text stringlengths 54 19.6k |
|---|
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... |
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