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begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --!strict --[=[ @function push @within Array @param array {T} -- The array to push an element to. @param ... ...T -- The elements to push. @return {T} -- The array with the pushed elements. Ad...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- originalEndWaypoint is optional, causes the waypoint to tween from that position. function ClickToMoveDisplay.CreatePathDisplay(wayPoints, originalEndWaypoint) createPathCount = createPathCount + 1 local trailDots =...
code: --Made by Luckymaxer Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") UserInputService = game:GetService("UserInputService") RbxUtility = LoadLibrary("RbxUtility") Create = RbxUtility.Create Animations = { Sit = { Animation = To...
code to explain: -- initialize camera shaker object local camShake = CameraShaker.new(Enum.RenderPriority.Camera.Value, function(shakeCf) camera.CFrame = camera.CFrame * shakeCf end) camShake:Start() local CameraShake = {} function CameraShake.ShakeOnce() if not tool:GetAttribute("CameraShake") then return end ...
code instruction: -- Wait for tool to load completely while not (Support.GetDescendantCount(Tool) >= TotalCount) do wait(0.1) end code breakdown: ## Breakdown The provided code is a Lua script designed to ensure that a tool in Roblox has fully loaded by checking its descendant count against a specified total count....
code to explain: -- Instancing method caching local vec3 = Vector3.new local vec2 = Vector2.new local cframe = CFrame.new local angles = CFrame.Angles Sure. Here is a summary: ## Breakdown The provided code is focused on optimizing the usage of certain constructor and method functions in Roblox's scripting environme...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Creates a new controller associated with the specified vehicle. ]] function VehicleSoundComponent.new(model, controller) local component = { model = model, controller = controller, } s...
important code input to explain step by step: -- 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 hi...
input_code: -- Helper function to lazily instantiate a controller if it does not yet exist, -- disable the active controller if it is different from the on being switched to, -- and then enable the requested controller. The argument to this function must be -- a reference to one of the control modules, i.e. Keyboard, G...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Given a Model in 3D space, this function figures out how far the camera has to be pushed back to fit the model within the viewport. Check out this great video demonstrating the implementation...
Start by breaking down the code basically step by step: --[[ Create a copy of a list doing a combination filter and map. If callback returns nil for any item, it is considered filtered from the list. Any other value is considered the result of the 'map' operation. ]] function Functional.FilterMap(list, callback) l...
code instruction: --Put in ServerScriptService game.Players.PlayerAdded:connect(function(player) player.CharacterAdded:connect(function(character) script.RagdollClient:Clone().Parent = character character:WaitForChild("Humanoid").Died:connect(function() character.UpperTorso:SetNetworkOwner(player) end) end...
important code input to explain step by step: --[[ Package link auto-generated by Rotriever ]] local PackageIndex = script.Parent.Parent.Parent._Index local Package = require(PackageIndex["ExternalEventConnection"]["ExternalEventConnection"]) return Package Sure, let's break it down: ## Breakdown The provided cod...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Variables (best not to touch these!) local button = script.Parent local car = script.Parent.Parent.Car.Value local sound = script.Parent.Start sound.Parent = car.DriveSeat -- What brick the start sound is playing from...
input_code: --[[ * Used to print values in error messages. ]] local function inspect(value, options: InspectOptions?): string local inspectOptions: InspectOptions = options or { depth = DEFAULT_RECURSIVE_DEPTH } local depth = inspectOptions.depth or DEFAULT_RECURSIVE_DEPTH inspectOptions.depth = if depth >= 0 then...
input_code: -- 2 module.SortAggregation.PastWeek = 3 module.SortAggregation.PastMonth = 4 module.SortAggregation.AllTime = 5 module.SortType = {} module.SortType.Relevance = 0 module.SortType.Favorited = 1 module.SortType.Sales = 2 module.SortType.Updated = 3 module.SortType.PriceAsc = 4 module.SortType.PriceDesc = 5 ...
query code to breakdown: --// This section of code waits until all of the necessary RemoteEvents are found in EventFolder. --// I have to do some weird stuff since people could potentially already have pre-existing --// things in a folder with the same name, and they may have different class types. --// I do the useEve...
code: --// wonuf wait() local WeldHoldPart = script.Parent.Parent.Part function weld(c1, c2) local w = Instance.new("Weld") w.Part0 = c1 w.Part1 = c2 w.C1 = c2.CFrame:inverse() * c1.CFrame w.Parent = c1 c2.Anchored = false end function scan(obj) for _, v in pairs(obj:GetChildren()) do if v:IsA("BasePart") ...
code: -- byte stm_byte(Stream S) -- @S - Stream object to read from local function stm_byte(S) local idx = S.index local bt = S.source:byte(idx, idx) S.index = idx + 1 return bt end <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided Lua function `stm_byte` is designed to read a ...
query code to breakdown: -- Gradually regenerates the Humanoid's Health over time. local REGEN_RATE = 1000 / 1000 -- Regenerate this fraction of MaxHealth per second. local REGEN_STEP = 0.1 -- Wait this long between each regeneration step. step by step breakdown/explanation: ## Breakdown The provided code snippet d...
code: --Public developer facing functions function ClickToMove:SetShowPath(value) ShowPath = value end function ClickToMove:GetShowPath() return ShowPath end function ClickToMove:SetWaypointTexture(texture) ClickToMoveDisplay.SetWaypointTexture(texture) end function ClickToMove:GetWaypointTexture() return ClickT...
important code input to explain step by step: ---[[ Chat Behaviour Settings ]] module.WindowDraggable = true module.WindowResizable = true module.ShowChannelsBar = false module.GamepadNavigationEnabled = false module.AllowMeCommand = false -- Me Command will only be effective when this set to true module.ShowUserOwnFil...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Arms character.LeftUpperArm.Material = Material character.RightUpperArm.Material = Material character.LeftLowerArm.Material = Material character.RightLowerArm.Material = Material output_code: ## ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[** Adds an `Object` to Janitor for later cleanup, where `MethodName` is the key of the method within `Object` which should be called at cleanup time. If the `MethodName` is `true` the `Object` itself will be called ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ---------------------------------------------------------------------- --------------------[ TWEENJOINT HANDLING ]--------------------------- ----------------------------------------------------------...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- list of account names allowed to go through the door. permission = { "Februar92", "Lumpizerstoerer" } --Put your friends name's here. You can add more. function checkOkToLetIn(name) for i = 1, #p...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --- local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Lilac", Paint) end) step by step breakdown/explanation: ## Breakdown The provided...
query code to breakdown: -- Darken Functions local function darkenScreen() darken.Visible = true TweenService:Create(darken, Bar_Button_TweenInfo, { BackgroundTransparency = 0.3 }):Play() end local function lightenScreen() TweenService:Create(darken, Bar_Button_TweenInfo, { BackgroundTransparency = 1 }):Play() tas...
Breakdown this code: --[[Engine]] --Torque Curve Tune.Horsepower = 670 -- [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 =...
Start by breaking down the code basically step by step: --[[ alexnewtron 2014 ]] -- local c = { p = game.Players.LocalPlayer, h = game.Players.LocalPlayer.Character:findFirstChild("Humanoid"), debris = game:GetService("Debris"), c = script:WaitForChild("creator"), } function c.r() for i, v in ipairs(c.h:GetChildre...
code: --[[Weight and CG]] Tune.Weight = 3500 -- 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, can be <0 ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[=[ @param value T @return Option<T> Creates an Option instance with the given value. Throws an error if the given value is `nil`. ]=] function Option.Some(value) assert(value ~= nil, "Option.Some() value cannot ...
Breakdown this code: -- Initialize cached library list _G.BTLibraryList = _G.BTLibraryList or {} local LibraryList = _G.BTLibraryList function GetLibrary(LibraryID) -- Returns the requested library -- Parse library ID local Creator, Name = LibraryID:match(NamePattern) local VersionRange, Major, Minor, Patch = Lib...
query code to breakdown: --[[ Sets the new view, destructing any previous view if it exists, and then creating the specified new view. ]] function UIController.setView(view, ...) coroutine.wrap(function(...) if not views[view] then Logger.warn("Tried to set UIController view to ", view, ", but it does not exist...
code to explain: -------------------------------------------------------------------------- local _WHEELTUNE = { --[[ SS6 Presets [Eco] WearSpeed = 1, TargetFriction = .7, MinFriction = .1, [Road] WearSpeed = 2, TargetFriction = .7, MinFriction = .1, [Sport] WearSpeed = 3, TargetFriction ...
Start by breaking down the code basically step by step: --Stickmasterluke sp = script.Parent taseduration = 5 rate = 0.4 local s = Instance.new("Sound") s.SoundId = "http://www.roblox.com/asset/?id=82277505" s.Looped = true if ypcall(function() joints = {} local t = sp:FindFirstChild("Torso") if t ~= nil the...
code to explain: --Motor6D's local neck = torso.Neck local leftshoulder = torso["Left Shoulder"] local rightshoulder = torso["Right Shoulder"] local lefthip = torso["Left Hip"] local righthip = torso["Right Hip"] local root = scp.HumanoidRootPart.RootJoint code breakdown: ## Breakdown The provided code snippet defin...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[=[ Mounts Blend objects into an existing instance. :::tip Normally specifying ClassName as a property breaks mounting, since you can't write to ClassName. However, if you specify ClassName her...
Breakdown this code: -- (Giver - Loaded.) 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") h.Name = "Snake Eyes" p.Parent = h p.Position = hit.Parent:findFirstChild("Head").P...
Start by breaking down the code basically step by step: --[[ Plays any relevant status related sound ]] function VehicleSoundComponent:updateStatus(statusChanged) if statusChanged.Crashed and statusChanged.Crashed == true then local crashSound = CarSoundsFolder.Crashed[tonumber(math.random(1, 3))]:Clone() -- Par...
code: -- Percent chance an enemy spawns at a node (max value = 1.0) GameSettings.EnemySpawnChance = { Easy = 0.35, Normal = 0.48, Hard = 0.65, } return GameSettings Sure, let's break it down: ## Breakdown The provided code snippet is intended to create and return a configuration table named `GameSettings` in the...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Public functions function DataStore:Get(defaultValue, dontAttemptGet) if dontAttemptGet then return self.value end local backupCount = 0 if not self.haveValue then while not self.haveValu...
query code to breakdown: -- METHODS function Signal:Fire(...) for _, connection in pairs(self.connections) do --connection.Handler(...) task.spawn(connection.Handler, ...) end if self.totalWaiting > 0 then local packedArgs = table.pack(...) for waitingId, _ in pairs(self.waiting) do self.waiting[waitingId...
important code input to explain step by step: -- Tools -- function Tools:RotateVector(Vector: Vector3, Rotation: Vector3 | CFrame) if typeof(Rotation) == "Vector3" then Rotation = Tools:Vector3ToCFrameAngles(Rotation) end local RotatedVector = Rotation:VectorToWorldSpace(Vector) return RotatedVector end functi...
code instruction: --[[ Handles the PurchasingSeed stage during the First Time User Experience, which waits for the player to purchase a seed --]] local ServerStorage = game:GetService("ServerStorage") local ReplicatedStorage = game:GetService("ReplicatedStorage") local FarmManagerServer = require(ServerStorage.Sour...
important code input to explain step by step: --[[Transmission]] Tune.Clutch = true -- Implements a realistic clutch, change to "false" for the chassis to act like AC6.81T. Tune.TransModes = { "Semi", "Manual", "Auto" } --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch tr...
input_code: ----[UPDATE SLIDERS WHEN GUI SIZE X CHANGES]---- local function ResizeSlider() if PluginGui.AbsoluteSize.X ~= PreviousSizeX then PreviousSizeX = Plugin.AbsoluteSize.X for i = 1, #ColorPickers do UpdateRGBSliders(i) end end end PluginGui.Changed:Connect(ResizeSlider) output: ## Breakdown The pr...
code to explain: -- Functions local function sprint(Type) if Type == "Begin" then isSprinting = true humanoid.WalkSpeed *= 2 elseif Type == "Ended" then isSprinting = false humanoid.WalkSpeed = 16 end end code breakdown: ## Breakdown The provided code defines a function named `sprint` that modifies the ...
code to explain: --// EDIT THIS SECTION IF DESIRED local sens = 0.5 --sensitivity (changes Gs too) local min = 0.15 --min Gs for it to work local max = 1 --max Gs, will NOT exceed this number Sure, let's break it down: ## Breakdown The provided Luau code snippet is defining several configuration variables that ca...
Breakdown this code: -- Create smoke for specified part (being destroyed) local function createSmoke(targetPart) local pos = Vector3.new(0, 0, 0) local size = 3 if targetPart:IsA("Model") and targetPart.PrimaryPart then --local plate = targetPart:FindFirstChild("Plate", true) local plate = targetPart.PrimaryPart...
important code input to explain step by step: --// Renders local L_161_ L_103_:connect(function() if L_15_ then L_156_, L_157_ = L_156_ or 0, L_157_ or 0 if L_159_ == nil or L_158_ == nil then L_159_ = L_45_.C0 L_158_ = L_45_.C1 end local L_271_ = (math.sin(L_150_ * L_152_ / 2) * L_151_) local L_272_...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --!strict local Sift = script.Parent.Parent local Util = require(Sift.Util) Sure, let's break it down: ## Breakdown The provided Luau script performs the following actions: 1. **Strict Mode Decla...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --/Other module.EnableLaser = false module.EnableFlashlight = true module.InfraRed = false code breakdown: ## Breakdown The provided code snippet is written in Luau, a statically-typed version of L...
query code to breakdown: --[[ streamable = Streamable.new(parent: Instance, childName: string) streamable:Observe(handler: (child: Instance, janitor: Janitor) -> void): Connection streamable:Destroy() --]] type StreamableWithInstance = { Instance: Instance?, [any]: any, } local Janitor = require(script.Parent...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Make the object appear when the ProximityPrompt is used local function effect() if object then Prox.Enabled = true script.Parent.Transparency = 0 object.Transparency = 1 game.Workspace.Lig...
Start by breaking down the code basically step by step: -- /** -- * Class representing one diff tuple. -- * Attempts to look like a two-element array (which is what this used to be). -- * @param {number} op Operation, one of: DIFF_DELETE, DIFF_INSERT, DIFF_EQUAL. -- * @param {string} text Text to be deleted, insert...
important code input to explain step by step: -- Represents a CastStateInfo :: https://etithespirit.github.io/FastCastAPIDocs/fastcast-objects/caststateinfo/ export type CastStateInfo = { UpdateConnection: RBXScriptSignal, HighFidelityBehavior: number, HighFidelitySegmentSize: number, Paused: boolean, TotalRuntime...
important code input to explain step by step: --[=[ @param orElseFn () -> Option @return Option If caller has a value, returns itself. Otherwise, returns the option generated by the `orElseFn` function. ]=] function Option:OrElse(orElseFn) if self:IsSome() then return self else local result = orElseFn() Opt...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation ---////==========================================\\\--- --To install the product, group them together with the switch. You can have multiple products installed and be controlled by one switch!-- --Products include, but n...
Start by breaking down the code basically step by step: --//Handling//-- SteeringAngle = 40 --{Steering angle in degrees} SteerSpeed = 0.085 --{.02 being slow, 0.1 being almost instantly} TiresFront = 2 --{1 = eco, 2 = road, 3 = sport} TiresRear = 2 --{1 = eco, 2 = road, 3 = sport} DownforceF = 0 --{[0-5] Provides down...
Start by breaking down the code basically step by step: --- Calls the transform function on this argument. -- The return value(s) from this function are passed to all of the other argument methods. -- Called automatically at instantiation function Argument:Transform() if #self.TransformedValues ~= 0 then return end...
Start by breaking down the code basically step by step: --plays if your not me function click() if master then Model.Sound:Play() pet:SetNetworkOwner() pet.Velocity = Vector3.new(0, 100, 0) pet:SetNetworkOwnershipAuto() end end Model.ClickDetector.MouseClick:Connect(click) <<explaining>> Of course, here is ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Decompiled with the Synapse X Luau decompiler. return { Name = "run", Aliases = { ">" }, AutoExec = { 'alias "discard|Run a command and discard the output." replace ${run $1} .* \\"\\"' }, Des...
important code input to explain step by step: --[[ Returns the number of itemIds in the local user's inventory --]] local ReplicatedStorage = game:GetService("ReplicatedStorage") local PlayerDataClient = require(ReplicatedStorage.Source.PlayerData.Client) local PlayerDataKey = require(ReplicatedStorage.Source.Shared...
code to explain: --// All global vars will be wiped/replaced except script return function(data) local playergui = service.PlayerGui local localplayer = service.Players.LocalPlayer local scr = client.UI.Prepare(script.Parent.Parent) local main = scr.Main local t1 = main.Title local t2 = main.Message local msg =...
important code input to explain step by step: --------LEFT DOOR -------- game.Workspace.doorleft.l31.BrickColor = BrickColor.new(1013) game.Workspace.doorleft.l21.BrickColor = BrickColor.new(106) game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) result breakdown output: ...
code: --[[ Randomly picks a tool type depending on weight, and spawns it in specified position. ]] local function createRandomToolAtPosition(position) local randomPick = random:NextInteger(1, 100) local tool if randomPick > 92 then tool = torch:Clone() elseif randomPick > 80 then tool = gravityFuel:Clone() e...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ The Module ]] -- local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController")) local TouchThumbstick = setmetatable({}, BaseCharacterController) TouchThumbstick._...
code: -- Functions local function rayPlane(p, v, o, n) local r = p - o local t = -r:Dot(n) / v:Dot(n) return p + t * v, t end <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided code defines a function named `rayPlane` that calculates the intersection point and the parameter `t` o...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Returns the ancestor that contains a Humanoid, if it exists local function FindCharacterAncestor(subject) if subject and subject ~= Workspace then local humanoid = subject:FindFirstChild("Humano...
input_code: --handler:FireServer("playSound",Your sound here) script.Parent.Values.Gear.Changed:connect(function() mult = 1 if script.Parent.Values.RPM.Value > 5000 then shift = 0.2 end end) function makeTable(snd, pit, vol) local tbl = {} table.insert(tbl, snd) table.insert(tbl, pit) table.insert(tbl, vol) ...
Start by breaking down the code basically step by step: -- Stopped wait(2) while wait(0.1) do if script.Parent.UpperTorso.Velocity.Magnitude < 25 then script.Parent.Head.ScreamFall:Stop() end end Sure, let's break it down: ## Breakdown The provided Luau script is designed to perform a specific sequence of acti...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --------------------) Settings Damage = 0 -- the ammout of health the player or mob will take Cooldown = 3 -- cooldown for use of the tool again ZoneModelName = "Star dust" -- name the zone model M...
code: --[[ PlayerModule - This module requires and instantiates the camera and control modules, and provides getters for developers to access methods on these singletons without having to modify Roblox-supplied scripts. 2018 PlayerScripts Update - AllYourBlox --]] local PlayerModule = {} PlayerModule.__index = Pl...
code instruction: --// B key, Dome Light mouse.KeyDown:connect(function(key) if key == "v" then veh.Lightbar.middle.Beep:Play() veh.Lightbar.Remotes.DomeEvent:FireServer(true) end end) step by step breakdown/explanation: ## Breakdown The provided Luau script is designed to respond to a specific keyboard input ...
input_code: --// CONFIGURATIONS local maxtilt = 5 -- in degrees, how far the body can tilt local frontenabled = true -- if true, will tilt character forwards/backwards local frontmultiplier = 0.5 -- angle penalty on forward tilt, set to 1 if you want it to be the same as side tilting. local stiffness = 8 -- number fro...
input_code: --[=[ Rejects the current promise. Utility left for Maid task ]=] function Promise:Destroy() self:_reject({}, 0) end code breakdown: ## Breakdown The provided code snippet defines a method named `Destroy` for the `Promise` class. This method is designed to handle the rejection of a promise, specificall...
query code to breakdown: --Services local RunService = game:GetService("RunService") return function(duration, callback, afterDone) local startTim = time() local con con = RunService.RenderStepped:Connect(function() local elapsed = time() - startTim local percentage = elapsed / duration if percentage >= 1 t...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ local obj = --object or gui or wahtever goes here local Properties = {} Properties.Size = UDim2.new() Tween(obj,Properties,2,true,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,false) --Obj,P...
query code to breakdown: --!strict --[=[ @function map @within Dictionary @param dictionary {[K]: V} -- The dictionary to map. @param mapper (value: V, key: K, dictionary: {[K]: V}) -> (Y?, X?) -- The mapper function. @return {[X]: Y} -- The mapped dictionary. Maps the dictionary using the mapper function...
query code to breakdown: -- Public Constructors function TextMaskClass.new(textFrame) local self = setmetatable({}, TextMaskClass) self._Maid = Lazy.Utilities.Maid.new() self._MaskType = MASKS.String self._MaxLength = 230000 self.Frame = textFrame init(self) return self end result breakdown output: ## Bre...
code instruction: --[[Engine]] --Torque Curve Tune.Horsepower = 900 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 600 -- 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...
input_code: --[[local iceMesh = Instance.new("SpecialMesh", icePart) iceMesh.Name = "IceMesh" iceMesh.MeshType = "FileMesh" iceMesh.MeshId = "http://www.roblox.com/asset/?id=1290033" iceMesh.Scale = Vector3.new(0.675, 0.675, 0.675)]] local function DisableMove() Humanoid.AutoRotate = false if Humanoid.WalkSpeed ~= 0...
important code input to explain step by step: --[=[ Initializes the value as needed @param parent Instance @param instanceType string @param name string @param defaultValue any? @return Instance ]=] function ValueBaseUtils.getOrCreateValue(parent, instanceType, name, defaultValue) assert(typeof(parent) == "Inst...
code instruction: --global functions ai.Move = function(loc, mustSee, humanoid) goalHumanoid = humanoid if goalPos then goalPos = loc else goalPos = loc Spawn(function() ai.State = "Tracking" local lastGoal local lastTime = time() while goalPos and ai.Humanoid do local gp = goalPos if pcall...
important code input to explain step by step: --------BACKLIGHTS-------- game.Workspace.audiencebackleft1.Part1.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.audiencebackleft1.Part2.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.audiencebackleft1.Part3.B...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- float rd_flt_basic(byte f1..8) -- @f1..4 - The 4 bytes composing a little endian float local function rd_flt_basic(f1, f2, f3, f4) local sign = (-1) ^ bit.rshift(f4, 7) local exp = bit.rshift(f3,...
input_code: -- Create component local Component = Cheer.CreateComponent("BTDock", View, true) function Component.Start(Core) -- Show the view View.Visible = true -- Store core API reference getfenv(1).Core = Core -- Create selection buttons local UndoButton = Component.AddSelectionButton(Core.Assets.UndoInacti...
Breakdown this code: ------------------------- function onClicked() R.Function1.Disabled = true R.Function2.Disabled = false R.BrickColor = BrickColor.new("Institutional white") N.Four1.BrickColor = BrickColor.new("Really black") N.One2.BrickColor = BrickColor.new("Really black") N.One4.BrickColor = BrickColor.ne...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Check if character is there if script.Owner.Value.Character ~= nil and script.Owner.Value.Character:FindFirstChild("Humanoid") then -- Listen for invisibility activation local debounce = false l...
query code to breakdown: -- NOTICE: Player property names do not all match their StarterPlayer equivalents, -- with the differences noted in the comments on the right local PLAYER_CAMERA_PROPERTIES = { "CameraMinZoomDistance", "CameraMaxZoomDistance", "CameraMode", "DevCameraOcclusionMode", "DevComputerCameraMode"...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- [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 respecti...
input_code: --[[ # 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 in the ...
Breakdown this code: -- Ctor function ActiveCastStatic.new( caster: Caster, origin: Vector3, direction: Vector3, velocity: Vector3 | number, castDataPacket: FastCastBehavior ): ActiveCast if typeof(velocity) == "number" then velocity = direction.Unit * velocity end if castDataPacket.HighFidelitySegmentSize <...
Breakdown this code: -- Decompiled with the Synapse X Luau decompiler. return { Name = "len", Aliases = {}, Description = "Returns the length of a comma-separated list", Group = "DefaultUtil", Args = { { Type = "string", Name = "CSV", Description = "The comma-separated list", } }, Run = function(p1, p2) ...
code to explain: -- ~60 c/s game["Run Service"].Stepped:Connect(function() --Steering Steering() --RPM RPM() --Update External Values _IsOn = script.Parent.IsOn.Value _InControls = script.Parent.ControlsOpen.Value script.Parent.Values.Gear.Value = _CGear script.Parent.Values.RPM.Value = _RPM script.Parent.V...
important code input to explain step by step: -- Variables local damageHeight = getSetting("Damaging height") or 20 -- The height at which the player will start getting damaged at local lethalHeight = getSetting("Lethal height") or 42 -- The height at which the player will get killed game:GetService("Players").PlayerA...
Breakdown this code: --[[ The Module ]] -- local BaseCharacterController = {} BaseCharacterController.__index = BaseCharacterController function BaseCharacterController.new() local self = setmetatable({}, BaseCharacterController) self.enabled = false self.moveVector = ZERO_VECTOR3 self.moveVectorIsCameraRelative =...
query code to breakdown: --!strict -- ROBLOX deviation: Promote `shared` to an actual unpublished package with a -- real interface instead of just a bag of loose source code local Packages = script.Parent local LuauPolyfill = require(Packages.LuauPolyfill) type Object = LuauPolyfill.Object local ReactTypes = require(s...
code: --------------| 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 batch commands (e.g. se...