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code instruction: -- Function that other scripts can call to change a player's stats function PlayerStatManager:ChangeStat(player, statName, value) local playerUserId = "Player_" .. player.UserId sessionData[playerUserId][statName] = value end function PlayerStatManager:ChangeStatInTycoonPurchases(player, statName, ...
code: -- Visualizes an impact. This will not run if FastCast.VisualizeCasts is false. function DbgVisualizeHit(atCF: CFrame, wasPierce: boolean): SphereHandleAdornment? --if ClientSettings.Debug.Value == false then return nil end if true then return end local adornment = Instance.new("SphereHandleAdornment") ado...
code: --[[for i=1, #Sounds, 1 do if Sounds[i] then Sounds[i]:Play() end end]] for i = 1, #Deletables, 1 do if Deletables[i] then if not IsA(Deletables[i], "ParticleEmitter") and not IsA(Deletables[i], "Attachment") and not IsA(Deletables[i], "BasePart") then Destroy(Deletables[i]) elseif IsA(Del...
code instruction: -- services local Workspace = game:GetService("Workspace") local Players = game:GetService("Players") local RunService = game:GetService("RunService") local Debris = game:GetService("Debris") result breakdown output: ## Breakdown The provided Luau code is a series of lines that define and retrieve...
code: --WARNING!------------------------------------------------------------------------------------------------------------------------------------------ --DO NOT MODIFY THE CODE BELOW! (Unless you know what you're doing, in that case: go nuts!(Unless you're allergic to nuts of course. Then don't.))-- ----------------...
query code to breakdown: --[[Wheel Alignment]] --[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = -8 Tune.RCamber = -8 Tune.FCaster = 7 Tune.FToe = 1 Tune.RToe = 0 result breakdown output: ## Breakdown The provided Luau code snippet defines a configuration table named `Tune` that...
important code input to explain step by step: -- CODE [if you're not experienced, do not mess with this code!] Transition.OnClientEvent:Connect(function() Frame.Visible = true Frame:TweenPosition(UDim2.new(0, 0, -0.1, 0), "In", "Quad", 0.5) wait(TRANSITION_TIME) Frame:TweenPosition(UDim2.new(0, 0, 1, 0), "In", "Qu...
query code to breakdown: -- Other useful variables local player = game.Players.LocalPlayer local mouse = player:GetMouse() local tool = script.Parent local mobileShouldTrack = true local oldIcon = mouse.Icon local connection result breakdown output: ## Breakdown The provided code initializes several variables that a...
code: ---------------------------------------------- local RS = char.RightUpperArm["RightShoulder"] local LS = char.LeftUpperArm["LeftShoulder"] local RH = char["RightUpperLeg"]:WaitForChild("RightHip") local LH = char["LeftUpperLeg"]:WaitForChild("LeftHip") local LeftLeg = char["LeftUpperLeg"] local RightLeg = char["R...
code instruction: --!nonstrict --[[ VRVehicleCamera - Roblox VR vehicle camera control module 2021 Roblox VR --]] local EPSILON = 1e-3 local PITCH_LIMIT = math.rad(80) local YAW_DEFAULT = math.rad(0) local ZOOM_MINIMUM = 0.5 local ZOOM_SENSITIVITY_CURVATURE = 0.5 local DEFAULT_CAMERA_DIST = 16 local TP_FOLLOW_DIST =...
important code input to explain step by step: -- h = script.Parent.Parent:WaitForChild("Humanoid") pathService = game:GetService("PathfindingService") targetV = script.Parent:WaitForChild("Target") function closestTargetAndPath() local humanoids = {} if targetNPCs then local function recurse(o) for _, obj in p...
Start by breaking down the code basically step by step: -- transforms Roblox types into intermediate types, converting -- between spaces as necessary to preserve perceptual linearity local typeMetadata = { number = { springType = LinearSpring.new, toIntermediate = function(value) return { value } end, fro...
code instruction: --[[* * During execution of guarded functions we will capture the first error which * we will rethrow to be handled by the top level error handler. ]] exports.rethrowCaughtError = function() if hasRethrowError then local err = rethrowError hasRethrowError = false rethrowError = nil error(err)...
important code input to explain step by step: -- Make triggers transparent local menuTriggers = workspace:WaitForChild("MenuTriggers", 10) -- Menu triggers for GUI if menuTriggers then for _, trigger in pairs(menuTriggers:GetChildren()) do trigger.Transparency = 1 trigger.Touched:Connect(function(part) if playe...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Made by Stickmasterluke sp = script.Parent damage = 100 -- +/- 10% damagewindow = 1 --after clicking, how long does the player have to hit the opponent wioth their weapon to deal damage swingrate...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Rescripted by Luckymaxer Tool = script.Parent Handle = Tool:WaitForChild("Handle") local Players = game:GetService("Players") local Debris = game:GetService("Debris") local Player = game.Players.L...
Start by breaking down the code basically step by step: --[[Engine]] --Torque Curve Tune.Horsepower = 318 -- [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 re...
code to explain: --[[ Manager for a single player's spots. ]] local Cryo = require(script.Parent.Parent.Packages.Cryo) local constants = require(script.Parent.Parent.Constants) local PlayerSpots = {} PlayerSpots.__index = PlayerSpots function PlayerSpots.new(quota) if not quota then warn("Invalid player quota pas...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Implement Signal:Wait() in terms of a temporary connection using -- a Signal:Connect() which disconnects itself. function Signal:Wait() local waitingCoroutine = coroutine.running() local cn cn =...
Start by breaking down the code basically step by step: --[[Engine]] --Torque Curve Tune.Horsepower = 1000 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 400 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 4500 -- Use sliders to manipulate values Tune.Redline = 5500 -- Copy and paste slider values into the r...
code instruction: --[=[ Mounts the instance to the props. This handles mounting children, and events. The contract is that the props table is turned into observables. Note the following. * Keys of strings are turned into properties * If this can be turned into an observable, it will be used to subscribe to this ...
input_code: --This module is for any client FX related to the lab debris local DoorFX = {} local tweenService = game:GetService("TweenService") local tweenInfo = TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut) local InitialModelCFrames = {} function DoorFX.OPEN(door) if not door then return ...
code: --// All global vars will be wiped/replaced except script return function(data, env) if env then setfenv(1, env) end local playergui = service.PlayerGui local localplayer = service.Players.LocalPlayer local frame = script.Parent.Parent local close = frame.Frame.Close local main = frame.Frame.Main loc...
Breakdown this code: --local busy = false --Shield.Touched:connect(function(Hit) -- if Hit == nil then return end -- if Hit.Parent == nil then return end -- if busy == true then return end -- -- busy = true -- -- local Item = Hit.Parent -- -- if Item:IsA("Tool") == true then return end -- if Hit.Name == "Torso" then re...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Constructs special keys for property tables which connect property change listeners to an instance. ]] local Package = script.Parent.Parent local PubTypes = require(Package.PubTypes) local log...
query code to breakdown: -- Dont touch while wait() do script.Parent.Text = "Loading Game." wait(0.5) script.Parent.Text = "Loading Game.." wait(0.5) script.Parent.Text = "Loading Game..." wait(0.5) script.Parent.Text = "Loading Game." end result breakdown output: ## Breakdown The provided Luau script is desi...
Start by breaking down the code basically step by step: --[[Drivetrain Initialize]] local Front = bike.FrontSection local Rear = bike.RearSection Sure. Here is a summary: ## Breakdown The provided code initializes two local variables, `Front` and `Rear`, by assigning them to the `FrontSection` and `RearSection` of ...
code: -- Decompiled with the Synapse X Luau decompiler. local u1 = nil coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Resources")) end)() return function(p1, p2, ...) local v1 = ... local v2 = u1.Shared.UpgradeDifficultyColors[v1] p1.label.Text = v1 if v2 then p1.label.TextColor3 = ...
Start by breaking down the code basically step by step: -- Check if the player can run commands function CheckHostID(player) -- Is the game running in studio if Run:IsStudio() then return true end if game.CreatorType == Enum.CreatorType.User then -- Is the player the game's owner if player.UserId == game.Cre...
code instruction: --// KeyBindings FireSelectKey = Enum.KeyCode.T CycleSightKey = Enum.KeyCode.T LaserKey = Enum.KeyCode.G LightKey = Enum.KeyCode.B InteractKey = Enum.KeyCode.E AlternateAimKey = Enum.KeyCode.Z InspectionKey = Enum.KeyCode.H AttachmentKey = Enum.KeyCode.LeftControl explanation: ## Breakdown The prov...
code: --Main Settings: CAM_GEARS = true ENGINE_SHAKE = true MANIFOLD_HEAT = true THROTTLE_BODY = true TIMING_BELT = true TURBO_CHARGED = true output_code: ## Breakdown The provided code snippet defines a set of boolean variables in Luau, which is the scripting language used in Roblox. These variables are intended to...
important code input to explain step by step: --Motors rS = part:findFirstChild("Right Shoulder") lS = part:findFirstChild("Left Shoulder") rH = part:findFirstChild("Right Hip") lH = part:findFirstChild("Left Hip") code breakdown: ## Breakdown The provided code is written in Luau, a variant of the Lua programming la...
important code input to explain step by step: -- Variables (best not to touch these!) local button = script.Parent local car = script.Parent.Parent.Car.Value local sound = script.Parent.Start sound.Parent = car.DriveSeat -- What brick the start sound is playing from. button.MouseButton1Click:connect(function() -- Event...
code: --Made by Luckymaxer Players = game:GetService("Players") Debris = game:GetService("Debris") ProjectileNames = { "Water", "Arrow", "Projectile", "Effect", "Rail", "Laser", "Ray", "Bullet", "ParticlePart" } Functions = { CheckTableForString = function(Table, String) for i, v in pairs(Table) do if string....
code to explain: --!strict local Types = require(script.Parent.Parent.Parent.Types) return function(players: Types.Array<Player>): Types.PlayerContainer return { kind = "set", value = players } end output_code: ## Breakdown The provided code is a Lua function written in the Luau dialect, which is used in Roblox fo...
code: ------------------------------------------------------------------------------------------------------------------------- upgradeStuff = model:clone() wait(1) model:remove() owner = script.Parent.Parent.Parent.OwnerName local ting = 0 function onTouched(hit) if ting == 0 then ting = 1 check = hit.Parent:F...
query code to breakdown: -- Gradually regenerates the Humanoid's Health over time. local REGEN_RATE = 10 / 100 -- Regenerate this fraction of MaxHealth per second. local REGEN_STEP = 0.05 -- Wait this long between each regeneration step. explanation: ## Breakdown The provided Luau script is a setup for gradually re...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --gun welds local boltw = mainpart:WaitForChild("boltweld") local magw = mainpart:WaitForChild("magweld") local trigw = mainpart:WaitForChild("triggerweld") local rightgrip Sure. Here is a summary: ...
code: --// Event Connections L_114_.OnClientEvent:connect(function(L_327_arg1, L_328_arg2) if L_327_arg1 ~= L_2_ then local L_329_ = L_327_arg1.Character local L_330_ = L_329_.AnimBase.AnimBaseW local L_331_ = L_330_.C1 if L_328_arg2 then L_129_(L_330_, nil, L_329_.Head.CFrame, function(L_332_arg1) retu...
code: --Player removing main.players.PlayerRemoving:Connect(function(player) -- main.permissionToReplyToPrivateMessage[player] = nil main.commandBlocks[player] = nil -- local pdata = main.pd[player] if pdata then for itemName, item in pairs(pdata.Items) do item:Destroy() end local underControl = pdata.It...
code: -- Remote Events --Client -> Server local RE_replicateProjectile = remoteEvents.Client.ReplicateProjectile local RE_tempSaveProfile = remoteEvents.Client.ForceSaveTemp --Server -> Client output: ## Breakdown The provided Luau code snippet is designed to define references to remote events in a Roblox game, spe...
code to explain: --[[* * Copyright (c) Facebook, Inc. and its affiliates. All Rights Reserved. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. ]] type unknown = any --[[ ROBLOX FIXME: adding `unknown` type alias to make it easier to use...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ------------------------------------------------------------------------- local function CheckAlive() local humanoid = findPlayerHumanoid(Player) return humanoid ~= nil and humanoid.Health > 0 end ...
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 = 6500 -- Use sliders to manipulate values Tune.Redline = 70...
code: --[[Wheel Alignment]] --[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = -0.16 Tune.RCamber = -0.17 Tune.FToe = -0.2 Tune.RToe = -0.2 step by step breakdown/explanation: ## Breakdown The provided code snippet is a simple configuration table in Luau, a dialect of Lua used in...
input_code: --// Tracer Vars TracerTransparency = 1 TracerLightEmission = 1 TracerTextureLength = 0.1 TracerLifetime = 0.05 TracerFaceCamera = true TracerColor = BrickColor.new("White") step by step breakdown/explanation: ## Breakdown The provided code defines a set of configuration variables intended to customize a...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ The Module ]] -- local BaseOcclusion = {} BaseOcclusion.__index = BaseOcclusion setmetatable(BaseOcclusion, { __call = function(_, ...) return BaseOcclusion.new(...) end, }) function BaseOcc...
code: -- Turns out debug.traceback() is slow local ENABLE_TRACEBACK = false local _emptyRejectedPromise = nil local _emptyFulfilledPromise = nil local Promise = {} Promise.ClassName = "Promise" Promise.__index = Promise result breakdown output: ## Breakdown The provided code snippet is defining the initial structur...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Reference the frames you want to control local UISpeed = gui.UISpeed local Volume = gui.Volume local Wallpapers = gui.Wallpapers local Notifications = gui.Notifications local ClipWellbeing = gui.ClipWellbeing <<expl...
Start by breaking down the code basically step by step: --// Holiday roooaaAaaoooAaaooOod 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, ...
code instruction: -- Sink down on the tree and fix the order heap property. function PriorityQueue:sink() local size = self.current_size local heap = self.heap local i = 1 while (i * 2) <= size do local mc = self:min_child(i) if heap[i][2] > heap[mc][2] then heap[i], heap[mc] = heap[mc], heap[i] end i...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- ================================================================================ -- PUBLIC FUNCTIONS -- ================================================================================ function Pil...
Start by breaking down the code basically step by step: -- Find the new indicies of the trailing, anchor and leading elements. -- props is expected to contain itemList, the identifier function and the maximum search distance. -- state is expected to contain the old top, anchor and bottom indices and ids. return functio...
Start by breaking down the code basically step by step: -- params : ... local sp = script.Parent update = function() sp.Scope.Position = UDim2.new(0.5, -10 - sp.AbsoluteSize.y / 2, 0, -26) sp.Scope.Size = UDim2.new(0, 20 + sp.AbsoluteSize.y, 0, 20 + sp.AbsoluteSize.y) sp.ScopeId.Position = UDim2.new(0.5, -10 - sp.A...
input_code: -- set collision group for player's meshes local function OnDescendantAdded(child) if child:IsA("BasePart") or child:IsA("UnionOperation") then PhysicsService:SetPartCollisionGroup(child, "Player") --print("CollisionGroup: " .. child.Name) end end Players.LocalPlayer.Character.DescendantAdded:Connect...
Breakdown this code: --- Queues the hitbox to be destroyed in the next frame function Hitbox:Destroy() self.HitboxPendingRemoval = true if self.HitboxObject then CollectionService:RemoveTag(self.HitboxObject, self.Tag) end self:HitStop() self.OnHit:Destroy() self.OnUpdate:Destroy() self.HitboxRaycastPoints =...
Breakdown this code: ---------------------------------- local PhysicsManager, SeatManager, ControlManager local BoatModel = script.Parent local Seat = WaitForChild(BoatModel, "VehicleSeat") step by step breakdown/explanation: ## Breakdown The provided Luau code initializes local variables and retrieves a specific c...
code instruction: --- Sets the command bar visible or not function Window:SetVisible(visible) Gui.Visible = visible if visible then Entry.TextBox:CaptureFocus() self:SetEntryText("") if self.Cmdr.ActivationUnlocksMouse then self.PreviousMouseBehavior = UserInputService.MouseBehavior UserInputService.Mou...
code instruction: -- declarations local head = script.Parent local sound = head:findFirstChild("Victory") function onTouched(part) local h = part.Parent:findFirstChild("Humanoid") if h ~= nil then sound:play() if part.Parent:findFirstChild("Head"):findFirstChild("face").Texture == nil then return end par...
code to explain: ------------------------------------------------------------------------ local function StepFreecam(dt) local vel = velSpring:Update(dt, Input.Vel(dt)) local pan = panSpring:Update(dt, Input.Pan(dt)) local fov = fovSpring:Update(dt, Input.Fov(dt)) local zoomFactor = sqrt(tan(rad(70 / 2)) / tan(ra...
query code to breakdown: -- class local spring = {} local spring_mt = { __index = spring } function spring.new(p0, v0, target, angularFrequency, dampingRatio) local self = {} self.p = p0 self.v = v0 self.a = 0 self.target = target self.angularFrequency = angularFrequency or 0.1 self.dampingRatio = dampingRatio...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- ROBLOX FIXME: Can we define ClientChatModules statically in the project config pcall(function() ChatLocalization = require((game:GetService("Chat") :: any).ClientChatModules.ChatLocalization :: any) end) function Cr...
query code to breakdown: --[=[ @return Trove Constructs a Trove object. ]=] function Trove.new() local self = setmetatable({}, Trove) self._objects = {} self._cleaning = false return self end <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided code defines a constructor function...
code to explain: --// Variables local cam = workspace.CurrentCamera local camPart = workspace["CameraPart"] local mouse = game:GetService("Players").LocalPlayer:GetMouse() explanation of the code: ## Breakdown The provided code snippet defines three local variables in a Roblox Luau script, each serving a specific pu...
code to explain: --Control Mapping Tune.Controls = { --Keyboard Controls --Mode Toggles ToggleTCS = Enum.KeyCode.T, ToggleABS = Enum.KeyCode.Y, ToggleTransMode = Enum.KeyCode.M, ToggleMouseDrive = Enum.KeyCode.R, --Primary Controls Throttle = Enum.KeyCode.Up, Brake = Enum.KeyCode.Down, SteerLeft = Enum.KeyC...
code to explain: --Armor Settings-- combat.ArmorDurability = 60 -- armor health combat.ShowArmorBar = true -- make this false if u dont want the armor gui to be visible explanation of the code: ## Breakdown The provided code snippet defines and configures settings related to an armor system within a combat system i...
Breakdown this code: --[[ An array of emotes used in previous Roblox events that there are custom icons for ]] local paidEmotes = { { name = "High Wave", emote = 5915776835, image = "rbxassetid://5925452521", defaultTempo = 0.67, }, { name = "Jumping Cheer", emote = 5895009708, image = "rbxassetid://...
code: ------------------------------------------------ local function IsDirectionDown(direction) for i = 1, #KEY_MAPPINGS[direction] do if UIS:IsKeyDown(KEY_MAPPINGS[direction][i]) then return true end end return false end local UpdateFreecam do local dt = 1 / 60 RS.RenderStepped:Connect(function(_dt) d...
code instruction: -- A variant of the function above that returns the velocity at a given point in time. local function GetVelocityAtTime(time: number, initialVelocity: Vector3, acceleration: Vector3): Vector3 return initialVelocity + acceleration * time end local function GetTrajectoryInfo(cast: ActiveCast, index: n...
Start by breaking down the code basically step by step: --Made by Superluck, Uploaded by FederalSignal_QCB. --Made by Superluck, Uploaded by FederalSignal_QCB. --Made by Superluck, Uploaded by FederalSignal_QCB. wait(1) while true do script.Parent.Parent.Parent.Main.SoundBlock.Value.Sound.PlaybackSpeed = script.Parent...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Create base segway to clone from local SegID = 581150091 local Segway = require(SegID) local function Get_des(instance, func) func(instance) for _, child in next, instance:GetChildren() do Get_des(child, func) e...
code: ------------------------------------------- local weld2 = Instance.new("Weld") weld2.Part0 = torso weld2.Parent = torso weld2.Part1 = arms[2] weld2.C1 = CFrame.new(-0.4, 1.25, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(90), -0.25, 0) --Right leg arms[2].Name = "RDave" arms[2].CanCollide = true welds[2] = weld2 e...
important code input to explain step by step: -- no touchy local path local waypoint local oldpoints local isWandering = 0 if canWander then spawn(function() while isWandering == 0 do isWandering = 1 local desgx, desgz = hroot.Position.x + math.random(-WanderX, WanderX), hroot.Position.z + math.random(-Wa...
query code to breakdown: --///////////////// Internal-Use Methods --////////////////////////////////////// function methods:InternalDestroy() for i, channel in pairs(self.Channels) do channel:InternalRemoveSpeaker(self) end self.eDestroyed:Fire() self.EventFolder = nil self.eDestroyed:Destroy() self.eSaidMess...
input_code: -- Local private variables and constants local ZERO_VECTOR2 = Vector2.new(0, 0) local tweenAcceleration = math.rad(220) -- Radians/Second^2 local tweenSpeed = math.rad(0) -- Radians/Second local tweenMaxSpeed = math.rad(250) -- Radians/Second local TIME_BEFORE_AUTO_ROTATE = 2 -- Seconds, used when auto-ali...
Breakdown this code: -- ROBLOX deviation END export type ReporterOnStartOptions = { estimatedTime: number, showStatus: boolean } export type Context = { config: Config_ProjectConfig, hasteFS: HasteFS, moduleMap: ModuleMap, resolver: Resolver, } export type Test = { context: Context, duration: number?, path: Conf...
important code input to explain step by step: -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- head.ChildAdded:connect(function(c) if c.Name == "Sound" then c.Ended:connect(function() if sdb == true then soundplaying = nil nameobj = nil c:remove() wait(MutterDelay) ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[Weight and CG]] Tune.Weight = 3100 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6, --[[Height]] 3.5, --[[...
important code input to explain step by step: -- << VARIABLES >> local frame = main.gui.MainFrame.Pages.Admin local buyFrame = main.warnings.BuyFrame local unBan = main.warnings.UnBan local pages = { ranks = frame.Ranks, serverRanks = frame["Server Ranks"], banland = frame.Banland, } local templates = { rankTitle =...
code: --[=[ @private @class Utils ]=] local Utils = {} local function errorOnIndex(_, index) error(("Bad index %q"):format(tostring(index)), 2) end local READ_ONLY_METATABLE = { __index = errorOnIndex, __newindex = errorOnIndex, } function Utils.readonly(_table) return setmetatable(_table, READ_ONLY_METATABLE...
code to explain: --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FPreCompress = 0.3 -- Pre-compression adds resting length force Tune.FExtensionLim = 0.3 --...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Create component local Component = Cheer.CreateComponent("BTTooltip", View) local Connections = {} function Component.Start() -- Hide the view View.Visible = false -- Show the tooltip on hover Connections.ShowO...
query code to breakdown: --Made by Luckymaxer Figure = script.Parent Humanoid = Figure:WaitForChild("Humanoid") Torso = Figure:WaitForChild("Torso") Creator = Figure:WaitForChild("Creator") PathfindingService = game:GetService("PathfindingService") FollowingPath = false WalkRadius = 15 SuccessDistance = (Torso.Size...
Breakdown this code: --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.Parent["Parachute"]:GetChildren() fo...
query code to breakdown: -- Public Methods function RadioButtonLabelClass:GetValue() return self.Button.Circle.Visible end function RadioButtonLabelClass:SetValue(bool) bool = not not bool local container = self.Frame.RadioContainer local colorA = container.BorderColor3 local colorB = container.BackgroundColor3...
input_code: -- By Dominical -- Sep 13, 2014 -- Put this script inside of a light source such as a PointLight or SpotLight while true do script.Parent.Enabled = true wait(math.random(2)) script.Parent.Enabled = false wait(0.1) end Sure. Here is a summary: ## Breakdown The provided script is designed to toggle a ...
code to explain: -------------------------------------- -- List of named places in the game local _places = { lobby = 6976592727, gameplay_development = 6976597627, queue_default = 6976598505, queue_deathmatch = 6976598627, queue_teamDeathmatch = 6976598747, queue_freePlay = 6976598856, } <<explaining>> Of cour...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Use the character attribute (updated by the server) as the source of truth for body orientation -- Intended to be used for replicated characters function OrientableBody:useAttributeAsSource() self...
input_code: --[[Transmission]] Tune.TransModes = { "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 default mode ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Sets the given emote as locked for the given Player. ]] local function lockEmote(runService, emoteManager, changeEmoteLock) if runService:IsServer() then return function(player: Player, emote...
query code to breakdown: --[=[ Pseudo localizes text. Useful for verifying translation without having actual translations available @class PseudoLocalize ]=] local PseudoLocalize = {} local DEFAULT_PSEUDO_LOCALE_ID = "qlp-pls" step by step breakdown/explanation: ## Breakdown The provided code snippet ...
code to explain: --//Variables local owner = script.Parent.OwnerName local door = script.Parent local prompt = script.Parent.OpenClose local rentprompt = script.Parent.Rent local Player = game.Players.LocalPlayer local door2 = script.Parent.Parent.Door2 explanation: ## Breakdown The provided Luau code defines and in...
code: --[[ Intended for use in tests. Similar to await(), but instead of yielding if the promise is unresolved, _unwrap will throw. This indicates an assumption that a promise has resolved. ]] function Promise.prototype:_unwrap() if self._status == Promise.Status.Started then error("Promise has not resolved or ...
Start by breaking down the code basically step by step: --Playing the revive animation locally works a lot better than playing it server side function game.ReplicatedStorage.RemoteFunctions.ReviveAnimation.OnClientInvoke(bodyPartsLocationTable, lastBranch) local respawnPosition = player.Character.Torso.CFrame for i =...
code instruction: --[=[ Maps a number from one range to another. :::note Note the mapped value can be outside of the initial range, which is very useful for linear interpolation. ::: ```lua print(Math.map(0.1, 0, 1, 1, 0)) --> 0.9 ``` @param num number @param min0 number @param max0 number @param min1 nu...
important code input to explain step by step: -- constants local PLAYER = Players.LocalPlayer local ELECTROCUTE_AMOUNT = 2 local VELOCITY_AMOUNT = 10 return function(character) local effects = character.Effects local parts = {} for _, v in pairs(character:GetChildren()) do if v:IsA("BasePart") and v.Transparen...
Start by breaking down the code basically step by step: ------------------------- function DoorClose() if Shaft00.MetalDoor.CanCollide == false then Shaft00.MetalDoor.CanCollide = true while Shaft00.MetalDoor.Transparency > 0.0 do Shaft00.MetalDoor.Transparency = Shaft00.MetalDoor.Transparency - 0.1 wait(0.0...
important code input to explain step by step: ---[[ Chat Behaviour Settings ]] module.WindowDraggable = true module.WindowResizable = true module.ShowChannelsBar = false module.GamepadNavigationEnabled = false module.ShowUserOwnFilteredMessage = true --Show a user the filtered version of their message rather than the o...
code to explain: --Obj local Frame local SpawnNPC = {} function SpawnNPC:Setup(UI) Frame = UI Frame.Button.MouseButton1Down:Connect(function() self.Services.AnimalService.SpawnNPC:Fire() end) end return SpawnNPC step by step breakdown/explanation: ## Breakdown The provided code defines a Lua module named `S...
query code to breakdown: --[[Drivetrain]] Tune.Config = "AWD" --"FWD" , "RWD" , "AWD" --Differential Settings Tune.FDiffSlipThres = 20 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed) Tune.FDiffLockThres = 30 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward fas...