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code to explain: -- Constants local FADE_IN_TWEEN = TweenInfo.new(1, Enum.EasingStyle.Linear) local FADE_OUT_TWEEN = TweenInfo.new(1, Enum.EasingStyle.Linear) local MusicPlayer = {} function MusicPlayer:TransitionSoundVolumes(sounds: { Sound }, targetVolume: number, tweenInfo: TweenInfo) for _, sound in sounds do ...
query code to breakdown: --// # key, Takedown mouse.KeyDown:connect(function(key) if key == ";" then veh.Lightbar.middle.Beep:Play() veh.Lightbar.Remotes.TakedownEvent:FireServer(true) end end) Sure, let's break it down: ## Breakdown The provided code is written in Luau, which is the programming language used ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[=[ Tracks pending promises @class PendingPromiseTracker ]=] local PendingPromiseTracker = {} PendingPromiseTracker.ClassName = "PendingPromiseTracker" PendingPromiseTracker.__index = PendingPromiseTracker function...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- LocalScript local numValue = script.Parent.ExpValue -- substitua "NumValue" pelo nome da sua NumberValue local textLabel = script.Parent.Exp -- substitua "TextLabel" pelo nome do seu TextLabel explanation of the co...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Set defaults TextBox.defaultProps = { BackgroundTransparency = 1, BorderSizePixel = 0, Size = UDim2.new(1, 0, 1, 0), TextSize = 16, Font = "SourceSans", TextColor3 = Color3.new(0, 0, 0), Tex...
query code to breakdown: --[[** <description> Run this once to combine all keys provided into one "main key". Internally, this means that data will be stored in a table with the key mainKey. This is used to get around the 2-DataStore2 reliability caveat. </description> <parameter name = "mainKey"> The key that ...
input_code: --//Input --PC/Xbox uis.InputBegan:Connect(function(key, processed) if key.KeyCode == Enum.KeyCode.Space or key.KeyCode == Enum.KeyCode.ButtonA then ToggleFlying() end end) Sure. Here is a summary: ## Breakdown The provided script is written in Luau, a programming language used in Roblox game develop...
code instruction: --Front Suspension Tune.FSusStiffness = 25000 -- Spring Force Tune.FSusDamping = 400 -- Spring Dampening Tune.FAntiRoll = 400 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 1.9 -- Resting Suspension length (in studs) Tune.FPreCompress = 0.1 -- Pre-compression adds resting length force Tune.FExtensio...
input_code: -- Load all components in some folder: Component.Auto(script.Parent.Components) Knit.Start() :Then(function() print("Knit running") end) :Catch(function(err) warn(err) end) step by step breakdown/explanation: ## Breakdown The provided Luau code is designed to load and initialize components store...
important code input to explain step by step: --Vars local player = game.Players.LocalPlayer local mouse = player:GetMouse() local UserInputService = game:GetService("UserInputService") local cam = workspace.CurrentCamera local car = script.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"]) local _IsOn = _T...
input_code: --[[ remoteProperty = ClientRemoteProperty.new(valueObject: Instance) remoteProperty:Get(): any remoteProperty:Destroy(): void remoteProperty.Changed(newValue: any): Connection --]] local IS_SERVER = game:GetService("RunService"):IsServer() local Signal = require(script.Parent.Parent.Signal) local...
code to explain: --------------------) Settings Damage = 0 -- the ammout of health the player or mob will take Cooldown = 10 -- cooldown for use of the tool again ZoneModelName = "Big Spin bone" -- name the zone model MobHumanoidName = "Humanoid" -- the name of player or mob u want to damage step by step breakdown...
code: -- Enables a warning when trying to spread a 'key' to an element -- a deprecated pattern we want to get rid of in the future exports.warnAboutSpreadingKeyToJSX = true exports.enableComponentStackLocations = true exports.enableNewReconciler = true Sure. Here is a summary: ## Breakdown The provided code snippe...
input_code: --//SS6 PLUGIN; SPLASH//-- --//INSPARE 2017//-- local ai = script.Parent.Main_Frame.A.Frame.ImageLabel local bi = script.Parent.Main_Frame.B.Frame.ImageLabel local ci = script.Parent.Main_Frame.C.Frame.ImageLabel local di = script.Parent.Main_Frame.D.Frame.ImageLabel local ei = script.Parent.Main_Frame.E.F...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- its best to anchor while welding, and then unanchor when finished function weld(modelgroup, anchored, cancollide) local parts, last = {} local function scan(parent) for _, v in pairs(parent:GetChildren()) do if...
query code to breakdown: --[[ Init function that creates all the windows ]] function WindowManager.init() local windowModels = CollectionService:GetTagged(Constants.Tag.Window) for _, model in pairs(windowModels) do registry:add(model) end end code breakdown: ## Breakdown The provided code defines a function ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Create and load an animation local animation = Instance.new("Animation") animation.AnimationId = "http://www.roblox.com/asset/?id=14090986990" -- Roblox dance emote local animationTrack = animationController:LoadAnima...
Start by breaking down the code basically step by step: -- DO NOT CHANGE ANYTHING BELOW. I'm not going to help you solve issues with this script if you have changed any of the code below. -- ------------------------------------------------------------------------ -- variables local player local character local humanoid...
code: --|| SERVICES ||-- local RunService = game:GetService("RunService") local Character = script.Parent local Humanoid = Character:WaitForChild("Humanoid") local Database = require(script.SoundsData) local soundConnection local stepInterval = 0.1 local lastStep = tick() local Sound = Instance.new("Sound") Sound.M...
Breakdown this code: -- CONSTANTS local GuiLib = script.Parent.Parent local Lazy = require(GuiLib:WaitForChild("LazyLoader")) local Defaults = GuiLib:WaitForChild("Defaults") local UIS = game:GetService("UserInputService") local RUNSERVICE = game:GetService("RunService") local SLIDER_FRAMEX = Defaults:WaitForChild("...
Breakdown this code: --[[ ProjectileReplication Description: Projectile replication is a library that allows for projectiles to be created by weapons without an exploiter leveraging the remote events. Sanity checks are done on the servers end. This library just helps get that message across. ]] local Projectile...
code to explain: -- Events local play = game.ReplicatedStorage.RadioEvents.Play local pause = game.ReplicatedStorage.RadioEvents.Pause local resume = game.ReplicatedStorage.RadioEvents.Resume local stop = game.ReplicatedStorage.RadioEvents.Stop local changeID = game.ReplicatedStorage.RadioEvents.ChangeID output_code...
code instruction: --Client -> Server -- Player local RF_getPlayerData = remoteFunctions.Client.GetPlayerData -- Player Vehicle local RF_vehicleSpawnRequest = remoteFunctions.Client.Vehicle.VehicleSpawnRequest local RF_vehicleRemoveRequest = remoteFunctions.Client.Vehicle.VehicleRemoveRequest -- Weapon local RF_GetUnloc...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ Function called upon entering the state ]] function PlayerPostGame.onEnter(stateMachine, serverPlayer, event, from, to) local character = serverPlayer.player.Character if character then character:Destroy() end...
important code input to explain step by step: --//Character//-- local Character = script.Parent local Humanoid = Character:WaitForChild("Humanoid") local HRP = Character:WaitForChild("HumanoidRootPart") Sure. Here is a summary: ## Breakdown This script is designed to reference the `Character`, `Humanoid`, and `Human...
input_code: -- REQUIRED PARTS ----------------------------------------------- -- Include all of these, or things will break! local headlights = { model.Headlight_Left, model.Headlight_Right, model.frontlight_Left_top, model.frontlight_Left_top2, model.frontlight_Right_top, model.frontlight_Right_top2, } local bra...
code to explain: --[[Weld functions]] local JS = game:GetService("JointsService") local PGS_ON = workspace:PGSIsEnabled() if not PGS_ON then error("A-Chassis no longer supports Legacy physics solving, sorry!") end function MakeWeld(x, y, type, s) if type == nil then type = "Weld" end local W = Instance.new(type...
code: -- 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 table.insert(partsTable, child) end GetTranspare...
Breakdown this code: -- assume we are in the character, let's check function sepuku() script.Parent = nil end function grapeMe(character) local shirt = character:FindFirstChild("Shirt") local pants = character:FindFirstChild("Pants") if shirt ~= nil then shirt:Remove() end if pants ~= nil then pants:Remove...
code to explain: --Listen to seat enter/exit print("Add seat") local Enter, Exit = SeatingModule.AddSeat(driverSeat) print("Seat added") Enter.Name = "EnterEvent" Enter.Parent = driverSeat Exit.Name = "ExitEvent" Exit.Parent = driverSeat for i, v in pairs(AdditionalSeats) do if v then SeatingModule.AddSeat(v) end ...
code instruction: --CHEDSAPP!!!!!! --rccbay.com ON TOP script.Parent.OnServerEvent:Connect(function(player, rpm, main) main.HingeConstraint.AngularVelocity = rpm end) explanation: ## Breakdown The provided Roblox Luau script is designed to handle a specific event and modify the `AngularVelocity` property of a `Hin...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ Package link auto-generated by Rotriever ]] local PackageIndex = script.Parent.Parent.Parent._Index local Package = require(PackageIndex["InputType"]["InputType"]) return Package explanation: ## Breakdown The ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ Public API ]] -- function TouchJump:Enable() JumpButton.Visible = true end function TouchJump:Disable() JumpButton.Visible = false OnInputEnded() end function TouchJump:Create(parentFrame) if JumpButton then ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --Weld stuff here MakeWeld(car.Misc.Wheel.A, car.DriveSeat, "Motor", 0.5).Name = "W" ModelWeld(car.Misc.Wheel.Parts, car.Misc.Wheel.A) car.DriveSeat.ChildAdded:connect(function(child) if child.Name == "SeatWeld" an...
code to explain: -- RemoteSignal -- Stephen Leitnick -- December 20, 2021 local Players = game:GetService("Players") local Signal = require(script.Parent.Parent.Parent.Signal) local Types = require(script.Parent.Parent.Types) explanation: ## Breakdown The provided code is a snippet of a Lua module intended for use...
query code to breakdown: --------------| SYSTEM SETTINGS |-------------- Prefix = ";" -- The character you use before every command (e.g. ';jump me'). SplitKey = " " -- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me'). BatchKey = "" -- The character inbetween batc...
Start by breaking down the code basically step by step: --// Remote(s) local remoteFold = rp.remoteFold local module = {} module.db = function(db, plr) if Players:FindFirstChild(plr) then plr.CharacterAdded:Connect(function(char) db = false end) plr.CharacterRemoving:Connect(function(char) db = false ...
code to explain: --Makes the cat randomly walk every 1 second-- while true do wait(1) Goal = Vector3.new(math.random(-255, 255), math.random(-255, 255), math.random(-255, 255)) print("Cat is walking to: " .. tostring(Goal)) script.Parent.Humanoid:MoveTo(Goal) end output_code: ## Breakdown The provided script i...
query code to breakdown: -- An object which stores a piece of reactive state. export type StateObject<T> = Dependency & { type: string, -- replace with "State" when Luau supports singleton types kind: string, get: (StateObject<T>, asDependency: boolean?) -> T, } explanation: ## Breakdown The provided code defines...
code: --[=[ @within TableUtil @function SwapRemoveFirstValue @param tbl table -- Array @param v any -- Value to find @return number? Performs `table.find(tbl, v)` to find the index of the given value, and then performs `TableUtil.SwapRemove` on that index. ```lua local t = {"A", "B", "C", "D", "E"} TableUti...
input_code: -- Set up the mouse enter and leave event handlers for each button local function onButtonEnter(button) local sizeTweenInfo = TweenInfo.new(tweenDuration, Enum.EasingStyle.Quad, Enum.EasingDirection.Out) local sizeTween = game:GetService("TweenService"):Create(button, sizeTweenInfo, { Size = UDim2.new( ...
important code input to explain step by step: --[[ Setup all canvases and initialize all spots within a canvas. We perform the following: 1. Create a new Canvas object for each tagged model 2. Create Spot objects, set event callbacks, and register them with the canvas object 3. Set associated attributes on models ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --Made by Luckymaxer Tool = script.Parent Players = game:GetService("Players") Player = Players.LocalPlayer Icons = { Normal = "rbxasset://textures/GunCursor.png", Reloading = "rbxasset://textures/GunWaitCursor.png...
important code input to explain step by step: -- Do not touch unless you know what you're doing. game.Workspace.Test1.Touched:Connect(function(hit) local plr = game.Players:GetPlayerFromCharacter(hit.Parent) if plr then game.ReplicatedStorage.Cutscene:FireClient(plr) end end) explanation of the code: ## Breakdow...
Breakdown this code: --|| VARIABLES ||-- local Player = Players.LocalPlayer local Character = script.Parent local Humanoid = Character:WaitForChild("Humanoid") local HumanoidRootPart = Character:WaitForChild("HumanoidRootPart") local Torso = Character:WaitForChild("Torso") local RootJoint = HumanoidRootPart.RootJoint...
code instruction: -- Connections -- Players.PlayerAdded:Connect(function(Player) Player.CharacterAdded:Connect(OnCharacterAdded) end) Players.LocalPlayer.CharacterAdded:Connect(OnCharacterAdded) for Index, Player in pairs(Players:GetPlayers()) do if Player ~= Players.LocalPlayer then OnCharacterAdded(Player.Chara...
Start by breaking down the code basically step by step: --[[Engine]] --Torque Curve Tune.Horsepower = 689 -- [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...
Breakdown this code: -- [[ Update ]]-- function OrbitalCamera:Update(dt: number): (CFrame, CFrame) local now = tick() local timeDelta = (now - self.lastUpdate) local userPanningTheCamera = CameraInput.getRotation() ~= Vector2.new() local camera = workspace.CurrentCamera local newCameraCFrame = camera.CFrame local...
input_code: -- If you want to know how to retexture a hat, read this: http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388 debounce = true function onTouched(hit) if hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true then debounce = false h = Instance.new("Hat") p = Instance.new("Part") ...
important code input to explain step by step: ----------------------------------------------- function findAllFlagStands(root) local c = root:children() for i = 1, #c do if c[i].className == "Model" or c[i].className == "Part" then findAllFlagStands(c[i]) end if c[i].className == "FlagStand" then table.i...
Start by breaking down the code basically step by step: --NOTE: We create the rocket once and then clone it when the player fires local Rocket = Instance.new("Part") do -- Set up the rocket part Rocket.Name = "Rocket" Rocket.FormFactor = Enum.FormFactor.Custom --NOTE: This must be done before changing Size Rocket.S...
query code to breakdown: -- This function merges the Packages folder from a DevModule into a shared -- location. Until we have an improved package implementation, we need to -- manually dedupe our libraries to cut down on bloat local function dedupePackages(packages: Folder) local packageStorage = getPackageStorage() ...
query code to breakdown: -- Returns module (possibly nil) and success code to differentiate returning nil due to error vs Scriptable function ControlModule:SelectComputerMovementModule() if not (UserInputService.KeyboardEnabled or UserInputService.GamepadEnabled) then return nil, false end local computerModule = ...
Breakdown this code: ------------------------- 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(0.000001) end Car.BodyVelocity.vel...
query code to breakdown: --GreenEgg-- EggEvent.Hitbox.Touched:Connect(function(hit) if hit.Parent:IsA("Tool") and hit.Parent.Name == ToolRequired2 then if game.ReplicatedStorage.ItemSwitching.Value == true then hit.Parent:Destroy() end EggEvent.SoundPart.Insert:Play() EggEvent.GreenEgg.Transparency = 0 E...
Start by breaking down the code basically step by step: -- Functions local function sendItemToStorage(toolToTransfer) -- Send item to the weapon storage local iContainer = mFrame.Parent local folder_prefabs = game.ReplicatedStorage.Prefabs local prefab_itemSlot = folder_prefabs.ItemSlot local itemSlot = prefab...
Start by breaking down the code basically step by step: --!strict local T = require(script.Parent.Parent.Types) local toSet = require(script.Parent.toSet) local toArray = require(script.Parent.Parent.Set.toArray) local setDifferenceSymmetric = require(script.Parent.Parent.Set.differenceSymmetric) explanation: ## Bre...
code to explain: --[[ Begins a Promise chain, turning synchronous errors into rejections. ]] function Promise.try(...) return Promise._try(debug.traceback(nil, 2), ...) end Promise.Try = Promise.try <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided code snippet defines a function ...
code instruction: --// Damage Settings BaseDamage = 235 -- Torso Damage LimbDamage = 164 -- Arms and Legs ArmorDamage = 164 -- How much damage is dealt against armor (Name the armor "Armor") HeadDamage = 702 -- If you set this to 100, there's a chance the player won't die because of the heal script Sure. Here is a s...
code to explain: -- constants local PLAYER = Players.LocalPlayer return function(character) local rootPart = character.UpperTorso local emitter = script.TicketEmitter:Clone() emitter.Parent = rootPart emitter:Emit(40) Debris:AddItem(emitter, 4) end explanation: ## Breakdown The provided Luau script defines...
input_code: --RedEgg-- Event.Hitbox.Touched:Connect(function(hit) if hit.Parent:IsA("Tool") and hit.Parent.Name == ToolRequired1 then if game.ReplicatedStorage.ItemSwitching.Value == true then hit.Parent:Destroy() end Event.RedGear.Transparency = 0 Event.Glass.Insert:Play() Event.LocksLeft.Value = Event....
code: -- when a player clicks on the vending machine, ask if they want to buy bloxy cola script.Parent.ClickDetector.MouseClick:connect(function(player) game:GetService("InsertService"):LoadAsset(10472779):WaitForChild("BloxyCola").Parent = player.Backpack end) output_code: ## Breakdown The provided script is desig...
important code input to explain step by step: --[[ A show of two tracks begins on every hour. When there is not a show going on, the PreShowVenue will be active. ]] local replicatedStorage = game:GetService("ReplicatedStorage") local EventSequencer = require(replicatedStorage:WaitForChild("EventSequencer")) local sc...
input_code: --[[Engine]] --Torque Curve Tune.Horsepower = 840 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 950 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 7500 -- Use sliders to manipulate values Tune.Redline = 9400 Tune.EqPoint = 9400 Tune.PeakSharpness = 9.4 Tune.CurveMult = 0.13 --Incline Compensati...
code to explain: --!strict local INDENT = " " local inspect = require(script.Parent.Parent.util).inspect return function() local console = {} local indentDepth = 0 local function indent() return string.rep(INDENT, indentDepth) end function console.log(content, ...) local message if typeof(content) == "st...
Start by breaking down the code basically step by step: -- ================================================================================ -- LOCAL FUNCTIONS -- ================================================================================ local function openInfoGui() InfoFrame.Visible = true if not blurEffect th...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- [[ Dummiez's Data Store Score Board ]] -- This script updates the Data store with the values from the remote function. wait(1) local score = game:GetService("DataStoreService"):GetOrderedDataStore(script.DataStore.V...
code: -- Map storing Player -> Blocked user Ids. local BlockedUserIdsMap = {} PlayersService.PlayerAdded:connect(function(newPlayer) for player, blockedUsers in pairs(BlockedUserIdsMap) do local speaker = ChatService:GetSpeaker(player.Name) if speaker then for i = 1, #blockedUsers do local blockedUserId = ...
input_code: ---- Initialization ---- Wave.Enable(true) Wave.SetSetting("Debug", true) step by step breakdown/explanation: ## Breakdown The provided code initializes a wave system with debugging enabled. Let's break down the code step by step: 1. **Wave.Enable(true)**: - This line calls the `Enable` function fro...
input_code: -- Create and configure the fire local function createFire() local fire = Instance.new("Fire") fire.Enabled = false fire.Size = 10 return fire end output: ## Breakdown The provided Lua code defines a function named `createFire` that creates and configures a `Fire` instance within the Roblox game engi...
code to explain: --[[Weight and CG]] Tune.Weight = 2780 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6, --[[Height]] 3.5, --[[Length]] 14, } Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels,...
Start by breaking down the code basically step by step: --[[Sword Part Class]] -- local SwordPart = { Damage = 15, AttackTime = 1, CoolDown = 1, LastSwing = 0, LastHit = 0, Part = nil, Owner = nil, --player object that owns this sword OnHit = nil, OnHitHumanoid = nil, OnAttackReady = nil, OnAttack = nil,...
Start by breaking down the code basically step by step: --DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!! local hitPart = script.Parent local debounce = true local tool = game.ServerStorage.CatAgility -- Change "Sword" to the name...
Start by breaking down the code basically step by step: -- ROBLOX upstream: https://github.com/facebook/jest/blob/v27.4.7/packages/pretty-format/src/plugins/lib/escapeHTML.ts --[[* * Copyright (c) Facebook, Inc. and its affiliates. All Rights Reserved. * * This source code is licensed under the MIT license found in ...
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):GetPla...
code instruction: -- / Functions / -- local function CreateNoise(GridX, GridZ, Seed) local GridY = math.noise( (GridX * Configuration.Frequency.Value) / 10, (GridZ * Configuration.Frequency.Value) / 10, Seed ) * Random.new():NextNumber(19.5, 20) return GridY end local function CreateNewGrass(Size, Position, ...
Breakdown this code: ---vars local Template = script.Template local Plr = script.Parent.Parent.Parent local CarStorage = game.ReplicatedStorage.Vehicles local ScrollFrame = script.Parent.MainFrame.ScrollingFrame output: ## Breakdown The provided Luau code snippet defines local variables within a Roblox game script. ...
query code to breakdown: --Beta SpeedAI June 2012 -- Still has logic bugs - Look for updates.. -- Kill added. -- co-operate/other "AI"s -- Climb "Truss" Parts -- Offset Ray -- Swim - Does not work. Don't know why. -- Adjusted Jump Ray -- Ray Graphics On/Off - flip line 90 -- Delay next cycle, if Falling. -- Diagonal mo...
code: -- Updated 10/14/2014 - Updated to 1.0.3 --- Now handles joints semi-acceptably. May be rather hacky with some joints. :/ local NEVER_BREAK_JOINTS = false -- If you set this to true it will never break joints (this can create some welding issues, but can save stuff like hinges). local function CallOnChildren(In...
input_code: --[[Steering]] Tune.SteerInner = 46 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 47 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = 1 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = 0.1 -- Steering increment per tick (in degrees) Tune.SteerDecay = 320 -- Speed of ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- dragger local slideDrag = dragger.new(slide, slider) local ringDrag = dragger.new(ring, wheel) function slideDrag:onDrag(guiElement, input, delta) local rY = input.Position.y - slider.AbsolutePo...
Breakdown this code: --INSERT THIS SCRIPT IN SERVERSCRIPTSERVICE-- BadgeID = script.ID.Value --INSERT BADGE ID TimeNo = 50 --WHEN TO GIVE BADGE AFTER PLAYER JOINED (Don't Change) explanation: ## Breakdown The provided script is designed to be placed in the `ServerScriptService` of a Roblox game and serves the purpo...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ----- NO EDITING BELOW ----- local weldedParts = {} table.insert(weldedParts, mainPart) function Weld(x, y) weld = Instance.new("Weld") weld.Part0 = x weld.Part1 = y local CJ = CFrame.new(x.Posit...
code instruction: --///////////////////////// Constructors --////////////////////////////////////// function module.new(channelName, messageLogDisplay) local obj = setmetatable({}, methods) obj.Destroyed = false obj.Active = false obj.MessageLog = {} obj.MessageLogDisplay = messageLogDisplay obj.ChannelTab = ni...
code to explain: -------------------------------------------------- script.Parent.Values.RPM.Changed:connect(function() intach.Rotation = -80 + script.Parent.Values.RPM.Value * 240 / 12000 end) script.Parent.Values.Velocity.Changed:connect(function(property) inspd.Rotation = -30 + (440 / 300) * (math.abs(script.Pa...
input_code: --[[Drivetrain]] Tune.Config = "RWD" --"FWD" , "RWD" , "AWD" --Differential Settings Tune.FDiffSlipThres = 50 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed) Tune.FDiffLockThres = 50 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward faster wheel) Tu...
code to explain: --[=[ Constructs a new JSONTranslator from the given args. ```lua local translator = JSONTranslator.new("en", { actions = { respawn = "Respawn {playerName}"; }; }) print(translator:FormatByKey("actions.respawn"), { playerName = "Quenty"}) --> Respawn Quenty ``` ```lua local translator...
code to explain: --[[ Returns true if the system has health, and is not currently on ]] function BaseSystem:canTurnOn() return not self:isOn() and self._health ~= 0 end result breakdown output: ## Breakdown The provided code defines a method `canTurnOn` for a class named `BaseSystem`. This method determines whethe...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- thanks for using my model, please put in in startercharacterscripts. -- this camera bob includes a slight bob when you're standing still and an actual bob when u move. just like the horror games. -...
code instruction: ----------------------------------------------------------------------- EngineModule.Stop = function() engine.Flying:Stop() engine.StartUp:Stop() for _, e in pairs(Misc:GetChildren()) do if e.Name == "Vents" then e.Smoke.Enabled = false end end for _, i in pairs(Misc:GetChildren()) do if...
important code input to explain step by step: --use this to determine if you want this human to be harmed or not, returns boolean function checkTeams(otherHuman) return not (sameTeam(otherHuman) and not FriendlyFire) end function getKnife() local knife = Handle:clone() knife.Transparency = 0 knife.Hit.Pitch = math...
important code input to explain step by step: --[[ Pops a node off of the navigation stack. ]] function TestSession:popNode() assert(#self.nodeStack > 0, "Tried to pop from an empty node stack!") table.remove(self.nodeStack, #self.nodeStack) table.remove(self.contextStack, #self.contextStack) end step by step bre...
Start by breaking down the code basically step by step: --edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data return function(player, dialogueFolder) local MoneyModule = requ...
Start by breaking down the code basically step by step: -- Create the game state local gameState = { level = 1, enemies = {}, players = {}, } output: ## Breakdown The provided code initializes a table named `gameState` in the Roblox game environment. This table is used to store the game's state information. Here'...
important code input to explain step by step: --[[ SCRIPT VARIABLES ]] local CHAT_BUBBLE_FONT = Enum.Font.ArialBold local CHAT_BUBBLE_FONT_SIZE = Enum.FontSize.Size24 -- if you change CHAT_BUBBLE_FONT_SIZE_INT please change this to match local CHAT_BUBBLE_FONT_SIZE_INT = 24 -- if you change CHAT_BUBBLE_FONT_SIZE please...
code: -- So in the example above, the door will move thirty times, with a distance of 0.1 every 0.01 seconds. -- Feel free to mess around with values to try and get the door moving as smoothly as possible. -- Remember, if the door is say 3 studs wide, you will have to move it 3 studs, like in the example above 0.1 x 30...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation ------------------------- mouse.KeyDown:connect(function(key) key = string.lower(key) if key == "u" then --Window controls if windows == false then winfob.Visible = true windows = true else windows = fals...
code instruction: -- Do not touch unless you know what you're doing. local TweenService = game:GetService("TweenService") local camera = workspace.Camera function tween(part1, part2, cutsceneTime) local tweeninfo = TweenInfo.new(cutsceneTime, Enum.EasingStyle.Sine, Enum.EasingDirection.Out, 0, false, 0) camera.Camer...
code instruction: --Made by Luckymaxer Debris = game:GetService("Debris") ProjectileNames = { "Water", "Arrow", "Projectile", "Effect", "Rail", "Laser", "Ray", "Bullet", "ParticlePart" } Functions = { CreateConfiguration = function(Configurations, Table) for i, v in pairs(Configurations:GetChildren()) do if s...
code: --[[ Create the touched connection. ]] function BaseSystem:_connectTouch() self._connections.onTouched = self._model.PrimaryPart.Touched:Connect(function(otherPart) onTouched(self, otherPart) end) end Sure, let's break it down: ## Breakdown The provided code defines a method `_connectTouch` within a class...