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code: -- This is baically a function that finds all unanchored parts and adds them to childList. -- Note: This should only be run once for each object function checkObject(obj) if obj ~= hole and obj:isA("BasePart") then if not obj.Anchored then childList[obj] = true end elseif obj:isA("Model") or obj:isA("Acc...
code instruction: --------------------------------------------------------------- function onChildAdded(child) if child.Name == "SeatWeld" then local human = child.part1.Parent:FindFirstChild("Humanoid") if human ~= nil then print("Human IN") seat.SirenControl.Control.CarName.Value = human.Parent.Name .. "'s...
code instruction: --==================================================================== infoButton.MouseEnter:Connect(function() topbar_infoButton_f:Play() end) infoButton.MouseLeave:Connect(function() topbar_infoButton_nf:Play() -- These are all end) -- ...
code to explain: ----- Script ----- Button.Activated:Connect(function() Events.KatanaEvent:FireServer() Frame.Visible = false end) output: ## Steps 1. **Script Initialization**: The script is designed to run within the Roblox environment, specifically attached to a GUI object that includes a button and a frame. T...
code to explain: --[[Static functions]] function Round(number, decimal) decimal = decimal or 0 local mult = 10 ^ decimal return math.floor(number * mult + 0.5) / mult end function SigNum(num) if num == 0 then return 1 end return math.abs(num) / num end explanation: ## Breakdown ### Function: `Round` 1. **...
query code to breakdown: --/////////// CONFIGURATIONS \\\\\\\\\\\\\\\\\ local sensitivity = 1 -- how quick/snappy the sway movements are. Don't go above 2 local swaysize = 1 -- how large/powerful the sway is. Don't go above 2 local includestrafe = false -- if true the fps arms will sway when the character is strafing ...
code to explain: --Offset For Each New Ray For The Bullet's Trajectory local offset = ( parts.Parent.Gun.Muzzle.CFrame * CFrame.new(math.random(-4.3, 4.3) / 3, 100, math.random(-4.3, 4.3) / 3).p - parts.Parent.Gun.Muzzle.Position ).unit * script.Parent.Stats.GunVelocity.Value local point1 = parts.Parent.Gun.Muzzle.Po...
code to explain: --// F key, HornOff mouse.KeyUp:connect(function(key) if key == "f" then veh.Lightbar.middle.Airhorn:Stop() veh.Lightbar.middle.Wail.Volume = 2 veh.Lightbar.middle.Yelp.Volume = 2 veh.Lightbar.middle.Priority.Volume = 2 veh.Lightbar.AH.Transparency = 1 end end) output_code: ## Breakdown ...
Breakdown this code: -- just setting values here lol local detectionrange = mySettings.DetectionRange.Value local mag = fullMag code breakdown: ## Breakdown The provided Lua code snippet is setting up local variables in a script, likely within a Roblox environment. Here is a step-by-step breakdown of what each line...
important code input to explain step by step: --[[ Joins any number of lists together into a new list ]] function Immutable.JoinLists(...) local new = {} for listKey = 1, select("#", ...) do local list = select(listKey, ...) local len = #new for itemKey = 1, #list do new[len + itemKey] = list[itemKey] e...
code instruction: --[[ A special key for property tables, which stores a reference to the instance in a user-provided Value object. ]] local Package = script.Parent.Parent local PubTypes = require(Package.PubTypes) local logError = require(Package.Logging.logError) local xtypeof = require(Package.Utility.xtypeof) l...
Breakdown this code: --[[Engine]] -- -- Everything below can be illustrated and tuned with the graph below. -- https://www.desmos.com/calculator/x1h2vdccu1 -- This includes everything, from the engines, to boost, to electric. -- Naturally Aspirated Engine Tune.Engine = true Tune.IdleRPM = 1000 Tune.Redline = 13000 T...
code to explain: --------------------------------------------------- This = script.Parent Elevator = This.Parent.Parent.Parent CustomLabel = require(This.Parent.Parent.Parent.CustomLabel) Characters = require(script.Characters) CustomText = CustomLabel["CUSTOMFLOORLABEL"] Elevator:WaitForChild("Floor").Changed:conne...
query code to breakdown: --[[** Calls each Object's `MethodName` (or calls the Object if `MethodName == true`) and removes them from the Janitor. Also clears the namespace. This function is also called when you call a Janitor Object (so it can be used as a destructor callback). @returns [t:void] **--]] function Janit...
important code input to explain step by step: --Precalculated paths local t, f, n = true, false, {} local r = { [58] = { { 23, 58 }, t }, [49] = { { 23, 58, 56, 30, 41, 39, 35, 34, 32, 31, 29, 28, 44, 45, 49 }, t }, [16] = { n, f }, [19] = { { 23, 62, 63, 19 }, t }, [59] = { { 23, 58, 56, 30, 41, 59 }, t }, [63] ...
input_code: ---- Change these settings to change stuff (keep the commas, lua doesn't understand n00b syntax) local settings = { splatters_per_health_inc = 1, ---- The amount of blood splatters made when you lose (damage_inc) of health damage_inc = 2, ---- The increment of damage that must be done at a time to trigge...
Start by breaking down the code basically step by step: -- list of account names allowed to go through the door. permission = { "Player1", "Player2", "Player3" } --Put your friends name's here. You can add more. function checkOkToLetIn(name) for i = 1, #permission do -- convert strings to all upper case, otherwise ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[** ensures all keys in given table pass check @param check The function to use to check the keys @returns A function that will return true iff the condition is passed **--]] function t.keys(check) assert(t.call...
query code to breakdown: -- ROBLOX FIXME: Can we define ClientChatModules statically in the project config pcall(function() ChatLocalization = require((game:GetService("Chat") :: any).ClientChatModules.ChatLocalization :: any) end) if ChatLocalization == nil then ChatLocalization = {} end if not ChatLocalization.For...
Start by breaking down the code basically step by step: --//hood local hd = Instance.new("Motor", script.Parent.Parent.Misc.HD.SS) hd.MaxVelocity = 0.03 hd.Part0 = script.Parent.HD hd.Part1 = hd.Parent <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided Luau script in Roblox is design...
code instruction: --[=[ Checks whether the given object is a Promise via duck typing. This only checks if the object is a table and has an `andThen` method. @param object any @return boolean -- `true` if the given `object` is a Promise. ]=] function Promise.is(object) if type(object) ~= "table" then return false...
code to explain: -- Decompiled with the Synapse X Luau decompiler. local v1 = {} v1.__index = v1 local v2 = {} function v2.__call(p1, ...) return v1.new(...) end setmetatable(v1, v2) function v1.new() return setmetatable({}, v1) end function v1.CharacterAdded(p2, p3, p4) end function v1.CharacterRemoving(p5, p6, p7)...
input_code: ------------------------- mouse.KeyDown:connect(function(key) key = string.lower(key) if key == "k" then --Camera controls if cam == "car" then Camera.CameraSubject = player.Character.Humanoid Camera.CameraType = "Custom" cam = "freeplr" Camera.FieldOfView = 70 elseif cam == "freeplr" the...
query code to breakdown: -- ROBLOX TODO: ADO-1554 clean up the following deviations and move them to the -- appropriate locations -- ROBLOX deviation START: for now we extend the snapshot matchers in the Expect file instead -- of jest-jasmine2/jestExpect local JestSnapshot = require(Packages.JestSnapshot) local toMatch...
important code input to explain step by step: --[[Weight and CG]] Tune.Weight = 3300 -- 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 w...
code instruction: ----------------------------------------------------------------------------------------------- script.Parent:WaitForChild("Speedo") script.Parent:WaitForChild("Tach") script.Parent:WaitForChild("ln") script.Parent:WaitForChild("Gear") script.Parent:WaitForChild("Speed") local player = game.Players....
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 firerate = 0.6 range = 950 power = 300 rate = 1 / 30 spinuptime = 0 barreloffset = Vector3.new(0, 0, -1.8) windvec = Vector3.new(0, -1, 1).unit firetime ...
input_code: --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.ReplicatedStorage.Source.Modules.Util):...
query code to breakdown: -- Stops a confetti from firing again once it's out of bounds. function _Confetti:Toggle() self.Enabled = not self.Enabled end _Confetti.setGravity(Vector2.new(0, 1)) local Conffetis = {} for _ = 1, 10 do table.insert( Conffetis, ( _Confetti.createParticle( Vector2.new(0.5, 1), ...
code: --[[ Returns a new list containing only the elements within the given range. ]] local function getRange(list, startIndex, endIndex) assert(startIndex <= endIndex, "startIndex must be less than or equal to endIndex") local new = {} local index = 1 for i = math.max(1, startIndex), math.min(#list, endIndex) ...
query code to breakdown: --[[Wheel Alignment]] --[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = -0.5 Tune.RCamber = -0.5 Tune.FToe = 0 Tune.RToe = 0 <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided code snippet defines a configuration table na...
Start by breaking down the code basically step by step: --[=[ @param signal RBXScriptSignal @param fn (...: any) -> any @return RBXScriptConnection Connects the function to the signal, adds the connection to the Janitor, and then returns the connection. ```lua Janitor:Connect(workspace.ChildAdded, function(inst...
input_code: -------- local Handler = require(script.MainHandler) local HitboxClass = require(script.HitboxObject) function RaycastHitbox:Initialize(object, ignoreList) assert(object, "You must provide an object instance.") local newHitbox = Handler:check(object) if not newHitbox then newHitbox = HitboxClass:new...
important code input to explain step by step: --[=[ Returns true if the value is a ValueBase instance @param instance Instance @return boolean ]=] function ValueBaseUtils.isValueBase(instance) return typeof(instance) == "Instance" and instance:IsA("ValueBase") end output: ## Breakdown The code defines a functio...
code to explain: --Mobile Controllability if UserInputService.TouchEnabled then ContextActionService:BindActionToInputTypes("RidableHorse_Dismount", function() Dismount() end, true, Enum.KeyCode.LeftControl) ContextActionService:SetTitle("RidableHorse_Dismount", "Dismount") end ServerControl.Changed:connect(funct...
Start by breaking down the code basically step by step: -- Initialize resize tool local ResizeTool = require(CoreTools:WaitForChild("Resize")) Core.AssignHotkey("X", Core.Support.Call(Core.EquipTool, ResizeTool)) Core.Dock.AddToolButton(Core.Assets.ResizeIcon, "X", ResizeTool, "ResizeInfo") code breakdown: ## Breakdo...
code: ---------------------------------- ------------FUNCTIONS------------- ---------------------------------- function Receive(player, action, ...) local args = { ... } if player == User and action == "play" then if not MODEL.IsActive.Value or Piano.On.Value then Connector:FireAllClients( "play", User,...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- NintendoZERG function Entered(p) if p:findFirstChild("leaderstats") == nil then stats = Instance.new("IntValue") stats.Parent = p stats.Name = "leaderstats" money = Instance.new("IntValue") money.Value = ...
input_code: -- Weighted selection -- 100 total weight petModule.rarities = { ["Legendary"] = 5, -- 5% chance ["Rare"] = 15, -- 15% chance ["Uncommon"] = 30, -- 30% chance ["Common"] = 50, -- 50% chance } petModule.chooseRandomPet = function() local randomNumber = math.random(1, 100) local counter = 0 for ...
code instruction: -- -- local Info = { -- These are constant values. Don't change them unless you know what you're doing. -- Services Players = Game:GetService("Players"), PathfindingService = Game:GetService("PathfindingService"), -- Advanced settings RecomputePathFrequency = 1, -- The monster will recompute ...
Breakdown this code: --- Source: https://web.archive.org/web/20131225070434/http://snippets.luacode.org/snippets/Deep_Comparison_of_Two_Values_3 function CompareTable(t1, t2, ignore_mt) local ty1 = type(t1) local ty2 = type(t2) if ty1 ~= ty2 then return false end --- Non-table types can be directly compared i...
code: --Categorises a model based on the location of the start and end points of the path in the model function RoomPackager:CategoriseModel(pathModel) if pathModel:FindFirstChild("EndParts") then return game.ReplicatedStorage.PathModules.Branch elseif pathModel.Start.Position.Y < pathModel.End.Position.Y - 5 then ...
code: --[[Engine]] --Torque Curve Tune.Horsepower = 180 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 5500 -- Use sliders to manipulate values Tune.Redline = 6000 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.Peak...
code: --// Functions function MakeFakeArms() Arms = Instance.new("Model") Arms.Name = "Arms" Arms.Parent = L_5_ local L_161_ = Instance.new("Humanoid") L_161_.MaxHealth = 0 L_161_.Health = 0 L_161_.Name = "" L_161_.Parent = Arms if L_3_:FindFirstChild("Shirt") then local L_166_ = L_3_:FindFirstChild("Shirt...
important code input to explain step by step: --[[ Welds primaryPart to secondaryPart in place --]] local function weldParts(primaryPart: BasePart, secondaryPart: BasePart) local weld = Instance.new("WeldConstraint") weld.Part0 = primaryPart weld.Part1 = secondaryPart weld.Parent = secondaryPart return weld end...
code to explain: --[[ Finds the top-level farm model from any descendant and returns the OwnerId attribute value of that farm. --]] local ReplicatedStorage = game:GetService("ReplicatedStorage") local FarmConstants = require(ReplicatedStorage.Source.Farm.FarmConstants) local Attribute = require(ReplicatedStorage.So...
Start by breaking down the code basically step by step: -- LOCAL FUNCTIONS local function dictLength(dictionary) local count = 0 for _, _ in pairs(dictionary) do count += 1 end return count end local function fillOccupants(zonesAndOccupantsTable, zone, occupant) local occupantsDict = zonesAndOccupantsTable[zone...
Breakdown this code: --[[Brakes]] Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 150000 -- Front brake force Tune.RBrakeForce = 100000 -- Rear brake force Tune.PBrakeForce = 500000 -- Handbrake force Tune.FLgcyBForce = 150000...
code to explain: --forced walkspeed function module.Blockingsped(hum) coroutine.wrap(function() while true do task.wait() if hum.Parent.Data["IsBlocking"].Value == true then hum.WalkSpeed = 3 hum.JumpPower = 1 elseif hum.Parent.Data["IsBlocking"].Value == false then hum.WalkSpeed = 16 hum.J...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- << CONSTANTS & SETUP >> local rs = game:GetService("ReplicatedStorage") local pos = math.random(1, #music_list) local sound = Instance.new("Sound", workspace) sound.Volume = volume explanation: #...
query code to breakdown: --Rear Suspension Tune.RSusDamping = 500 -- Spring Dampening Tune.RSusStiffness = 8000 -- Spring Force Tune.RSusLength = 2 -- Suspension length (in studs) Tune.RSusMaxExt = 0.3 -- Max Extension Travel (in studs) Tune.RSusMaxComp = 0.1 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- ...
query code to breakdown: --[[ Returns true if the system is on ]] function BaseSystem:isOn() return self._isOn end output: ## Breakdown The provided code snippet defines a method `isOn` for a class named `BaseSystem` in Luau, the programming language used for scripting in Roblox. Here is a step-by-step breakdown o...
code to explain: --[[ Defines ProximityPrompt visibility logic specific to the CanHarvest cta --]] local CollectionService = game:GetService("CollectionService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local Players = game:GetService("Players") local WagonTag = require(ReplicatedStorage.Source...
Start by breaking down the code basically step by step: -- Returns all objects under instance with Transparency local function GetTransparentsRecursive(instance, partsTable) local partsTable = partsTable or {} for _, child in pairs(instance:GetChildren()) do if child:IsA("BasePart") or child:IsA("Decal") then ta...
code to explain: -- local function tripleProduct(a, b, c) return b * c:Dot(a) - a * c:Dot(b) end Sure, let's break it down: ## Breakdown The provided Lua function `tripleProduct` is intended to calculate the scalar triple product of three vectors `a`, `b`, and `c`. However, there seems to be a mistake in the formu...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[Transmission]] Tune.TransModes = { "Semi" } --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch ...
code instruction: -- Close win dialog local function closeDlg(input) local mouse = Enum.UserInputType.MouseButton1 local touch = Enum.UserInputType.Touch if input.UserInputType == mouse or input.UserInputType == touch then dlg.Visible = false end end -- closeDlg() explanation of the code: ## Breakdown The pro...
important code input to explain step by step: --CONFIG VARIABLES local tweenTime = 1 local closeWaitTime = 3 local easingStyle = Enum.EasingStyle.Quad local easingDirection = Enum.EasingDirection.InOut local repeats = 0 local reverse = false local delayTime = 0 Sure, let's break it down: ## Breakdown The provided co...
Breakdown this code: --[[ For when the Server is in state ]] local ServerStorage = game:GetService("ServerStorage") local ReplicatedStorage = game:GetService("ReplicatedStorage") local Players = game:GetService("Players") local SystemManager = require(ServerStorage.Source.Managers.SystemManager) local RoomManager = r...
code instruction: -- ================================================================================ -- LOCAL FUNCTIONS -- ================================================================================ local function GetCameraRotation(root) -- Relative rotational velocity: dampCam.Goal = -root.CFrame:vectorToObjec...
code instruction: --//////// DO NOT EDIT BELOW UNLESS YOU KNOW WHAT YOU'RE DOING \\\\\\\\\\\\\\\\\\\\\\\\\ local uis = game:GetService("UserInputService") local runservice = game:GetService("RunService") local tweenservice = game:GetService("TweenService") local player = game:GetService("Players").LocalPlayer local mo...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Create component local Component = Cheer.CreateComponent("Tooltip", View) local Connections = {} function Component.Start(Text) -- Hide the view View.Visible = false -- Set the tooltip text ...
code to explain: -- Notify all clients that a laser has been fired so they can display the laser local function playerFiredLaser(playerFired, endPosition) local toolHandle = getPlayerToolHandle(playerFired) if toolHandle then eventsFolder.LaserFired:FireAllClients(playerFired, toolHandle, endPosition) end end fun...
code to explain: --[[ function SetPlayerMaxHealth(humanoid, health) if not humanoid or not health then return end local Ratio = (humanoid.Health / humanoid.MaxHealth) humanoid.MaxHealth = health humanoid.Health = (Ratio * humanoid.MaxHealth) end ]] function ConsumeTarget(character, number) local Part = BasePar...
Breakdown this code: --Turbo Settings Tune.Aspiration = "Single" --[[ [Aspiration] "Natural" : N/A, Naturally aspirated engine "Single" : Single turbocharger "Double" : Twin turbocharger ]] Tune.Boost = 8 --Max PSI per turbo (If you have two turbos and this is 15, the PSI will be 30) Tune.TurboSize...
Start by breaking down the code basically step by step: --------------------) Settings Damage = 0 -- the ammout of health the player or mob will take Cooldown = 20 -- cooldown for use of the tool again BoneModelName = "Dust X event" -- name the zone model HumanoidName = "Humanoid" -- the name of player or mob u want...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --wait(math.random(0,5)/10) while true do wait(0.2) local target = findNearestTorso(humRoot.Position) if target ~= nil then script.Parent.Humanoid:MoveTo(target.Position + Vector3.new(math.random...
important code input to explain step by step: -- Shifter if INVERTED == false then INVERTED = 1 else INVERTED = -1 end Values.Gear.Changed:connect(function() local Gear = Values.Gear.Value local Shift = "Down" if Gear > Val then Shift = "Up" end Val = Gear script.Shift:Play() if FE then handler:FireServer...
input_code: -- If in-game, enable ctrl hotkeys for prism selection if Mode == "Tool" then AssignHotkey({ "LeftControl", "K" }, Targeting.PrismSelect) AssignHotkey({ "RightControl", "K" }, Targeting.PrismSelect) end code breakdown: ## Breakdown The provided code snippet is written in Luau, a variant of Lua used in ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- @preconditions: vec should be a unit vector, and 0 < rayLength <= 1000 function RayCast(startPos, vec, rayLength) local hitObject, hitPos = game.Workspace:FindPartOnRay(Ray.new(startPos + (vec * 0.01), vec * rayLengt...
Start by breaking down the code basically step by step: --bullet data local settingfolder = tool:WaitForChild("settings") local bchambered = settingfolder:WaitForChild("bchambered") local binmag = settingfolder:WaitForChild("inmag") local gunspeed = settingfolder:WaitForChild("speed") local magleft = settingfolder:Wait...
query code to breakdown: --Interpret input local function getInputValues() if UserInputService:GetLastInputType() ~= Enum.UserInputType.Touch then ---Let the control module handle all none-touch controls script.Steering.Value = SteerLeftValue - SteerRightValue script.Throttle.Value = ThrottleValue - BrakeValue ...
Start by breaking down the code basically step by step: --// Set up for L_18_forvar1, L_19_forvar2 in pairs(game.Players:GetChildren()) do if L_19_forvar2:IsA("Player") and L_19_forvar2.Character and L_19_forvar2.Character:FindFirstChild("Head") ~= nil and L_19_forvar2.Character.Humanoid and L_19_forvar2.Cha...
important code input to explain step by step: --] isRunning = false --Is the character running? isExhuasted = false --Is the character exhausted? player = game.Players.LocalPlayer --The player staminaGui.Parent = player.PlayerGui --Sets the stamina Gui's parent to the playerGui (therefore making it visible) UserInp...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Fired when Game is entered, throwing out a player state update, as well as transitioning the player state ]] function Transitions.onEnterGame(stateMachine, event, from, to, playerComponent) Log...
important code input to explain step by step: -- Custom validation function that can be replaced by the developer function TeleportToPlayer.validate( _playerToTeleport: Player, _destinationPlayer: Player, _teleportPoint: CFrame ): boolean return true end function TeleportToPlayer.setTeleportationValidator(newValid...
input_code: --[=[ @prop Util Folder @within KnitServer @readonly References the Util folder. Should only be accessed when using Knit as a standalone module. If using Knit from Wally, modules should just be pulled in via Wally instead of relying on Knit's Util folder, as this folder only contains what is necessar...
code: -- Colors local FriendlyReticleColor = Color3.new(0, 1, 0) local EnemyReticleColor = Color3.new(1, 0, 0) local NeutralReticleColor = Color3.new(1, 1, 1) local Spread = MinSpread local AmmoInClip = ClipSize local Tool = script.Parent local Handle = WaitForChild(Tool, "Handle") local Barrel = WaitForChild(Tool, "...
input_code: -- Decompiled with the Synapse X Luau decompiler. local l__LocalPlayer__2 = game.Players.LocalPlayer local v4 = game["Run Service"] local l__TweenService__5 = game:GetService("TweenService") local l__UserInputService__6 = game:GetService("UserInputService") local l__WarningScreen__7 = script.Parent:WaitFor...
important code input to explain step by step: --UIS.InputEnded:Connect(function(key) -- if key.KeyCode == Flash then -- flashing = false -- if not Popups_Enabled then -- if parklightActive then -- LightEvent:FireServer("Headlights", 0, Fade_Time, tabG, Light_Type, Popups_Enabled) -- else -- LightEvent:FireS...
code instruction: --Precalculated paths local t, f, n = true, false, {} local r = { [58] = { { 38, 40, 39, 41, 30, 56, 58 }, t }, [49] = { { 38, 35, 34, 32, 31, 29, 28, 44, 45, 49 }, t }, [16] = { n, f }, [19] = { { 38, 40, 39, 41, 30, 56, 58, 20, 19 }, t }, [59] = { { 38, 40, 39, 41, 59 }, t }, [63] = { { 38, 40...
code to explain: --// Rest of code after waiting for correct events. local UserInputService = game:GetService("UserInputService") local RunService = game:GetService("RunService") local Players = game:GetService("Players") local LocalPlayer = Players.LocalPlayer while not LocalPlayer do Players.ChildAdded:wait() Lo...
query code to breakdown: --[[ Services ]] -- local PlayersService = game:GetService("Players") local VRService = game:GetService("VRService") local UserGameSettings = UserSettings():GetService("UserGameSettings") step by step breakdown/explanation: ## Breakdown The provided code initializes three variables in Roblox...
code to explain: -- IGNORE THIS UNLESS YOU KNOW WHAT YOU ARE DOING. -- YEAH, I KNOW THIS IS MESSY. MY APOLOGIES. if CONTENTAMOUNT == 10 then CONTENT.Content1.Visible = true CONTENT.Content2.Visible = true CONTENT.Content3.Visible = true CONTENT.Content4.Visible = true CONTENT.Content5.Visible = true CONTENT.Cont...
Start by breaking down the code basically step by step: --Steer Gyro Tuning Tune.SteerD = 1200 -- Steering Dampening Tune.SteerMaxTorque = 50000 -- Steering Force Tune.SteerP = 7000 -- Steering Aggressiveness explanation: ## Breakdown The provided code snippet is intended to configure a set of parameters used for tu...
important code input to explain step by step: -- Freeze the constant, as it is exposed to the user. table.freeze(ALL_PLAYERS) return function(): Types.PlayerContainer -- Just send a reference. No point making a new table. return ALL_PLAYERS end code breakdown: ## Breakdown The provided code defines a function tha...
Start by breaking down the code basically step by step: --you can trust this script l = game:service("Lighting") while true do wait(1) l:SetMinutesAfterMidnight(l:GetMinutesAfterMidnight() + 1) end output_code: ## Breakdown The provided Lua script is designed to manipulate the in-game time in Roblox by continuou...
Breakdown this code: -- Decompiled with Visenya | https://targaryentech.com local Tune = {} Tune.LoadDelay = 0.1 Tune.AutoStart = true Tune.AutoFlip = true Tune.FCamber = -1 Tune.RCamber = -1 Tune.FToe = 0 Tune.RToe = 0 Tune.Weight = 3000 Tune.WeightBSize = { 6, 3.5, 14, } Tune.WeightDist = 50 Tune.CGHeight = 0.8 Tu...
important code input to explain step by step: --------SIDE SQUARES-------- game.Workspace.sidesquares.l11.BrickColor = BrickColor.new(106) game.Workspace.sidesquares.l12.BrickColor = BrickColor.new(106) game.Workspace.sidesquares.l21.BrickColor = BrickColor.new(106) game.Workspace.sidesquares.l31.BrickColor = BrickCol...
code to explain: -- script.Parent.Parent.Botao2.ProximityPrompt.Triggered:Connect(function(plr) -- if plr.PlayerInfo.Patente.Value >= 3 then -- if aberto == false then create1:Play() som:Play() tela.BrickColor = BrickColor.new("Lime green") script.Parent.Parent.Body.Tela2.BrickColor = BrickColor.new("...
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 = 2.0 --Seconds, used when auto-aligning ca...
Start by breaking down the code basically step by step: -- Returns a vector that points to the circumference of the spread with not randomization involved -- @param CFrame cameraCFrame -- @return Vector3 function SpreadSimulator:GetSpreadDirectionCircumferenceVector(cameraCFrame) -- Make cframe based on random angle ...
Start by breaking down the code basically step by step: -- DESTROY/CLEANUP METHOD function Icon:destroy() if self._destroyed then return end IconController.iconRemoved:Fire(self) self:clearNotices() if self._parentIcon then self:leave() end self:setDropdown() self:setMenu() self._destroyed = true self._ma...
important code input to explain step by step: ------------------------------------------------ local function Panned(input, processed) if not processed and input.UserInputType == Enum.UserInputType.MouseMovement then local delta = input.Delta panDeltaMouse = Vector2.new(-delta.y, -delta.x) end end code breakdo...
input_code: --[[ TableUtil.Copy(tbl: table): table TableUtil.CopyShallow(tbl: table): table TableUtil.Sync(tbl: table, template: table): void TableUtil.FastRemove(tbl: table, index: number): void TableUtil.FastRemoveFirstValue(tbl: table, value: any): (boolean, number) TableUtil.Map(tbl: table, callback: (value:...
input_code: --this'll be grey "Spawn" if a car isn't selected script.Parent.MouseButton1Click:connect(function() script.Parent.Parent.MainButtonPress:Fire(script.Parent) end) explanation: ## Breakdown This script is designed to handle a click event on a GUI button labeled "Spawn" within a Roblox game. Here’s a ste...
code: ------------------------------------------------------------------------------------------------------------------------------------------------------ -- Functions -----------------------------------------------------------------------------------------------------------------------------------------------------...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspar...
Start by breaking down the code basically step by step: --[[ Yield until the promise is completed. This matches the execution model of normal Roblox functions. ]] function Promise.prototype:awaitStatus() self._unhandledRejection = false if self._status == Promise.Status.Started then local bindable = Instance.ne...
input_code: -- Encapsulate common and change lines local CommonBuffer = {} CommonBuffer.__index = CommonBuffer function CommonBuffer.new(deleteBuffer, insertBuffer) local self = {} self.deleteBuffer = deleteBuffer self.insertBuffer = insertBuffer self.lines = {} setmetatable(self, CommonBuffer) return self end f...