text stringlengths 54 19.6k |
|---|
query code to breakdown:
---Drivetrain Initialize
local wDia = 0
local Drive = {}
if _Tune.Config == "FWD" or _Tune.Config == "AWD" then
if car.Wheels:FindFirstChild("FL") ~= nil then
table.insert(Drive, car.Wheels.FL)
end
if car.Wheels:FindFirstChild("FR") ~= nil then
table.insert(Drive, car.Wheels.FR)
end
end... |
Start by breaking down the code basically step by step:
-- Module Scripts
local moduleScripts = ServerStorage.ModuleScripts
local replicatedModuleScripts = ReplicatedStorage.ModuleScripts
local roundManager = require(moduleScripts.RoundManager)
local gameSettings = require(moduleScripts.GameSettings)
local displayManag... |
query code to breakdown:
-- list of account names allowed to go through the door.
permission = { "bluelego07091" } --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 we will let in,
-- "conrad105," and, "builder... |
Start by breaking down the code basically step by step:
-- See if I have a tool
local spawner = script.Parent
local tool = nil
local region = Region3.new(
Vector3.new(
spawner.Position.X - spawner.Size.X / 2,
spawner.Position.Y + spawner.Size.Y / 2,
spawner.Position.Z - spawner.Size.Z / 2
),
Vector3.new(
spa... |
Start by breaking down the code basically step by step:
--------STAGE LIGHTS--------
game.Workspace.sb1.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.sb2.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.sb3.BrickColor = BrickColor.new(game.Workspace.Lightin... |
important code input to explain step by step:
--Returns whether the given position is under cover
local function UnderObject(pos, l)
l = l or 120
-- raycast
local hit, position = Workspace:FindPartOnRayWithIgnoreList(Ray.new(pos, UpVec * l), ignoreList)
if hit then
return hit.Transparency ~= 1 and true or UnderOb... |
code to explain:
-- Create a laser beam from a start position towards an end position
function LaserRenderer.createLaser(toolHandle, endPosition)
local startPosition = toolHandle.Position
local laserDistance = (startPosition - endPosition).Magnitude
local laserCFrame = CFrame.lookAt(startPosition, endPosition) * CF... |
important code input to explain step by step:
--[=[
@param name string
@param enums {string}
@return EnumList
Constructs a new EnumList.
```lua
local directions = EnumList.new("Directions", {
"Up",
"Down",
"Left",
"Right",
})
local direction = directions.Up
```
]=]
function EnumList.new(name: string,... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Class
local SpringClass = {}
SpringClass.__index = SpringClass
SpringClass.__type = "Spring"
function SpringClass:__tostring()
return SpringClass.__type
end
output:
## Breakdown
The provided code defines a simpl... |
code:
-- Detect player within zone and flash parts
local sensor = script.Parent.Parent.Door.Sensor
while wait() do
local shouldOpen = false
for _, Player in pairs(game.Players:GetPlayers()) do
if
Player.Character
and Player.Character:FindFirstChild("HumanoidRootPart")
and (Player.Character.HumanoidRootPart... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[Engine]]
--Torque Curve
Tune.Horsepower = 900 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 6500 -- Use sliders to manipulate values
Tune.Redline = 7000 ... |
code:
-- Import into a single datastore:
local function importPairsFromTable(origin, destination, interface, warnFunc, methodName, prefix, isOrdered)
for key, value in pairs(origin) do
if type(key) ~= "string" then
warnFunc(
("%s: ignored %s > %q (key is not a string, but a %s)"):format(
methodName,
... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[=[
@param parent Instance
@param namespace string?
@return ServerComm
Constructs a ServerComm object. The `namespace` parameter is used
in cases where more than one ServerComm object may be bo... |
query code to breakdown:
-- Setting these here so the functions above can self-reference just by name:
MockDataStoreUtils.logMethod = logMethod
MockDataStoreUtils.deepcopy = deepcopy
MockDataStoreUtils.scanValidity = scanValidity
MockDataStoreUtils.getStringPath = getStringPath
MockDataStoreUtils.importPairsFromTable =... |
Breakdown this code:
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 10 -- cooldown for use of the tool again
ZoneModelName = "Error void" -- name the zone model
MobHumanoidName = "Humanoid" -- the name of player or mob u want to damage
Sure. Here is a summa... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Define target box cleanup routine
function SelectionBoxPool.Cleanup(SelectionBox)
SelectionBox.Adornee = nil
SelectionBox.Visible = nil
end
function CreateSelectionBoxes(Item)
-- Creates selection boxes for the gi... |
input_code:
-----[Values to Initialize]-----
local RGBHolders = {}
local PreviewColor = {}
local Errors = {}
local RGBInputs = {}
local RGBSliderHitboxes = {}
local RGBSliders = {}
result breakdown output:
## Breakdown
The provided code is a snippet in Roblox Luau that initializes several tables. Tables in Lua (and... |
code:
-- create the Viewmodel
local Viewmodel: Model = Instance.new("Model")
local FakeHumanoidRootPart: Part = Instance.new("Part")
Viewmodel.Name = "Viewmodel"
FakeHumanoidRootPart.Name = "HumanoidRootPart"
FakeHumanoidRootPart.CanCollide = false
FakeHumanoidRootPart.CanTouch = false
FakeHumanoidRootPart.Anchored = t... |
query code to breakdown:
--[[Steering]]
Tune.SteerInner = 39 -- Inner wheel steering angle (in degrees)
Tune.SteerOuter = 40 -- Outer wheel steering angle (in degrees)
Tune.SteerSpeed = 0.05 -- Steering increment per tick (in degrees)
Tune.ReturnSpeed = 0.15 -- Steering increment per tick (in degrees)
Tune.SteerDecay =... |
query code to breakdown:
--[[
Add more owned asset ids to the players list. Keep order by checking for duplicates and only
appending new ones to the list.
]]
return Rodux.createReducer({}, {
[SetOwnedAssets.name] = function(state, action)
local checkForDups = {}
local currentAssets = state[action.assetTypeId] a... |
code instruction:
--For Omega Rainbow Katana thumbnail to display a lot of particles.
for i, v in pairs(Handle:GetChildren()) do
if v:IsA("ParticleEmitter") then
v.Rate = 20
end
end
Tool.Grip = Grips.Up
Tool.Enabled = true
function IsTeamMate(Player1, Player2)
return (
Player1
and Player2
and not Player1.N... |
code instruction:
-- send nil to client to mark repair cancelled
local repairTarget
local repairingValue
local apparentHolder
local requestStop = false
script.RepairChannel.OnServerEvent:Connect(function(plr, engine, valObj)
local holder = game.Players:GetPlayerFromCharacter(script.Parent.Parent)
print(holder, p... |
important code input to explain step by step:
--[[Engine (Avxnturador)]]
-- Everything below can be illustrated and tuned with the graph below.
-- https://www.desmos.com/calculator/oishj9m1tq
-- This includes everything, from the engines, to boost, to electric.
-- To import engines prior to AC6C V1.3, consult the REA... |
code to explain:
--[[Susupension]]
Tune.SusEnabled = true -- Sets whether suspension is enabled for PGS
--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 stu... |
code to explain:
--[[ Public API ]]
--
function KeyboardMovement:Enable()
if not UserInputService.KeyboardEnabled then
return
end
local forwardValue = 0
local backwardValue = 0
local leftValue = 0
local rightValue = 0
local updateMovement = function(inputState)
if inputState == Enum.UserInputState.Cancel t... |
query code to breakdown:
--returns a table of vector3s that represent the corners of any given part
function RoomPackager:CornersOfPart(part)
local cframe = part.CFrame
local halfSizeX = part.Size.X / 2
local halfSizeY = part.Size.Y / 2
local halfSizeZ = part.Size.Z / 2
local corners = {
RightTopBack = cframe:p... |
code:
-- Gets a part from the cache, or creates one if no more are available.
function PartCacheStatic:GetPart(): BasePart
assert(getmetatable(self) == PartCacheStatic, ERR_NOT_INSTANCE:format("GetPart", "PartCache.new"))
if #self.Open == 0 then
--warn("No parts available in the cache! Creating [" .. self.Expansio... |
important code input to explain step by step:
--[[
Attempts to get the default value of a given property on a Roblox instance.
This is used by the reconciler in cases where a prop was previously set on a
primitive component, but is no longer present in a component's new props.
Eventually, Roblox might provide a n... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[ The Module ]]
--
local TransparencyController = {}
TransparencyController.__index = TransparencyController
function TransparencyController.new()
local self = setmetatable({}, TransparencyContro... |
important code input to explain step by step:
-----------------
--| Variables |--
-----------------
local DebrisService = game:GetService("Debris")
local PlayersService = game:GetService("Players")
local Rocket = script.Parent
local CreatorTag = Rocket:WaitForChild("creator", 60)
local SwooshSound = Rocket:WaitForCh... |
code to explain:
-- NOTE: This will fire for ControlMode when the settings menu is closed. If ControlMode is
-- MouseLockSwitch on settings close, it will change the mode to Classic, then to ShiftLockSwitch.
-- This is a silly hack, but needed to raise an event when the settings menu closes.
GameSettings.Changed:connec... |
important code input to explain step by step:
----[UPDATE RGB SLIDERS]----
local function UpdateRGBSliders(z)
for i = 1, #RGBSliders[z] do
RGBSliders[z][i].Position = UDim2.new(
0,
PreviewColor[z].BackgroundColor3[rgb[i]] * RGBSliderHitboxes[z][i].AbsoluteSize.X,
RGBSliders[z][i].Position.Y.Scale,
0
)
... |
query code to breakdown:
--Made by Stickmasterluke
sp = script.Parent
speedboost = 4 --100% speed bonus
speedforsmoke = math.huge --smoke apears when character running >= 10 studs/second.
local tooltag = script:WaitForChild("ToolTag", 2)
if tooltag ~= nil then
local tool = tooltag.Value
local h = sp:FindFirstChil... |
Start by breaking down the code basically step by step:
--MainScriptValues
local Color = Color3.fromRGB(0, 255, 0)
local Screen1 = script.Parent.Digit1Panel.Screen
local AddButton1 = script.Parent.Digit1Panel.AddButton
local SubtractButton1 = script.Parent.Digit1Panel.SubtractButton
local Screen2 = script.Parent.Digit2... |
Breakdown this code:
--[=[
Observes for the key
@param key TKey
@param retrieveInitialValue callback -- Optional
@return Observable<TEmit>
]=]
function ObservableSubscriptionTable:Observe(key, retrieveInitialValue)
assert(key ~= nil, "Bad key")
return Observable.new(function(sub)
if not self._subMap[key] then
... |
code instruction:
--[[Engine]]
--Torque Curve
Tune.Horsepower = 213 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 800 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 8000 -- Use sliders to manipulate values
Tune.Redline = 9000 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 61... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
------------------------------------------------------------------------
--
-- * used in (lparser) luaY:assignment(), luaY:localfunc(), luaY:funcstat()
------------------------------------------------... |
input_code:
--Rescripted by Luckymaxer
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
Debris = game:GetService("Debris")
Speed = 300
Duration = 50
NozzleOffset = Vector3.new(0, 0.4, -1.1)
Sounds = {
Fire = Handle:WaitForChild("Fire"),
Reload = Handle:WaitForChild("... |
input_code:
------------------------------------------------------------------------
-- general function to write an instruction into the instruction buffer,
-- sets debug information too
-- * used in luaK:codeABC(), luaK:codeABx()
-- * called directly by (lparser) luaY:whilestat()
-------------------------------------... |
important code input to explain step by step:
--[=[
@return Keyboard
Constructs a new keyboard input capturer.
```lua
local keyboard = Keyboard.new()
```
]=]
function Keyboard.new()
local self = setmetatable({}, Keyboard)
self._trove = Trove.new()
self.KeyDown = self._trove:Construct(Signal)
self.KeyUp = sel... |
Breakdown this code:
-- Container for temporary connections (disconnected automatically)
local Connections = {}
function NewPartTool.Equip()
-- Enables the tool's equipped functionality
-- Start up our interface
ShowUI()
EnableClickCreation()
-- Set our current type
SetType(NewPartTool.Type)
end
function NewP... |
query code to breakdown:
--- Recalculate the window height
function Window:UpdateWindowHeight()
local windowHeight = LINE_HEIGHT
for _, child in pairs(Gui:GetChildren()) do
if child:IsA("GuiObject") then
windowHeight = windowHeight + child.Size.Y.Offset
end
end
Gui.CanvasSize = UDim2.new(Gui.CanvasSize.X.S... |
code to explain:
-- For those who prefer distinct functions
function ControlModule:Disable()
self.controlsEnabled = false
self:UpdateActiveControlModuleEnabled()
end
result breakdown output:
## Breakdown
The provided code defines a method named `Disable` within a class called `ControlModule`. This method is desig... |
Start by breaking down the code basically step by step:
--[[Driving Aids]]
--
Tune.ABS = false -- Avoids brakes locking up, reducing risk of lowside
Tune.ABSThreshold = 30 -- Slip speed allowed before ABS starts working (in SPS)
Tune.TCS = false -- Avoids wheelspin, reducing risk of highsides
Tune.TCSThreshold = 30 --... |
code:
--[=[
Extracts the locale from the name
@param name string -- The name to parse
@return string -- The locale
]=]
function JsonToLocalizationTable.localeFromName(name)
if name:sub(-5) == ".json" then
return name:sub(1, #name - 5)
else
return name
end
end
function JsonToLocalizationTable.getOrCreateLocal... |
code:
--[[
Hello! Thank you for using my model! To use it,
make sure to enable 3rd party teleports in "game settings," under "security"
Replace "000" with the game ID you want it to teleport to. Have fun!
]]
game.Players.PlayerAdded:Connect(function(plr)
script.Parent.Touched:Connect(function()
game:GetService("Tele... |
important code input to explain step by step:
--// Renders
game:GetService("RunService").Heartbeat:connect(function()
if L_18_ then
L_11_.Rotation = L_11_.Rotation + 5000
L_12_.Rotation = L_11_.Rotation + 5000
if L_10_ then
L_13_.Rotation = L_13_.Rotation + 5000
L_14_.Rotation = L_13_.Rotation + 5000
end... |
code instruction:
---
if script.Parent.Parent.Parent.IsOn.Value then
script.Parent.Parent:TweenPosition(
UDim2.new(0, 0, 0, 0),
Enum.EasingDirection.InOut,
Enum.EasingStyle.Quad,
1,
true
)
end
script.Parent.MouseButton1Click:connect(function()
if car.Body.Lights.L.L.L.Enabled == false and car.Body.Lights.H... |
Breakdown this code:
--[[
Handles the SellingPlant stage during the First Time User Experience,
which waits for the player to sell their wagon contents at the market
--]]
local ServerStorage = game:GetService("ServerStorage")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local FarmManagerServer = r... |
query code to breakdown:
--Motors--
local lHip = myTorso["Left Hip"]
local lHipOrg = lHip.C0
local rHip = myTorso["Right Hip"]
local rHipOrg = rHip.C0
local rootJoint = myRoot.RootJoint
local rootJointOrg = rootJoint.C0
<<explaining>>
Of course, here is a step by step summary:
## Breakdown
The provided code snippet ... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--{{ Refresh Points }}--
button.MouseButton1Click:Connect(function()
playerStats.Value = 0
print("Reset")
end)
Sure. Here is a summary:
## Breakdown
The provided Lua script is designed to interact with a Roblox gam... |
query code to breakdown:
--BasedWeld2.0
local JS = game:GetService("JointsService")
function MakeWeld(x, y, type, s)
if type == nil then
type = "Weld"
end
local W = Instance.new(type, JS)
W.Part0 = x
W.Part1 = y
W.C0 = x.CFrame:inverse() * x.CFrame
W.C1 = y.CFrame:inverse() * x.CFrame
W.Parent = x
if type ==... |
code instruction:
--------------------------------------------------------------------------------------
--------------------[ VARIABLES ]-----------------------------------------------------
--------------------------------------------------------------------------------------
local Selected = false
local Idleing = ... |
code:
--sheetMusic.SoundId = MusicID.Value
tunes = {
"rbxassetid://1835519330",
}
seat.ChildAdded:Connect(function(obj)
if obj.Name == "SeatWeld" then
local player = game.Players:GetPlayerFromCharacter(obj.Part1.Parent)
if player then
local hum = player.Character:FindFirstChild("Humanoid")
occupant = obj.P... |
code:
-- Public Functions
function TeamManager:ClearTeamScores()
for _, team in ipairs(Teams:GetTeams()) do
TeamScores[team] = 0
DisplayManager:UpdateScore(team, 0)
end
end
function TeamManager:HasTeamWon()
for _, team in ipairs(Teams:GetTeams()) do
if TeamScores[team] >= Configurations.CAPS_TO_WIN then
r... |
Start by breaking down the code basically step by step:
--------RIGHT DOOR 9--------
game.Workspace.doorright.l73.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l72.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l71.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l63.BrickColor = BrickCo... |
Breakdown this code:
-- Protected
function BaseState:_OffTick(currentTime, dt)
self.offStateTime = self.offStateTime + dt
self:OffTick(currentTime, dt, self.offStateTime)
end
return BaseState
Sure, let's break it down:
## Breakdown
The provided Lua code defines a method `_OffTick` within a class named `BaseState`... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- main program
local nextTime = 0
local runService = game:service("RunService")
while Figure.Parent ~= nil do
time = runService.Stepped:wait()
if time > nextTime then
move(time)
nextTime = ti... |
important code input to explain step by step:
-- Variaveis
local portao = script.Parent.Parent.Portao
local botao = script.Parent
local cf1 = script.Parent.Parent.Cf1
local aberto = false
local som = script.Parent.Somzinho
local doorpos = portao.CFrame
Sure. Here is a summary:
## Breakdown
The provided code snippe... |
code to explain:
--[[Steering]]
Tune.SteerInner = 50 -- Inner wheel steering angle (in degrees) 21
Tune.SteerOuter = 50 -- Outer wheel steering angle (in degrees) 19
Tune.SteerSpeed = 0.08 -- Steering increment per tick (in degrees) .12
Tune.ReturnSpeed = 0.1 -- Steering increment per tick (in degrees) .1
Tune.SteerDec... |
code to explain:
-------------------
---[[Variables]]---
-------------------
local ButtonsPanel = script.Parent.Parent.ButtonsPanel
local MarketplaceService = game:GetService("MarketplaceService")
local Player = game.Players.LocalPlayer
local Char = Player.Character
local FlipCD = false
explanation:
## Breakdown
T... |
important code input to explain step by step:
-- Variables (best not to touch these!)
local button = script.Parent.Parent.Parent
local car = script.Parent.Parent.Parent.Parent.Car.Value
local sound = script.Parent.Parent.Start
local st = script.Parent.Parent.Stall
st.Parent = car.DriveSeat
sound.Parent = car.DriveSeat ... |
input_code:
-- -- -- -- -- -- --
--DIRECTION SCROLL--
-- -- -- -- -- -- --
while wait() do
if Lift:WaitForChild("Mode").Value == "auto" then
if Lift.Car.Sensor:FindFirstChild("Overloaded") == true then
SetDisplayDOT(1, "OL")
else
if Lift:WaitForChild("MotorMode").Value ~= "idle" then
if Lift:WaitForChil... |
Breakdown this 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.Modul... |
important code input to explain step by step:
--[[
DeltaRager
10-09-2021
The following document is an explaination of the system.
It will follow data formats as follows "mm-dd-yyyy".
This system was an idea that I, DeltaRager imagined and wanted to test
with the new MemoryStoreService
A script that replicate... |
code instruction:
---[[ Fade Out and In Settings ]]
module.ChatWindowBackgroundFadeOutTime = 0.25 --Chat background will fade out after this many seconds.
module.ChatWindowTextFadeOutTime = 6 --Chat text will fade out after this many seconds.
module.ChatDefaultFadeDuration = 0.5
module.ChatShouldFadeInFromNewInformatio... |
code instruction:
-------------------------
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.veloci... |
input_code:
-- Wait for the LocalPlayer
repeat
wait()
until Players.LocalPlayer
local Logger = require(ReplicatedStorage.Dependencies.GameUtils.Logger)
local CameraController = require(ReplicatedStorage.Source.Controllers.CameraController)
local UIController = require(ReplicatedStorage.Source.Controllers.UIController... |
input_code:
--This is just some simple server script that moves the object around every frame
--The kinematics module handles the rest
game["Run Service"].Heartbeat:Connect(function(deltaTime)
part:PivotTo(CFrame.new(startPos + Vector3.new(math.sin(tick()) * orbit, math.cos(tick()) * orbit, 0)))
end)
Sure, let's br... |
important code input to explain step by step:
-- Server for Client, this is so it works in FE
local update = script:WaitForChild("Update")
local Neck_Original = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
function Tween(t, g)
game.TweenService:Create(t, TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirecti... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[=[
Determines if the passed object is a Janitor. This checks the metatable directly.
@param Object any -- The object you are checking.
@return boolean -- `true` if `Object` is a Janitor.
]=]
fu... |
Start by breaking down the code basically step by step:
--- Active
script.Parent.OnServerEvent:Connect(function(Player)
local Projectile = game.ReplicatedStorage.Dragon.SkillZ.LightFX:Clone()
local BV = Instance.new("BodyVelocity", Projectile)
BV.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
BV.Velocity =... |
code instruction:
-------- OMG HAX
r = game:service("RunService")
local damage = 0
local slash_damage = 0
sword = script.Parent.Handle
Tool = script.Parent
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "http://www.roblox.com/Asset/?ID=12135982"
SlashSound.Parent = sword
SlashSound.Volume = 0
funct... |
code instruction:
--Rear Suspension
Tune.RSusDamping = 500 -- Spring Dampening
Tune.RSusStiffness = 9000 -- 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 -- Suspens... |
query code to breakdown:
------------------------------------------------------------------------
--
-- * used in multiple locations
------------------------------------------------------------------------
function luaK:exp2RK(fs, e)
self:exp2val(fs, e)
local k = e.k
if k == "VKNUM" or k == "VTRUE" or k == "VFALSE" ... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--Tune--
local StockHP = 500 --Power output desmos: https://www.desmos.com/calculator/wezfve8j90 (does not come with torque curve)
local TurboCount = 2 --(1 = SingleTurbo),(2 = TwinTurbo),(if bigger then it will default ... |
important code input to explain step by step:
--Made by Luckymaxer
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
Debris = game:GetService("Debris")
RunService = game:GetService("RunService")
ContentProvider = game:GetService("ContentProvider")
UserInputService = game:G... |
code instruction:
--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 ClassInformationTable =
require(game.ReplicatedStorage... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--mesh.Scale = Vector3.new(0.1,1,0.1)
local RetractionSpeed = 80
local StartDistance = 100
local PlayerBodyVelocity = Instance.new("BodyVelocity")
PlayerBodyVelocity.maxForce = Vector3.new(1e+0010, 1e+0010, 1e+0010)
lo... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[
GameGUI.Settings.Queue.MouseButton1Click:connect(function()
BonusRoundFrame.Visible = not BonusRoundFrame.Visible;
end)]]
local BuyingIndex
for _, Frame in pairs(BonusRoundFrame.BuyMode:GetChildren()) do
Frame.Bu... |
input_code:
-- Position --
local openState = UDim2.new(0.005, 0, 0, 0)
local closeState = UDim2.new(0.005, 0, 0.996, 0)
<<explaining>>
Of course, here is a step by step summary:
## Breakdown
The provided Luau code defines two variables, `openState` and `closeState`, each of which is an instance of the `UDim2` objec... |
input_code:
-- Returns whether the inputted status passes the TextFilter, otherwise also returns an error
function UpdateProfileRemoteFunction.OnServerInvoke(playerFiring, playerSelected, statusText)
local filteredStatus = filterText(statusText, playerSelected.UserId, playerFiring.UserId)
if filteredStatus == statusT... |
code to explain:
--- All the (>level 2) services, all at EOS to same memory and typing strokes :D
Services.AssetService = game:GetService("AssetService")
Services.BadgeService = game:GetService("BadgeService")
Services.CollectionService = game:GetService("CollectionService")
Services.ContextActionService = game:GetServ... |
Breakdown this code:
--// SS3 controls for AC6 by Itzt, originally for 2014 Infiniti QX80. i don't know how to tune ac lol
wait(0.1)
local player = game.Players.LocalPlayer
local HUB = script.Parent.HUB
local HUB2 = script.Parent.HUB2
local limitButton = HUB.Name
local FE = game.Workspace.FilteringEnabled
local lightO... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Maid class
local destructors = {
["function"] = function(item)
item()
end,
["RBXScriptConnection"] = function(item)
item:Disconnect()
end,
["Instance"] = function(item)
item:Destroy()
... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- declarations
local sGettingUp = newSound("GettingUp", "rbxasset://sounds/action_get_up.mp3")
local sDied = newSound("Died", "rbxasset://sounds/uuhhh.mp3")
local sFreeFalling = newSound("FreeFalling", "rbxasset://soun... |
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... |
important code input to explain step by step:
--[[
Merges values from zero or more tables onto a target table. If a value is
set to None, it will instead be removed from the table.
This function is identical in functionality to JavaScript's Object.assign.
]]
-- Luau TODO: no way to strongly type this accurately, it... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--// Ammo Settings
Ammo = 40
StoredAmmo = 40
MagCount = math.huge -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge;
ExplosiveAmmo = 10
Sure, let's break it down:
## Breakdown
The provided code ... |
input_code:
--[[
A component that establishes a connection to a Roblox event when it is rendered.
]]
local Modules = game:GetService("Players").LocalPlayer.PlayerGui.AvatarEditorInGame.Modules
local Roact = require(Modules.Packages.Roact)
local ExternalEventConnection = Roact.Component:extend("ExternalEventConnection... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[
Waits for a child to be added with the specified attribute, or returns one
if it exists already.
This does not track changes in attributes of children, so the attribute must be present
when ... |
code to explain:
--Stickmasterluke
sp = script.Parent
timer = 20
soundinterval = 1
starttime = tick()
attached = false
debris = game:GetService("Debris")
function makeconfetti()
local explosion = Instance.new("Explosion", sp)
sp.Anchored = true
explosion.Position = sp.Position
sp.PleaseNo:Play()
end
sp.Touched... |
Breakdown this code:
-- meta methods
function vec_mt.__add(a, b)
local at, bt = typeof(a), typeof(b)
if at == "Vector" and bt == "Vector" then
local t = {}
for k in next, a do
t[k] = a[k] + b[k]
end
return vec.new(t)
end
end
function vec_mt.__sub(a, b)
local at, bt = typeof(a), typeof(b)
if at == "Vec... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--Valve Properties
local BOVsound = car.DriveSeat.BOV
BOVsound.Volume = 0.4 --Bov Volume
BOVsound.Pitch = 1 -- Pitch [Don't change this]
BOVsound.SoundId = "rbxassetid://256679963" --Sound
local CPSI... |
code:
--By: StealthCloset AKA StealthMouse
function onTouched(hit)
local human = hit.Parent:findFirstChild("Humanoid")
if human == nil then
return
end
local PlayerName = hit.Parent.Name
if PlayerName == nil then
return
end
local NameOfTool = "HUD"
if game.Players:findFirstChild(PlayerName).PlayerGui:findF... |
input_code:
--[[Weld functions]]
local JS = game:GetService("JointsService")
local PGS_ON = workspace:PGSIsEnabled()
function MakeWeld(x, y, type, s)
if type == nil then
type = "Weld"
end
local W = Instance.new(type, JS)
W.Part0 = x
W.Part1 = y
W.C0 = x.CFrame:inverse() * x.CFrame
W.C1 = y.CFrame:inverse() *... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
----- Script: ------
local function UpdateButton()
if Skin.Quantity.Value == 0 then
Button.Visible = false
else
Button.Visible = true
end
end
local function QuantityTextUpdate()
QuantityText.Text = Skin.Quantit... |
Breakdown this code:
--Main
function handleEquip(tool)
if tool then
if tool.Parent ~= char then
hum:EquipTool(tool)
else
hum:UnequipTools()
end
end
end
function create()
local toShow = #inputOrder
local totalX = (toShow * iconSize.X.Offset) + ((toShow + 1) * iconBorder.x)
local totalY = iconSize.Y.Off... |
important code input to explain step by step:
-- turn off the viewmodel system
local function disableviewmodel()
isfirstperson = false
if viewmodel.Parent ~= nil then
viewmodel.Parent = nil
end
if rigtype == "R15" then
-- disable viewmodel joints, enable real character joints
rightshoulderclone.Enabled = fals... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Decrease hunger by 1 every 10 seconds
while true do
updateHunger(-1)
displayHunger()
end
Sure, let's break it down:
## Breakdown
The provided Luau code creates an infinite loop that decreases ... |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.