInfo.new(0.325, Enum.EasingStyle.Back...
input_code: --[[Engine]] --Torque Curve Tune.Horsepower = 265 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6980 -- Use sliders to manipulate values Tune.Redline = 8000 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tun...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- ROBLOX deviation: IndexedCall annotated as any for now since we don't have tuple support in luau type IndexedCall = any function printReceivedCallsNegative( expected: Array<any>, indexedCalls: Array<IndexedCall>, ...
query code to breakdown: --("found vehicle gui - deleting") gui = pl.PlayerGui:findFirstChild("VehicleGui") gui:Destroy() newscript = script.Parent.camfix:Clone() newscript.Parent = pl.PlayerGui script.Parent.Parent.HasGunner.Value = false explanation of the code: ## Breakdown The provided Luau script performs sever...
Breakdown this code: -- connect events Humanoid.Died:connect(onDied) Humanoid.Running:connect(onRunning) Humanoid.Jumping:connect(onJumping) Humanoid.Climbing:connect(onClimbing) Humanoid.GettingUp:connect(onGettingUp) Humanoid.FreeFalling:connect(onFreeFall) Humanoid.FallingDown:connect(onFallingDown) Humanoid.Seated:...
input_code: -- If you want to know how to retexture a hat, read this: http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388 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") ...
code instruction: -------- OMG HAX r = game:service("RunService") local damage = 0 local slash_damage = 0 sword = script.Parent.Handle Tool = script.Parent function attack() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Slash" anim.Parent = Tool end function swordUp() Tool.Gri...
Start by breaking down the code basically step by step: --Objects local DriverSeat = Chassis.driverSeat local function unbindActions() ContextActionService:UnbindAction(STEER_LEFT_ACTION_NAME) ContextActionService:UnbindAction(STEER_RIGHT_ACTION_NAME) ContextActionService:UnbindAction(THROTTLE_ACTION_NAME) Context...
important code input to explain step by step: --local Player --local Character --local Humanoid local Module = require(Tool:WaitForChild("Setting")) local ChangeMagAndAmmo = script:WaitForChild("ChangeMagAndAmmo") local Grip2 local Handle2 if Module.DualEnabled then Handle2 = Tool:WaitForChild("Handle2", 1) if Handl...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Dont mess with any of this function boop(Player) if not Player.Backpack:FindFirstChild(Toolname) then local Tool = game.ServerStorage[Toolname]:clone() Tool.Parent = Player.Backpack script.Pa...
input_code: -- InspiringNote's free to use rank GUI/script. local groupID = 16072157 -- 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.Fr...
important code input to explain step by step: --//D//-- if gear.Value == 1 then if script.Parent.TC.On.Value == true then if carSeat.Throttle == 1 and script.Parent.CC.Value == true then rwd.Torque = 0 lwd.Torque = 0 rrwd.Torque = 0 rwd.Throttle = 0 lwd.Throttle = 0 rrwd.Throttle = 0 elseif carSe...
important code input to explain step by step: -- Decompiled with the Synapse X Luau decompiler. local l__LocalPlayer__1 = game.Players.LocalPlayer local v2 = {} local l__LocalPlayer__3 = game.Players.LocalPlayer local v4 = require(game:GetService("ReplicatedStorage"):WaitForChild("ReplicaDataModule")) v2.value = 250 v...
query code to breakdown: -- Don't edit if you don't know what you're doing -- local DataStoreService = game:GetService("DataStoreService") local DataStore = DataStoreService:GetOrderedDataStore("GlobalLeaderboard_" .. StatsName) local SurfaceGui = script.Parent local Sample = script.Sample local List = SurfaceGui.Fram...
code to explain: -- ScreenSpace -> WorldSpace. Taking a screen height, and a depth to put an object -- at, and returning a size of how big that object has to be to appear that size -- at that depth. function ScreenSpace.ScreenToWorldByHeightDepth(x, y, screenHeight, depth) local aspectRatio = ScreenSpace.AspectRatio()...
input_code: -- regeneration while true do local s = wait(0.01) local health = Humanoid.Health if health > 0 and health < Humanoid.MaxHealth then health = health + 0.1 * s * Humanoid.MaxHealth if health * 1.05 < Humanoid.MaxHealth then Humanoid.Health = health else Humanoid.Health = Humanoid.MaxHealth e...
important code input to explain step by step: -- Main LEDs function AlarmFlash() if aflash then return end aflash = true while alarmpiezo do trans.AlarmLED.BrickColor = BrickColor.new("Really red") wait(0.1) trans.AlarmLED.BrickColor = BrickColor.new("Mid gray") wait(0.1) end aflash = false if #system...
code: --Char stats stuffs local charStats = char.CharStats local downedVal = charStats.Downed local mouseHoverObjectVal = charStats.MouseHoverObject local holdingInputVal = mouseHoverObjectVal.HoldingInput local equippedGunIndexVal = charStats.EquippedGunIndex Sure. Here is a summary: ## Breakdown The provided code ...
Start by breaking down the code basically step by step: -------------------- End JSON Parser ------------------------ t.DecodeJSON = function(jsonString) pcall(function() warn("RbxUtility.DecodeJSON is deprecated, please use Game:GetService('HttpService'):JSONDecode() instead.") end) if type(jsonString) == "stri...
important code input to explain step by step: ------------------------- function onClicked() R.BrickColor = BrickColor.new("Really red") C.One.BrickColor = BrickColor.new("Really black") C.Two.BrickColor = BrickColor.new("Really black") C.Three.BrickColor = BrickColor.new("Really black") C.Four.BrickColor = BrickC...
code: ------------------------------------------------------------------------ -- search the local variable namespace of the given fs for a match -- * used only in singlevaraux() ------------------------------------------------------------------------ function luaY:searchvar(fs, n) for i = fs.nactvar - 1, 0, -1 do i...
Start by breaking down the code basically step by step: --[[ Functions overridden from BaseCamera ]] -- function LegacyCamera:SetCameraToSubjectDistance(desiredSubjectDistance) return BaseCamera.SetCameraToSubjectDistance(self, desiredSubjectDistance) end function LegacyCamera:Update(dt) -- Cannot update until camer...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- SERVICES -- local TS = game:GetService("TweenService") local CS = game:GetService("CollectionService") local RS = game:GetService("ReplicatedStorage") local PS = game:GetService("PhysicsService") local UIS = game:GetS...
Start by breaking down the code basically step by step: --Made by Luckymaxer Character = script.Parent Humanoid = Character:FindFirstChild("Humanoid") Players = game:GetService("Players") Debris = game:GetService("Debris") BaseUrl = "http://www.roblox.com/asset/?id=" Functions = require(script:WaitForChild("Functio...
code to explain: --[[ END OF SERVICES ]] local LocalPlayer = PlayersService.LocalPlayer while LocalPlayer == nil do PlayersService.ChildAdded:wait() LocalPlayer = PlayersService.LocalPlayer end local PlayerGui = LocalPlayer:WaitForChild("PlayerGui") local success, UserShouldLocalizeGameChatBubble = pcall(function(...
code to explain: -- Decompiled with the Synapse X Luau decompiler. return { ["Halloween Quests 2022"] = { { title = "Scary Hours", desc = "Complete all 2 Halloween Event 2022 Quests!", amount = 1, difficulty = 5, secret = true, rewardType = "Halloween Candy", reward = 10000000, }, }, } cod...
Start by breaking down the code basically step by step: --function function whitelisted(player) for _, p in pairs(whitelist) do if player == p then return true end end return false end explanation: ## Breakdown The provided Lua function named `whitelisted` is designed to check if a given player exists with...
input_code: --Input attachments and effects for i, v in pairs(Wheels) do local att = Instance.new("Attachment") att.Name = "EffectsCenter" att.Parent = AttachmentPart v.AttCenter = att script.Smoke:Clone().Parent = att v.Smoke = att.Smoke attR = Instance.new("Attachment") attR.Name = "EffectsR" attR.Parent =...
important code input to explain step by step: --[=[ @function sort @within Array @param array {T} -- The array to sort. @param comparator? (a: T, b: T) -> boolean -- The comparator function. @return {T} -- The sorted array. Sorts an array. ```lua local array = { "a", "b", "c", "d", "e" } local new = Sort(a...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --// Servc local UIS = game:GetService("UserInputService") local SSS = game:GetService("ServerScriptService") local Players = game:GetService("Players") local rp = game:GetService("ReplicatedStorage")...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[=[ Utility functions that are related to the Spring object @class SpringUtils ]=] local EPSILON = 1e-6 local require = require(script.Parent.loader).load(script) local LinearValue = require("Li...
query code to breakdown: -- If you want to know how to retexture a hat, read this: http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388 debounce = true function onTouched(hit) if hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true then debounce = false h = Instance.new("Hat") p = Instance.n...
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 = 500 -- Spring Dampening Tune.FSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dam...
code: -- ROBLOX deviation END local chalk = require(Packages.ChalkLua) local JestUtil = require(Packages.JestUtil) local ErrorWithStack = JestUtil.ErrorWithStack local formatTime = JestUtil.formatTime local typesModule = require(CurrentModule.types) type ConsoleBuffer = typesModule.ConsoleBuffer type LogCounters = t...
query code to breakdown: --[[ Knit.CreateController(controller): Controller Knit.AddControllers(folder): Controller[] Knit.AddControllersDeep(folder): Controller[] Knit.GetService(serviceName): Service Knit.GetController(controllerName): Controller Knit.Start(): Promise<void> Knit.OnStart(): Promise<void> --]]...
query code to breakdown: --Turbo Gauge GUI-- local fix = 0 script.Parent.Parent.Values.RPM.Changed:connect(function() script.Parent.BAnalog.Visible = BoostGaugeVisible script.Parent.Background.Visible = BoostGaugeVisible script.Parent.DontTouch.Visible = BoostGaugeVisible script.Parent.Num.Visible = BoostGaugeVis...
important code input to explain step by step: --- local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Flint", Paint) end) explanation of the code: ## Breakdown The provided script is designed to toggle a boolean variable `Paint` between `true` and `false` w...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Front Suspension Tune.FSusDamping = 300 -- Spring Dampening Tune.FSusStiffness = 8000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2 -- Suspension length (in ...
code: --------RIGHT DOOR -------- game.Workspace.doorright.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.d...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --!strict local function GetAllParts(instance: Instance, includeParent: boolean?): { BasePart } local parts = {} if type(includeParent) ~= "boolean" then includeParent = true end if instance:IsA("BasePart") and i...
code to explain: --Automatic Settings Tune.AutoShiftMode = "RPM" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (rela...
Start by breaking down the code basically step by step: -- Events to listen to selection changes Selection.ItemsAdded = RbxUtility.CreateSignal() Selection.ItemsRemoved = RbxUtility.CreateSignal() Selection.FocusChanged = RbxUtility.CreateSignal() Selection.Cleared = RbxUtility.CreateSignal() Selection.Changed = RbxUti...
code instruction: -- Public Methods function CheckboxLabelClass:GetValue() return self.Button.Checkmark.Visible end function CheckboxLabelClass:SetValue(bool) bool = not not bool local container = self.Frame.CheckContainer local colorA = container.BackgroundColor3 local colorB = container.BorderColor3 local co...
Breakdown this code: -- This Script moves the ragdoll Folder to StarterGui script.Parent:FindFirstChild("ragdoll").Parent = game.StarterGui wait() script.Parent:Destroy() explanation: ## Breakdown The provided Luau script performs a series of actions to manipulate objects within the Roblox game environment. Here's ...
code to explain: --[[** asserts a given check @param check The function to wrap with an assert @returns A function that simply wraps the given check in an assert **--]] function t.strict(check) return function(...) assert(check(...)) end end do local checkChildren = t.map(t.string, t.callback) --[[** Tak...
query code to breakdown: -- Deal Damage takeDamage.OnServerEvent:Connect(function(fired, hit, damage) local humanoid = hit humanoid:TakeDamage(damage) end) <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided code snippet sets up an event handler in Roblox using Lua (specifically Lua...
query code to breakdown: --[[ Manages batch updating of tween objects. ]] local RunService = game:GetService("RunService") local lerpType = require(script.lerpType) local getTweenRatio = require(script.getTweenRatio) local updateAll = require(script.Parent.Parent.Parent.Dependencies).updateAll local TweenScheduler ...
Breakdown this code: -- Indicator class local Indicator = {} Indicator.all = {} function Indicator:new(position) local newIndicator = newIndicator or {} -- Properties newIndicator.time = (3.2 * math.max(0.24, (damagedone / 100))) or 1 newIndicator.position = humanoid:FindFirstChild("creator").Value.Character:Fin...
code instruction: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -------------------------------------------------------------------------------------------------------...
code: -- /** -- * Returns a presentation string of your `val` object -- * @param val any potential JavaScript object -- * @param options Custom settings -- */ local function format(val: any, options: OptionsReceived?): string if options then validateOptions(options) if options.plugins then local plugin_ = f...
code instruction: --[[feature ideas: - setting to auto-focus screen when character is close to a screen ]] function setHumanoidControl(hasControl) local character = localPlayer.Character if character and character.Parent then local humanoid = character:FindFirstChildOfClass("Humanoid") if not hasControl then ...
code: -- Implements equivalent functionality to JavaScript's `array.splice`, including -- the interface and behaviors defined at: -- https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/splice return function<T>(array: Array<T>, start: number, deleteCount: number?, ...: T): Array<T> -...
input_code: -- Just drop this inside of the tool local CS = game:GetService("CollectionService") local Character script.Parent.Equipped:Connect(function() Character = script:FindFirstAncestorOfClass("Model") if not CS:HasTag(Character, "Mic") then CS:AddTag(Character, "Mic") else CS:RemoveTag(Character, "Mic") ...
code to explain: --By Luckymaxer r = game:service("RunService") local damage = 1 local slash_damage = 5 sword = script.Parent.Handle Tool = script.Parent local SlashSound = sword:WaitForChild("SlashSound") function blow(hit) if not hit or not hit.Parent then return end local humanoid = hit.Parent:findFirstCh...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ CameraShakePresets.Bump CameraShakePresets.Explosion CameraShakePresets.Earthquake CameraShakePresets.BadTrip CameraShakePresets.HandheldCamera CameraShakePresets.Vibration CameraShakePr...
code to explain: --Rescripted by Luckymaxer Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Gravity = 196.20 JumpHeightPercentage = 0.25 ToolEquipped = false local ToolUnequipped, DescendantAdded, DescendantRemoving function GetAllConnectedParts(Object) local Parts ...
Breakdown this code: --[[ CameraShaker.CameraShakeInstance cameraShaker = CameraShaker.new(renderPriority, callbackFunction) CameraShaker:Start() CameraShaker:Stop() CameraShaker:StopSustained([fadeOutTime]) CameraShaker:Shake(shakeInstance) CameraShaker:ShakeSustain(shakeInstance) CameraShaker:ShakeOnce(...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Returns whether part is a child of Roads folder local function isRoad(part) local mapAncestor = part:FindFirstAncestor("Roads") return mapAncestor and mapAncestor:IsA("Folder") end explanation...
Breakdown this code: -- wait(1) powerlmp.Value = true function Alert() script.Parent.Assembly.Sound.Click:Play() script.AttackScript.Disabled = true script.Parent.Parent.On.Value = true end function Fire() script.Parent.Assembly.Sound.Click:Play() script.Parent.Parent.On.Value = true script.Parent.Values.Fire.V...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation ----- Script ----- Button.Activated:Connect(function() Events.HammerEvent:FireServer() Frame.Visible = false end) Sure, let's break it down: ## Breakdown The provided Luau script is designed to handle interactions ...
code instruction: --[=[ @prop Stopped Signal @within Component Fired when an instance of a component is stopped. ```lua local MyComponent = Component.new({Tag = "MyComponent"}) MyComponent.Stopped:Connect(function(component) end) ``` ]=] local CollectionService = game:GetService("CollectionService") local Ru...
Start by breaking down the code basically step by step: -- << RETRIEVE FRAMEWORK >> local main = require(game:GetService("ReplicatedStorage").HDAdminContainer.SharedModules.MainFramework) local modules = main.modules local settings = main.settings <<explaining>> Of course, here is a step by step summary: ## Breakdown...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --//Shifting//- if key == "u" then if script.Parent.IsOn.Value == true then script.Parent.IsOn.Value = false for index, child in pairs(carSeat.Body.ExhaustSmoke.E1:GetChildren()) do child.En...
input_code: -- Decompiled with the Synapse X Luau decompiler. client = nil service = nil cPcall = nil Pcall = nil Routine = nil GetEnv = nil origEnv = nil logError = nil return function() local u1 = nil local l__client__2 = client local u3 = nil local u4 = nil local u5 = nil local u6 = nil local u7 = nil local...
code: -- Minor input to buffer. function ChangeBuffer:pushDiff(diff: Diff): () table.insert(self.line, diff) end output_code: ## Breakdown The provided code defines a method named `pushDiff` for a class called `ChangeBuffer`. This method is designed to insert a `Diff` object into a table named `line` that is a prop...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[=[ This function merges two dictionaries. Keys *will* overwrite- if there are duplicate keys, dictionary2 will take priority. ```lua local Dictionary = { A = 1, B = 2, } local SecondDic...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[Weight and CG]] Tune.Weight = 2810 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6, --[[Height]] 4, --[[Length]] 15, } Tune.W...
code: -- Waits for the child of the specified parent local function WaitForChild(parent, childName) while not parent:FindFirstChild(childName) do parent.ChildAdded:wait() end return parent[childName] end local Tool = script.Parent local Animations = {} local MyHumanoid local MyCharacter local function PlayAnima...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- RCM Settings V self.WeaponWeight = 4 -- Weapon weight must be enabled in the Config module self.ShellEjectionMod = true self.Holster = true self.HolsterPoint = "Torso" self.HolsterCFrame = CFrame.new(0.65, 0.1, -0....
input_code: --/Recoil Modification module.camRecoil = { RecoilUp = 1, RecoilTilt = 1, RecoilLeft = 1, RecoilRight = 1, } module.gunRecoil = { RecoilUp = 1, RecoilTilt = 1, RecoilLeft = 1, RecoilRight = 1, } module.AimRecoilReduction = 1 module.AimSpreadReduction = 1 module.MinRecoilPower = 1 module.MaxRecoil...
query code to breakdown: --//Setup//-- local WindLines = require(script.WindLines) local WindShake = require(script.WindShake) local WindSpeed = 20 local WindDirection = Vector3.new(-1, 1, 0) local WindShakeSettings = { WindPower = 0.75, WindSpeed = WindSpeed, WindDirection = WindDirection, } local WindLinesSetti...