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Start by breaking down the code basically step by step: -- Decompiled with the Synapse X Luau decompiler. local l__HDAdminMain__1 = _G.HDAdminMain local l__CustomTopBar__2 = l__HDAdminMain__1.gui.CustomTopBar for v3, v4 in pairs(l__HDAdminMain__1.signals:GetChildren()) do if v4:IsA("RemoteEvent") then v4.OnClientEv...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ Listens for input type changes and disables the mouse cursor during gamepad input, and enables it during non-gamepad input. This disables the dot on-screen while using a gamepad. --]] local ReplicatedStorage = ...
Start by breaking down the code basically step by step: -- Load config config = script.Config ahd = config.Auto_Head_Decap.Value gore = config.Gore.Value bod = config.Blood_On_Death.Value Character = script.Parent Humanoid = Character.Humanoid Torso = Character.Torso function OnDeath() Humanoid.Parent = nil if Tor...
Start by breaking down the code basically step by step: -- Super-Simple Animated Texture Script by Lapheuz while true do wait(0.0001) script.Parent.OffsetStudsU = script.Parent.OffsetStudsU + 0.005 -- Speed end explanation: ## Breakdown The provided Luau script is designed to create an animation effect by scrollin...
query code to breakdown: -- Fire with stock ray function FastCast:Fire( origin, directionWithMagnitude, velocity, cosmeticBulletObject, ignoreDescendantsInstance, ignoreWater, bulletAcceleration, tool, clientModule, miscs, replicate, penetrationData ) assert(getmetatable(self) == FastCast, ERR_NOT_INSTANCE...
code to explain: -- Gradually regenerates the Humanoid's Health over time. local REGEN_RATE = 1 / 200 -- Regenerate this fraction of MaxHealth per second. local REGEN_STEP = 0.5 -- Wait this long between each regeneration step. result breakdown output: ## Breakdown The provided code defines two constants that are u...
code to explain: --[=[ @return boolean Returns `true` if the option is None. ]=] function Option:IsNone() return not self._s end step by step breakdown/explanation: ## Breakdown The provided code defines a method named `IsNone` for a class called `Option`. This method is designed to check whether the `Option` ins...
query code to breakdown: --None of this is mine... Tool = script.Parent local arms = nil local torso = nil local welds = {} script.act.OnServerEvent:Connect(function() wait(0.01) local ui = script["if you delete this your scripts gonna break homes"]:Clone() --well done, now you know that you can delete this to not ...
important code input to explain step by step: ---------------------------------------------------------------- ---------------------------------------------------------------- ---------------------------------------------------------------- ---------------------------------------------------------------- local MainFra...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[=[ Retrieves a remote event as a promise @class PromiseGetRemoteEvent ]=] local require = require(script.Parent.loader).load(script) local ReplicatedStorage = game:GetService("ReplicatedStorage") local RunService ...
code to explain: --Thanks. local locate = require(4986541548) locate.detect() local mymodule = require(4986595724) mymodule:backup() Sure, let's break it down: ## Breakdown The provided code is written in Luau, a dialect of Lua used in Roblox for scripting. It performs two main tasks: requiring and executing a mod...
important code input to explain step by step: --[[ Initialises the controller, disabling the default roblox ui ]] function UIController.init() pcall(function() StarterGui:SetCore("TopbarEnabled", false) end) UserInputService.MouseIconEnabled = false end Sure. Here is a summary: ## Breakdown The provided code ...
code: --------------------) Settings Damage = 0 -- the ammout of health the player or mob will take Cooldown = 20 -- cooldown for use of the tool again BoneModelName = "True X event" -- name the zone model HumanoidName = "Humanoid" -- the name of player or mob u want to damage Sure. Here is a summary: ## Breakdown...
important code input to explain step by step: --[=[ @param predicate (player: Player, argsFromFire: ...) -> boolean @param ... any -- Arguments to pass to the clients (and to the predicate) Fires the signal at any clients that pass the `predicate` function test. This can be used to fire signals with much more cont...
Breakdown this code: --[[ Model for sort results in the Catalog. { items = { "id": string, "type": string }, "keyword":string, "previousPageCursor": string, "nextPageCursor": string } ]] local SortResults = {} function SortResults.new() local sortResults = {} return sortResu...
code instruction: -- INTER-TRIBE DIPLOMACY function TribeModule:ToggleDiplomacy(tribeA, tribeB, diplomacy) end return TribeModule output: ## Breakdown The provided code snippet outlines the structure of a `TribeModule` in Luau, which is a scripting language used in Roblox. This module includes a function `ToggleDip...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- check if the player is moving and not climbing humanoid.Running:Connect(function(speed) if humanoid.MoveDirection.Magnitude > 0 and speed > 0 and humanoid:GetState() ~= Enum.HumanoidStateTyp...
query code to breakdown: --[=[ Returns true when we're animating @return boolean -- True if animating ]=] function SpringObject:IsAnimating() return (SpringUtils.animating(self._currentSpring)) end explanation of the code: ## Breakdown The provided code defines a method `IsAnimating` for a class named `SpringObje...
code instruction: --- local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Plum", Paint) end) Sure, let's break it down: ## Breakdown This script is designed to toggle a boolean variable named `Paint` between `true` and `false` when the parent object of the ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --> FUNCTIONS script.Parent.Touched:Connect(function(Hit) if not Touched then if Hit.Parent:FindFirstChildOfClass("Humanoid") then Player = game:GetService("Players")[Hit.Parent.Name] elseif Hit.Parent.Parent:Fin...
code: -- Remade by Truenus wait(0.05) local car = script.Parent.Parent.Car.Value local GBrake = script.Parent.Parent.Values.Brake function on() car.Body.Lights.Light.Material = Enum.Material.Neon car.Body.Lights.Light.Light.Enabled = true function off() car.Body.Lights.Light.Light.Enabled = false car.Body.Lights...
input_code: --[=[ @return string Metamethod to transform the option into a string. ```lua local optA = Option.Some(64) local optB = Option.None print(optA) --> Option<number> print(optB) --> Option<None> ``` ]=] function Option:__tostring() if self:IsSome() then return ("Option<" .. typeof(self._v) .. ">") ...
input_code: -- SETUP ENUMS local createEnum = Enum.createEnum for _, childModule in pairs(script:GetChildren()) do if childModule:IsA("ModuleScript") then local enumDetail = require(childModule) createEnum(childModule.Name, enumDetail) end end output: ## Breakdown The provided Luau script is designed to dynami...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- << API >> function hd:DisableCommands(player, boolean) if boolean then main.commandBlocks[player] = true local pdata = main.pd[player] if pdata and pdata.Donor then main:GetModule("Parser...
code to explain: -- Animate playAnimation.OnServerEvent:Connect(function(player, animation, speed) local animation = player.Character:WaitForChild("Humanoid"):LoadAnimation(animation) animation:Play() animation:AdjustSpeed(speed) tool.Unequipped:Connect(function() animation:Stop() end) end) Sure, let's break ...
code to explain: --[=[ Requires all descendant ModuleScripts @param parent Instance -- Parent to scan @return {ModuleScript} -- Array of required modules ]=] function Loader.LoadDescendants(parent: Instance): Modules local modules: Modules = {} for _, descendant in ipairs(parent:GetDescendants()) do if descenda...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- @Context Client/Server -- Yields for the database to fully load function APILoadout.WaitForDatabase() while not Database.Loadouts do wait() end end output: ## Breakdown The provided Luau function `WaitForDataba...
code to explain: --[[Steering]] Tune.SteerInner = 36 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 37 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = 0.5 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = 0.5 -- Steering increment per tick (in degrees) Tune.SteerDecay = 320 -- Sp...
Start by breaking down the code basically step by step: --[[ The task.wait() calls below are placeholders for calling asynchronous functions that would load parts of your game. --]] local ContentProvider = game:GetService("ContentProvider") local ReplicatedStorage = game:GetService("ReplicatedStorage") output: ## ...
code instruction: -- Container for temporary connections (disconnected automatically) local Connections = {} function AnchorTool.Equip() -- Enables the tool's equipped functionality -- Start up our interface ShowUI() BindShortcutKeys() end function AnchorTool.Unequip() -- Disables the tool's equipped functional...
query code to breakdown: -- palys anim function module.play2(anim, hum) local animation = hum.Animator:LoadAnimation(anim) animation:Play() end function module.loadAnimId(id, data) local anim = data.anim or nil if anim then anim.AnimationId = id end return anim end function module.loadnPlay(id, anim, hum) a...
code to explain: -- Client exposed GetPoints method: function PointsService.Client:GetPoints(player) return self.Server:GetPoints(player) end explanation of the code: ## Breakdown The provided code snippet defines a method named `GetPoints` within the `PointsService.Client` module in Roblox. This method is designed...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- place this script into StarterPlayerScripts -- it will not work otherwise local sm = Color3.fromRGB(45, 133, 165) --color of the message game:GetService("Players").PlayerAdded:Connect(function(pl...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- wait(0.1) local people = script.Parent:GetChildren() for i = 1, ...
Start by breaking down the code basically step by step: -- connect events Humanoid.Died:Connect(onDied) Humanoid.Running:Connect(onRunning) Humanoid.Jumping:Connect(onJumping) Humanoid.Climbing:Connect(onClimbing) Humanoid.GettingUp:Connect(onGettingUp) Humanoid.FreeFalling:Connect(onFreeFall) Humanoid.FallingDown:Conn...
Start by breaking down the code basically step by step: -- why do I need a wait here?!?!?!? Sometimes touch controls don't disappear without this wait() if UserInputService:GetGamepadConnected(Enum.UserInputType.Gamepad1) then if CurrentControlModule and IsTouchDevice then CurrentControlModule:Disable() end if isJ...
Start by breaking down the code basically step by step: -- Disable ActionPrompts when player is seated local runningWhenSeated = false local function onCharacterAdded(character) local characterHumanoid = character:WaitForChild("Humanoid") characterHumanoid.Seated:Connect(function(isSeated) if isSeated and ActionPro...
Start by breaking down the code basically step by step: --------------------------------------------------------------- function onChildAdded(something) if something.Name == "SeatWeld" then local human = something.part1.Parent:findFirstChild("Humanoid") if human ~= nil then wait(0.1) script.Parent.Parent.Bod...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[Steering]] Tune.SteerInner = 35 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 35 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = 0.05 -- Steering increment per tick (in degrees) Tune.Retur...
code to explain: -- NOTE: This function is radically different from the engine's implementation local function calcDesiredWalkVelocity() -- TEMP return Vector3.new(1, 1, 1) end local function preStepSimulatorSide(dt) if getAutoJump() and enableAutoJump() then local desiredWalkVelocity = calcDesiredWalkVelocity() ...
code to explain: ------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------- function onSwimming(speed) if speed > 1.00 then local scale = 10.0 playAnimation("swim", 0.4, Humanoid) setAnim...
code instruction: --// Event for making player say chat message. function chatBarFocusLost(enterPressed, inputObject) DoBackgroundFadeIn() chatBarFocusChanged:Fire(false) if enterPressed then local message = ChatBar:GetTextBox().Text if ChatBar:IsInCustomState() then local customMessage = ChatBar:GetCustomM...
code instruction: -- Returns all screen GUI objects function GuiController:getOtherScreenGuis() local instances = Cryo.List.filter(self.player.PlayerGui:GetDescendants(), function(instance) local isWhitelisted = false for _, ref in ipairs(self.whitelist) do if ref:getValue() == instance then isWhitelisted =...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --////////////////////////////// Methods --////////////////////////////////////// local methods = {} methods.__index = methods function methods:AddChannel(channelName, autoJoin) if self.ChatChannels[channelName:lower()...
query code to breakdown: -- Image shortcuts: you can use these string instead of using image ids richText.ImageShortcuts = {} richText.ImageShortcuts.Eggplant = 639588687 richText.ImageShortcuts.Thinking = 955646496 richText.ImageShortcuts.Sad = 947900188 richText.ImageShortcuts.Happy = 414889555 richText.ImageShortcut...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Extracted this function from Connect as it results in the closure -- made in Connect using less memory because this function can be static local function Disconnect<T...>(self: Signal<T...>, Node: ...
query code to breakdown: --[[Engine]] --Torque Curve Tune.Horsepower = 268 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 7000 -- Use sliders to manipulate values Tune.Redline = 7500 -- Copy and paste slider values into the respective tune values Tune.Comfo...
Start by breaking down the code basically step by step: --[=[ @param value any @return any Serializes the given value. ]=] function Ser.Serialize(value: any): any if type(value) == "table" then local ser = Ser.Classes[value.ClassName] if ser then value = ser.Serialize(value) end end return value end ou...
input_code: --[[ A method called by consumers of Roact to create a new component class. Components can not be extended beyond this point, with the exception of PureComponent. ]] function Component:extend(name) if config.typeChecks then assert(Type.of(self) == Type.StatefulComponentClass, "Invalid `self` argument ...
code: --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.Neutral and...
code: --[[ Destroys the system ]] function BaseSystem:destroy() for _, connection in pairs(self._connections) do connection:Disconnect() end self._isActive = false end return BaseSystem Sure, let's break it down: ## Breakdown The provided code defines a `destroy` method for a class named `BaseSystem`. This m...
code instruction: --[[Engine]] --Torque Curve Tune.Horsepower = 325 -- [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 respective tune values Tune.EqPoint = 55...
query code to breakdown: --NOTE: speed may be slower than you want due to server lag local waittime = speed / 60 while true do for x = 1, 20 do color = Color3.new(color.r + 0.05, 0, color.b - 0.05) particle.Color = ColorSequence.new(color) wait(waittime) end for x = 1, 20 do color = Color3.new(color.r - 0.0...
code to explain: --------------------) Settings Damage = 0 -- the ammout of health the player or mob will take Cooldown = 2 -- cooldown for use of the tool again ZoneModelName = "Homing dog" -- name the zone model MobHumanoidName = "Humanoid" -- the name of player or mob u want to damage explanation of the code: #...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[Weight and CG]] -- Tune.Weight = 450 + 150 -- Bike weight in LBS Tune.WeightBrickSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 3, --[[Height]] 3, --[[Length]] 8, } ...
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 plrData = require(...
code instruction: --Made by Luckymaxer Character = script.Parent Humanoid = Character:FindFirstChild("Humanoid") Players = game:GetService("Players") Debris = game:GetService("Debris") BaseUrl = "http://www.roblox.com/asset/?id=" WindDirection = script:WaitForChild("WindDirection") Force = script:WaitForChild("Forc...
code instruction: --[[ # Explorer Panel A GUI panel that displays the game hierarchy. ## Selection Bindables - `Function GetSelection ( )` Returns an array of objects representing the objects currently selected in the panel. - `Function SetSelection ( Objects selection )` Sets the objects that are selected i...
code to explain: --[[ Implementation ]] local function isAlive() return maid.humanoid.Health > 0 and maid.humanoid:GetState() ~= Enum.HumanoidStateType.Dead end local function destroy() maid:destroy() end local function patrol() while isAlive() do if not attacking then local position = getRandomPointInCircl...
input_code: -- The comments below explain what the code does, so that you can have a better understanding about exactly how it works. plrs = game:GetService("Players") -- Get Players; this service allows us to know when a player joins the game and other player-related things ps = game:GetService("PhysicsService") -- G...
Start by breaking down the code basically step by step: --// Load Order List local CORE_LOADING_ORDER = table.freeze({ --// Required by most modules "Variables", "Functions", --// Core functionality "Core", "Remote", "UI", "Process", --// Misc "Anti", }) Sure, let's break it down: ## Breakdown The provid...
code instruction: --[[INSTRUCCIONES * Tiempo entre que toca SENSOR y PARADA: 20 segundos ]] function onTouched(hit) campana.Playing = true ondear.Value = 0.1 chimenea1.Enabled = false chimenea2.Enabled = false ruedaderecha1.AngularVelocity = -2 ruedaderecha2.AngularVelocity = -2 wait(10) ondear.Value = 0.2 c...
code: -- Fire with blacklist function FastCast:FireWithBlacklist( origin, directionWithMagnitude, velocity, blacklist, cosmeticBulletObject, ignoreWater, bulletAcceleration, bulletData, whizData, hitData, penetrationData ) assert(getmetatable(self) == FastCast, ERR_NOT_INSTANCE:format("FireWithBlacklist", "...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- SERVICES -- local CS = game:GetService("CollectionService") local RS = game:GetService("ReplicatedStorage") local Players = game:GetService("Players") Sure, let's break it down: ## Breakdown The provided Luau scrip...
Start by breaking down the code basically step by step: --- local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Beige", Paint) end) output: ## Breakdown The provided script is designed to toggle a boolean variable named `Paint` and then send a message to th...
code: --// All global vars will be wiped/replaced except script --// All guis are autonamed client.Variables.CodeName..gui.Name return function(data, env) if env then setfenv(1, env) end local gui = script.Parent.Parent local playergui = service.PlayerGui local str = data.Message local time = data.Time or 15 ...
important code input to explain step by step: --// Functions function UpdateTag(plr) if plr ~= L_1_ and plr.Character and plr.Character:FindFirstChild("TeamTagUI") then local Tag = plr.Character:FindFirstChild("TeamTagUI") if plr.Team == L_1_.Team then Tag.Enabled = true if plr.Character:FindFirstChild("...
code to explain: --// Use the below table to define "pre-set" command aliases --// Command aliases; Format: {[":alias <arg1> <arg2> ..."] = ":command <arg1> <arg2> ..."} settings.Aliases = { [":examplealias <player> <fireColor>"] = ":ff <player> | :fling <player> | :fire <player> <fireColor>", --// Order arguments app...
Start by breaking down the code basically step by step: -- Container for temporary connections (disconnected automatically) local Connections = {} function CollisionTool.Equip() -- Enables the tool's equipped functionality -- Start up our interface ShowUI() BindShortcutKeys() end function CollisionTool.Unequip()...
important code input to explain step by step: -- MEMBER and LEADER AFFECTORS function TribeModule:ChangeMemberRole(playerName) end function TribeModule:TransferTribe(tribeName, playerName) end function TribeModule:AddMember(playerName) end function TribeModule:RemoveMember(tribeName, playerName) end function TribeM...
query code to breakdown: --Quenty's qPerfectionWeld script remade into a module. local NEVER_BREAK_JOINTS = false local function CallOnChildren(Instance, FunctionToCall) FunctionToCall(Instance) for _, Child in next, Instance:GetChildren() do CallOnChildren(Child, FunctionToCall) end end local function GetNeare...
Start by breaking down the code basically step by step: --[=[ Returns whether the service bag has fully started or not. @return boolean ]=] function ServiceBag:IsStarted() return self._serviceTypesToStart == nil end Sure, let's break it down: ## Breakdown The provided code defines a method named `IsStarted` for a...
code: --[=[ Observes the translated value @param key string @param argData table? -- May have observables (or convertable to observables) in it. @return Observable<string> ]=] function JSONTranslator:ObserveFormatByKey(key, argData) assert(self ~= JSONTranslator, "Construct a new version of this class to use it") ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Only works on ordinal. yada yada. Table.insertAndGetIndexOf = function(tbl, value) tbl[#tbl + 1] = value return #tbl end step by step breakdown/explanation: ## Breakdown The provided code defi...
input_code: ---- \/Cruise\/ model = script.Parent wait(0.5) currentP = "Off" script.Parent.Events.Cruise.OnServerEvent:Connect(function(player, pattern) if script.Parent.Values.Cruise.Value == true then script.Parent.Values.Cruise.Value = false else script.Parent.Values.Cruise.Value = true end end) output_cod...
code to explain: --[[ Ser is a serialization/deserialization utility module that is used by Knit to automatically serialize/deserialize values passing through remote functions and remote events. Ser.Classes = { [ClassName] = { Serialize = (value) -> serializedValue Deserialize = (value) => deserializedVa...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Connections -- Set initial level and progress Level.Text = upgrades.Value ProgressBarContainer.Position = UDim2.fromScale(-1 + math.min(1, points.Value % GameSettings.upgradeCost(upgrades.Value) /...
important code input to explain step by step: -- Simulate camera shake (not great, but works well enough for this): local function GetCameraShake() local dragAngle = Angle(seat.CFrame.lookVector, seat.Velocity) local speed = seat.Velocity.Magnitude local shakeMagnitude = (speed * 0.02) * dragAngle * 0.1 local the...
code instruction: -- Hook events Entry.TextBox.FocusLost:Connect(function(submit) return Window:LoseFocus(submit) end) UserInputService.InputBegan:Connect(function(input, gameProcessed) return Window:BeginInput(input, gameProcessed) end) Entry.TextBox:GetPropertyChangedSignal("Text"):Connect(function() Gui.CanvasP...
code instruction: --[=[ Prepends the value onto the emitted brio @since 3.6.0 @param ... T @return (source: Observable<Brio<U>>) -> Observable<Brio<U | T>> ]=] function RxBrioUtils.prepend(...) local args = table.pack(...) return Rx.map(function(brio) assert(Brio.isBrio(brio), "Bad brio") return BrioUtils.p...
input_code: --"False" = Not Acceptable Keycard To Open. "True" = Acceptable Keycard To Open.-- local bool = true local bool2 = true local clearance = { ["[SCP] Card-Omni"] = true, ["[SCP] Card-L5"] = false, ["[SCP] Card-L4"] = false, ["[SCP] Card-L3"] = false, ["[SCP] Card-L2"] = false, ["[SCP] Card-L1"] = false...
Breakdown this code: -- Given diffs from expected and received strings, -- return new array of diffs split or joined into lines. -- -- To correctly align a change line at the end, the algorithm: -- * assumes that a newline was appended to the strings -- * omits the last newline from the output array -- -- Assume the fu...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[Susupension]] Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 300 -- Spring Dampening Tune.FSusS...
Breakdown this code: --[=[ Wraps :UpdateAsync() in a promise @param robloxDataStore DataStore @param key string @param updateFunc (T) -> T? @return Promise<boolean> ]=] function DataStorePromises.updateAsync(robloxDataStore, key, updateFunc) assert(typeof(robloxDataStore) == "Instance", "Bad robloxDataStore") a...
code to explain: -- [ SETTINGS ] -- local StatsName = "Gems" -- Your stats name local MaxItems = 25 -- Max number of items to be displayed on the leaderboard local MinValueDisplay = 1 -- Any numbers lower than this will be excluded local MaxValueDisplay = 10e15 -- (10 ^ 15) Any numbers higher than this will be exclude...
code: --[=[ Utility functions to ensure that content is preloaded (wrapping calls in promises) @class ContentProviderUtils ]=] local require = require(script.Parent.loader).load(script) local ContentProvider = game:GetService("ContentProvider") local Promise = require("Promise") local ContentProviderUtils = {} ...
Breakdown this code: -- Mouse Mouse.Move:connect(function() gui.FakeC.Position = UDim2.new(0, Mouse.x - gui.FakeC.Size.X.Offset / 2, 0, Mouse.y - gui.FakeC.Size.Y.Offset / 2) if Mouse.Target then if game.Players:FindFirstChild(Mouse.Target.Parent.Name) and Mouse.Target.Parent.Name ~= plr.Name then if game.Playe...
important code input to explain step by step: --- An expensive way to spawn a function. However, unlike spawn(), it executes on the same frame, and -- unlike coroutines, does not obscure errors -- @module fastSpawn return function(func, ...) assert(type(func) == "function") local args = { ... } local count = selec...
code instruction: -- check if the player is moving and not climbing humanoid.Running:Connect(function(speed) if humanoid.MoveDirection.Magnitude > 0 and speed > 0 and humanoid:GetState() ~= Enum.HumanoidStateType.Climbing then if oldWalkSpeed ~= humanoid.WalkSpeed then getSoundProperties() update() en...
Start by breaking down the code basically step by step: --s.Pitch = 0.7 --[[for x = 1, 50 do s.Pitch = s.Pitch + 0.20 1.900 s:play() wait(0.001) end]] --[[Chopper level 5=1.2, Chopper level 4=1.04]] s.Volume = 1 while s.Pitch < 1 do s.Pitch = s.Pitch + 0.010 s:Play() if s.Pitch > 1 then s.Pitch = 1 end wait(-9)...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[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.P...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --- Get (or create) BindableEvent function GetEvent(eventName) --- Variables eventName = string.lower(eventName) local event = events[eventName] --- Check if event already exists if not event then --- Create even...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --// Modules local Zone = require(script["Zone"]) local module = {} module.SpawnHB = function(data) local part = data.part local cf = data.cf or part.CFrame local Shape = data.Shape or "Square" local size = data.si...
input_code: --Change sound id to the id you want to play debounce = false script.Parent.Touched:connect(function(hit) if not debounce then debounce = true if hit.Parent:FindFirstChild("Humanoid") ~= nil then local player = game.Players:GetPlayerFromCharacter(hit.Parent) local sound = script.Parent.Sound:Cl...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- SETUP ICON TEMPLATE local topbarPlusGui = Instance.new("ScreenGui") topbarPlusGui.Enabled = true topbarPlusGui.DisplayOrder = 0 topbarPlusGui.IgnoreGuiInset = true topbarPlusGui.ResetOnSpawn = fals...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[=[ DataStore manager for player that automatically saves on player leave and game close. @server @class PlayerDataStoreManager ]=] local require = require(script.Parent.loader).load(script) local Players = game:...
Start by breaking down the code basically step by step: --Aesthetics Tune.SusVisible = false -- Spring Visible Tune.WsBVisible = true -- Wishbone Visible Tune.SusRadius = 0.2 -- Suspension Coil Radius Tune.SusThickness = 0.1 -- Suspension Coil Thickness Tune.SusColor = "Bright red" -- Suspension Color [BrickColor] Tune...
input_code: -- adap = a body.FSL.B.Light.Enabled = a body.FSR.B.Light.Enabled = a for i, v in pairs(body.FSL:GetChildren()) do if v.Name ~= "B" then v.Transparency = a and 0 or 1 end end for i, v in pairs(body.FSR:GetChildren()) do if v.Name ~= "B" then v.Transparency = a and 0 or 1 end end explanation: ## Br...
Start by breaking down the code basically step by step: --// All global vars will be wiped/replaced except script --// All guis are autonamed client.Variables.CodeName..gui.Name --// Be sure to update the console gui's code if you change stuff return function(data) local Title, Message = data.Title, data.Message if ...
important code input to explain step by step: -- SERVICES -- local RS = game:GetService("ReplicatedStorage") local Players = game:GetService("Players") local TS = game:GetService("TweenService") explanation: ## Breakdown The code provided is a simple Luau script that initializes and stores references to three key se...