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Start by breaking down the code basically step by step: --// Variables local L_1_ = game.Players.LocalPlayer local L_2_ = L_1_.Character local L_3_ = game.ReplicatedStorage:WaitForChild("ACS_Engine") local L_4_ = L_3_:WaitForChild("Eventos") local L_5_ = L_3_:WaitForChild("ServerConfigs") local L_7_ = L_3_:WaitForChil...
Start by breaking down the code basically step by step: --//Despawning\\-- function DestroyCorpseOnDeath(Model) repeat wait() until Model:FindFirstChildOfClass("Humanoid") local MaybeHuman = Model:FindFirstChildOfClass("Humanoid") if MaybeHuman then local HumanFunc HumanFunc = MaybeHuman.Died:Connect(function...
Start by breaking down the code basically step by step: --[=[ Constructs a new Subscription @param fireCallback function? @param failCallback function? @param completeCallback function? @param onSubscribe () -> MaidTask @return Subscription ]=] function Subscription.new(fireCallback, failCallback, completeCallba...
code instruction: -- Get the CFrame of the given view with proper view rotations (before any tweening is done): local function GetViewCFrame(view, rotation) return seat.CFrame * view.Pivot * rotation * view.Offset end Sure. Here is a summary: ## Breakdown The function `GetViewCFrame` calculates the final CFrame (po...
code instruction: --// Init log("Return init function") return service.NewProxy({ __call = function(self, data) log("Begin init") local remoteName, depsName = string.match(data.Name, "(.*)\\(.*)") Folder = service.Wrap(data.Folder --[[or folder and folder:Clone()]] or Folder) setfenv(1, setmetatable({}, { __...
important code input to explain step by step: --Made by Luckymaxer Model = script.Parent Debris = game:GetService("Debris") Creator = script:FindFirstChild("Creator") Tool = script:FindFirstChild("Tool") FadeRate = 0.025 Rate = (1 / 15) Removing = false function DestroyModel() if Removing then return end Mod...
code to explain: -- ================================================================================ -- LOCAL FUNCTIONS -- ================================================================================ local function exit() local raceStatus = RaceManager:GetRaceStatus() if raceStatus == RaceManager.Status.WaitingFo...
input_code: -- goro7 local plr = game.Players.LocalPlayer function update() -- Calculate scale local scale = (plr.PlayerGui.MainGui.AbsoluteSize.Y + 2) / script.Parent.Parent.Size.Y.Offset if scale > 1.5 then scale = 1.5 end if scale > 0 then script.Parent.Scale = scale end end plr.PlayerGui:WaitForChild("...
code instruction: --[[ For each point on each line, find the values of the other sequence at that point in time through interpolation then interpolate between the known value and the learned value then use that value to create a new keypoint at the time then build a new sequence using all the keypoints generated...
code instruction: --[=[ @param matches {Some: (value: any) -> any, None: () -> any} @return any Matches against the option. ```lua local opt = Option.Some(32) opt:Match { Some = function(num) print("Number", num) end, None = function() print("No value") end, } ``` ]=] function Option:Match(matches) local...
Breakdown this code: --[[** creates a union type @param ... The checks to union @returns A function that will return true iff the condition is passed **--]] function t.union(...) local checks = { ... } assert(callbackArray(checks)) return function(value) for _, check in ipairs(checks) do if check(valu...
query code to breakdown: --[[The local script included in this model can only be used if 1. The weapon is being placed in the players backpack first (i.e. the weapon is in starterpack and moves to player backpack) OR 2. The weapon is previously welded (weapon can be placed in workspace and picked up then) ]] repeat wa...
query code to breakdown: ------------------------------------------------------------------------ -- -- * used only in luaK:codearith() ------------------------------------------------------------------------ function luaK:constfolding(op, e1, e2) local r if not self:isnumeral(e1) or not self:isnumeral(e2) then ret...
Start by breaking down the code basically step by step: --rope.BrickColor = BrickColor.new("Black") rope.TopSurface = 0 rope.BottomSurface = 0 rope.formFactor = "Symmetric" rope.Name = "Rope" rope.CanCollide = false rope.Anchored = true local mesh = Instance.new("CylinderMesh") mesh.Parent = rope result breakdown out...
code: --[=[ Converts a set to a list @param set table @return table ]=] function Set.toList(set) local list = {} for value, _ in pairs(set) do table.insert(list, value) end return list end explanation: ## Breakdown The provided code snippet defines a function named `toList` that is part of a module or lib...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Called when any relevant values of GameSettings or LocalPlayer change, forcing re-evalulation of -- current control scheme function ControlModule:OnComputerMovementModeChange() local controlModule...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ @class ClientMain ]] local ReplicatedFirst = game:GetService("ReplicatedFirst") local packages = ReplicatedFirst:WaitForChild("_SoftShutdownClientPackages") local SoftShutdownServiceClient = ...
input_code: --// This module is for stuff specific to cross server communication --// NOTE: THIS IS NOT A *CONFIG/USER* PLUGIN! ANYTHING IN THE MAINMODULE PLUGIN FOLDERS IS ALREADY PART OF/LOADED BY THE SCRIPT! DO NOT ADD THEM TO YOUR CONFIG>PLUGINS FOLDER! return function(Vargs, GetEnv) local env = GetEnv(nil, { scri...
code: -- ================================================================================ -- EVENTS -- ================================================================================ local buttonDown = Instance.new("BindableEvent") local buttonUp = Instance.new("BindableEvent") local changed = Instance.new("BindableEv...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- If in-game, enable ctrl hotkeys for undoing and redoing if Mode == "Tool" then AssignHotkey({ "LeftControl", "Z" }, History.Undo) AssignHotkey({ "RightControl", "Z" }, History.Undo) AssignHotkey...
code instruction: --Set up teleport arrival. TeleportService.LocalPlayerArrivedFromTeleport:Connect(function(Gui, Data) if Data and Data.IsTemporaryServer then --If it is a temporary server, keep showing the Gui, wait, then teleport back. Gui.Parent = Players.LocalPlayer:WaitForChild("PlayerGui", 10 ^ 99) Starte...
Breakdown this code: -- ROBLOX TODO: fix PrettyFormat types imports type PrettyFormatOptions = PrettyFormat_.PrettyFormatOptions local chalk = require(Packages.ChalkLua) local getType = require(Packages.JestGetType).getType local cleanupSemanticModule = require(CurrentModule.CleanupSemantic) local DIFF_DELETE = clea...
important code input to explain step by step: --Sets up touched events for Behaviours function setupTouchedEvents(character) local parts = character:GetChildren() for i = 1, #parts do if parts[i]:isA("BasePart") then parts[i].Touched:connect(characterTouchedBrick) end end end function characterAdded(newChara...
Start by breaking down the code basically step by step: --heroking-- local door = script.Parent local door1 = door.Door1 local door2 = door.Door2 local ret1 = door1.CFrame local ret2 = door2.CFrame local spd = script.Parent.Parent.Speed.Value for i = 1, 58 / (15 * spd) do wait() door1.CFrame = door1.CFrame + spd * d...
Breakdown this code: -- for debuging animations dont delete wait() local rake = script.Parent.Parent if rake:FindFirstChild("DebugAnimateSource") and rake:FindFirstChild("AnimateSource") then if script.Debug.Value == true then rake.DebugAnimateSource.Disabled = false rake.AnimateSource:Destroy() else rake.Debug...
Breakdown this code: -- Note: DotProduct check in CoordinateFrame::lookAt() prevents using values within about -- 8.11 degrees of the +/- Y axis, that's why these limits are currently 80 degrees local MIN_Y = math.rad(-80) local MAX_Y = math.rad(80) local TOUCH_ADJUST_AREA_UP = math.rad(30) local TOUCH_ADJUST_AREA_DOW...
important code input to explain step by step: --Variables wait() local NPC = script.Parent local Humanoid = NPC:FindFirstChildOfClass("Humanoid") Humanoid.BreakJointsOnDeath = false local Anim = script.Animation local DeathAnimation = Humanoid:LoadAnimation(Anim) local newNPC = NPC:Clone() local TweenService = game:Get...
Breakdown this code: --[[ Assert that our expectation value is not nil ]] function Expectation:ok() local result = (self.value ~= nil) == self.successCondition local message = formatMessage( self.successCondition, ("Expected value %q to be non-nil"):format(tostring(self.value)), ("Expected value %q to be nil"...
Breakdown this code: --[[Transmission]] Tune.TransModes = { "Auto", "Semi", "Manual" } --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >Fir...
input_code: --// [[ INTRO PLAY HOVER ]] \\-- IntroGui.ButtonFrame.PlayButton.MouseEnter:Connect(function() IntroGui.ButtonFrame.PlayButton.GreenDot.Visible = true end) IntroGui.ButtonFrame.PlayButton.MouseLeave:Connect(function() IntroGui.ButtonFrame.PlayButton.GreenDot.Visible = false end) Sure. Here is a summary:...
code to explain: --[[Susupension]] Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 400 -- Spring Dampening Tune.FSusStiffness = 17000 -- Spring Force Tune.FSusLength = 1.9 -- Resting Suspension length (in studs) Tune.FSu...
important code input to explain step by step: --[[Drivetrain]] Tune.Config = "RWD" --"FWD" , "RWD" , "AWD" Tune.TorqueVector = 0.5 --AWD ONLY, "-1" has a 100% front bias, "0" has a 50:50 bias, and "1" has a 100% rear bias. Can be any number between that range. --Differential Settings Tune.FDiffSlipThres = 50 -- 1 - 10...
code: -- Roact local new = Roact.createElement local Frame = require(UI:WaitForChild("Frame")) local ImageLabel = require(UI:WaitForChild("ImageLabel")) local ImageButton = require(UI:WaitForChild("ImageButton")) local TextLabel = require(UI:WaitForChild("TextLabel")) local ItemList = require(script:WaitForChild("ItemL...
Breakdown this code: ---------------------- for i, plr in pairs(game.Players:GetPlayers()) do repeat local userData = storage.LoadData(plr.UserId) wait(0.5) if not userData then end until userData == true end output: ## Breakdown The provided Luau script is designed to iterate through all players currently...
important code input to explain step by step: --////////////////////////////// Methods --////////////////////////////////////// local methods = {} methods.__index = methods function ReturnToObjectPoolRecursive(instance, objectPool) local children = instance:GetChildren() for i = 1, #children do ReturnToObjectPoolR...
code instruction: --[=[ Clones a brio, such that it may be killed without affecting the original brio. @param brio Brio<T> @return Brio<T> ]=] function BrioUtils.clone(brio) assert(brio, "Bad brio") if brio:IsDead() then return Brio.DEAD end local newBrio = Brio.new(brio:GetValue()) newBrio:ToMaid():Give...
code to explain: -- ================================================================================ -- LOCAL FUNCTIONS -- ================================================================================ local function getCheckpointFromPart(part) for _, checkpoint in pairs(checkpoints) do if checkpoint.CollisionBody...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Functions -- local function playSoundLocal(sId, sParent) local sound = Instance.new("Sound", sParent) sound.SoundId = "rbxassetid://" .. sId sound:Play() sound:Destroy() end local function onClicked(player) pla...
Start by breaking down the code basically step by step: --[[[Default Controls]] --Peripheral Deadzones Tune.Peripherals = { MSteerWidth = 67, -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10, -- Mouse steering deadzone (0 - 100%) ControlLDZone = 3, -- Controller steering L-deadzone (0 - 1...
code instruction: --[[~-Fixico-~]] -- print("Fixico's Scripts") local isOn = true function on() isOn = true script.Parent.Transparency = 0 script.Parent.CanCollide = true end function off() isOn = false script.Parent.Transparency = 0.5 script.Parent.CanCollide = false end function onClicked() if isOn == true ...
Start by breaking down the code basically step by step: -- Auto saving and issue queue managing: RunService.Heartbeat:Connect(function() -- 1) Auto saving: -- local auto_save_list_length = #AutoSaveList if auto_save_list_length > 0 then local auto_save_index_speed = SETTINGS.AutoSaveProfiles / auto_save_list_lengt...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --print(script.Parent.F1.Position) wait(timer) script.Parent.F2:TweenSize(UDim2.new(15, 0, 0.1, 0)) wait(timer) script.Parent.F3:TweenSize(UDim2.new(15, 0, 0.1, 0)) wait(timer) script.Parent.F4:TweenS...
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("Magenta", Paint) end) <<explaining>> Of course, here is a step by step summary: ##...
input_code: -- Bot Open MainDoor.Touched:Connect(function(hit) if Door.OpenClosed.Value == "Closed" and DoorReady.Value == "true" then if hit.Parent:FindFirstChild("Bot") then hit.Parent.HumanoidRootPart.Anchored = true BotOpenSound:Play() Door.OpenClosed.Value = "Open" DoorReady.Value = "false" wait...
Start by breaking down the code basically step by step: --Settings localized local Rate = Settings.Rate local Size = Settings.Size local Tint = Settings.Tint or Color3.fromRGB(226, 244, 255) local Fade = Settings.Fade code breakdown: ## Breakdown The provided Luau code snippet is responsible for localizing settings ...
Start by breaking down the code basically step by step: --[=[ Overwrites a table's value @param target table -- Target table @param source table -- Table to read from @return table -- target ]=] function Table.deepOverwrite(target, source) for index, value in pairs(source) do if type(target[index]) == "table" an...
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 = 100 -- Spring Dampening Tune.FSusS...
input_code: -------------------- --| Script Logic |-- -------------------- BaseShot = Instance.new("Part") BaseShot.Name = "Effect" BaseShot.FormFactor = Enum.FormFactor.Custom BaseShot.Size = Vector3.new(0.2, 0.2, 3) BaseShot.CanCollide = false BaseShot.BrickColor = BrickColor.new("Toothpaste") SelectionBoxify(BaseSh...
Breakdown this code: --------------------------- --Seat Offset (Make copies of this block for passenger seats) car.DriveSeat.ChildAdded:connect(function(child) if child.Name == "SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent) ~= nil then child.C0 = CFrame.new(0, 0,...
important code input to explain step by step: --[[ Returns a new window component associated with specified model. ]] function Window.new(model) local component = { _model = model, _state = Constants.State.Window.Normal, _connections = {}, } setmetatable(component, { __index = Window }) component._connect...
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 = 30 -- cooldown for use of the tool again BoneModelName = "Final attack" -- name the zone mode...
query code to breakdown: --================================================== local function Enabler(Hit) if Enabled and Hit and Hit.Parent then local AmmoRefilled = false local Player = game.Players:GetPlayerFromCharacter(Hit.Parent) if Player then for _, GunName in pairs(GunToRefillAmmo) do local Gun =...
important code input to explain step by step: --wait() Torso = sp.Parent:WaitForChild("Torso") LeftHip = Torso:WaitForChild("LeftHip") RightHip = Torso:WaitForChild("RightHip") function wait(TimeToWait) if TimeToWait ~= nil then local TotalTime = 0 TotalTime = TotalTime + game:GetService("RunService").Heartbeat:w...
important code input to explain step by step: ---Exit function function module.ExitSeat() local humanoid = getLocalHumanoid() if not humanoid then return false end local character = humanoid.Parent if character.Humanoid.Sit == true then for _, joint in ipairs(character.HumanoidRootPart:GetJoints()) do if jo...
query code to breakdown: ------------ --[[CODE]] -- ------------ local Players = game:GetService("Players") local RunService = game:GetService("RunService") local Offset = Vector3.new() local Player = Players.LocalPlayer function Update() local Character = Player.Character --I'll have this here, should the script b...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --- Cleans up all tasks. -- @alias Destroy function Maid:DoCleaning() local tasks = self._tasks -- Disconnect all events first as we know this is safe for index, job in pairs(tasks) do if typeof(job) == "RBXScriptC...
code instruction: --[[Susupension]] Tune.SusEnabled = true -- Sets whether suspension is enabled for PGS --Front Suspension Tune.FSusStiffness = 12500 -- Spring Force Tune.FSusDamping = 650 -- Spring Dampening Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2 -- Resting Suspension length (in studs...
Start by breaking down the code basically step by step: --------------------) Settings Damage = 0 -- the ammout of health the player or mob will take Cooldown = 1 -- cooldown for use of the tool again BoneModelName = "Spear" -- name the zone model HumanoidName = "Humanoid" -- the name of player or mob u want to dama...
code instruction: -- Public Methods function SliderClass:Get() local t = self._Spring.x if self.Inverted then t = 1 - t end return t end function SliderClass:Set(value, doTween) local spring = self._Spring local newT = math.clamp(value, 0, 1) if self.Interval > 0 then newT = math.floor((newT / self.Interv...
input_code: --Input userInputService.InputBegan:connect(function(inputObject, processed) if not processed then if inputObject.UserInputType == Enum.UserInputType.MouseButton1 then plane.Shoot:FireServer(true) end end end) userInputService.InputEnded:connect(function(inputObject, processed) if not processed t...
code: -- @Return Int function WeaponRuntimeData:GetCurrentAmmo() return self.currentAmmo end output_code: ## Breakdown The provided code snippet defines a method named `GetCurrentAmmo` within a class called `WeaponRuntimeData`. This method is designed to return the current ammo count as an integer. Here is a step-b...
code: --[[ Touch Events ]] -- -- On touch devices we need to recreate the guis on character load. local lastControlState = nil LocalPlayer.CharacterAdded:connect(function(character) if ControlState.Current then -- only do this if it wasn't done through CharacterRemoving lastControlState = ControlState.Current Cont...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- RAGDOLL A R6 CHARACTER. local function getAttachment0(attachmentName, char) for _, child in next, char:GetChildren() do local attachment = child:FindFirstChild(attachmentName) if attachment t...
input_code: --- 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.Parent.Parent.IsOn.Changed:connect(function() if script.Parent.Parent.Parent.IsOn.Value then script.Par...
important code input to explain step by step: --Creates a random droplet on screen local function CreateDroplet() --Setup local stretch = 1 + math.random(15) / 10 local RunAmount = math.random(4) local Tweens = table.create(RunAmount * 2 + 2) local TweensLength = 0 local SizeOffset = math.random((Size / 3) * -1...
code to explain: --[[Flip]] function Flip() --Detect Orientation if (car.DriveSeat.CFrame * CFrame.Angles(math.pi / 2, 0, 0)).lookVector.y > 0.1 or FlipDB then FlipWait = tick() --Apply Flip else if tick() - FlipWait >= 3 then FlipDB = true local gyro = car.DriveSeat.Flip gyro.maxTorque = Vector3.ne...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ------------------------------------ function onTouched(part) if part.Parent ~= nil then local h = part.Parent:findFirstChild("Humanoid") if h ~= nil then local teleportfrom = script.Parent.E...
important code input to explain step by step: --[[Susupension]] Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 1000 -- Spring Dampening Tune.FSusStiffness = 5000 -- Spring Force Tune.FSusLength = 3 -- Suspension length ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --- local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Cocoa", Paint) end) Sure. Here is a summary: ## Breakdown The provided script is designed to toggle a...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --Values-- local car = script.Parent.Parent.Car.Value local FE = workspace.FilteringEnabled local _Tune = require(car["A-Chassis Tune"]) local Redline = _Tune.Redline local maxPSI = WasteGatePressure local totalPSI = 0 l...
Breakdown this code: --- local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Brown", Paint) end) step by step breakdown/explanation: ## Breakdown The provided script is designed to toggle a boolean variable named `Paint` between `true` and `false` when the ...
Start by breaking down the code basically step by step: --thank to Sinahi for making the beautiful flag! --https://www.roblox.com/Wavin-Flag-item?id=440874100 local rbx = "rbxassetid://" local flagids = { 440821546, 440821646, 440821766, 440822311, 440823132, 440823493, 440823602, 440823734, 440823940, 44082...
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 Money = require(ga...
Start by breaking down the code basically step by step: -- Choose current Touch control module based on settings (user, dev) -- Returns module (possibly nil) and success code to differentiate returning nil due to error vs Scriptable function ControlModule:SelectTouchModule(): ({}?, boolean) if not UserInputService.Tou...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --Key controls mouse.KeyDown:connect(function(key) if key == "n" then -- if screen:FindFirstChild("CarPlay").Visible == true then if script.Parent.Position == (UDim2.new(1, 0, 0.5, -110)) then script.Parent:Tween...
input_code: ---- TWEENZ ---- local function Linear(t, b, c, d) if t >= d then return b + c end return c * t / d + b end local function EaseOutQuad(t, b, c, d) if t >= d then return b + c end t = t / d return b - c * t * (t - 2) end local function EaseInOutQuad(t, b, c, d) if t >= d then return b + c ...
Breakdown this code: --Made by Luckymaxer Camera = game:GetService("Workspace").CurrentCamera Rate = (1 / 60) Shake = { Movement = 10, Rate = 0.001 } local CoordinateFrame = Camera.CoordinateFrame local Focus = Camera.Focus while true do local CameraRotation = Camera.CoordinateFrame - Camera.CoordinateFrame.p loc...
code: -- Decompiled with the Synapse X Luau decompiler. local v1 = {} local u1 = { WindPower = "number", WindSpeed = "number", WindDirection = "Vector3", } function v1.new(p1, p2) local v2 = table.create(3) local v3 = p1:GetAttribute("WindPower") local v4 = p1:GetAttribute("WindSpeed") local v5 = p1:GetAttribut...
Breakdown this code: -- COLOR SETTINGS --[[ COLOR PRESETS: Headlights - OEM White - Xenon - Pure White - Brilliant Blue - Light Green - Golden Yellow - Bubu's Purple - Yellow Indicators - Light Orange - Dark Orange - Yellow - Red For custom color use Color3.fromRGB(R, G, B). You can ge...
important code input to explain step by step: ------------------------------------------------------------------------ -- -- * used in luaK:discharge2anyreg(), luaK:exp2reg() ------------------------------------------------------------------------ function luaK:discharge2reg(fs, e, reg) self:dischargevars(fs, e) loca...
code instruction: --AzothxD Fog Script. :D game.Lighting.FogStart = 10 game.Lighting.FogEnd = 60 game.Lighting.FogColor = Color3.new(0, 0, 0) game.Lighting.TimeOfDay = "00:00" explanation of the code: ## Breakdown The provided Luau script configures the lighting settings in a Roblox game environment, specifically f...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -------------------- while true do -- Every 15 seconds, poll if jeep has turned upside down. If true, then flip back upright. if vehicleSeatback.CFrame.lookVector.y <= 0.707 then print("UFO is flipped. Flipping ri...
query code to breakdown: --[[ Package link auto-generated by Rotriever ]] local PackageIndex = script.Parent.Parent.Parent._Index local Package = require(PackageIndex["JestDiff"]["JestDiff"]) export type Diff = Package.Diff export type DiffOptions = Package.DiffOptions export type DiffOptionsColor = Package.DiffOpti...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ------------------------------------------------------------------------ -- -- * used only in (lparser) luaY:subexpr() ------------------------------------------------------------------------ -- table...
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 plrData = require(game.ReplicatedStorage.Source.Modules....
Breakdown this code: --[[ Local Constants ]] -- wait(999999999999999999999) local UNIT_Z = Vector3.new(0, 0, 1) local X1_Y0_Z1 = Vector3.new(1, 0, 1) --Note: not a unit vector, used for projecting onto XZ plane local THUMBSTICK_DEADZONE = 0.2 local DEFAULT_DISTANCE = 12.5 -- Studs local PORTRAIT_DEFAULT_DISTANCE = 25 ...
code instruction: --CHANGE THE NAME, COPY ALL BELOW, AND PAST INTO COMMAND BAR local TycoonName = "Venom Tycoon" if game.Workspace:FindFirstChild(TycoonName) then local s = nil local bTycoon = game.Workspace:FindFirstChild(TycoonName) local zTycoon = game.Workspace:FindFirstChild("Zednov's Tycoon Kit") local new_...
code: --[=[ Retrieves group role info for a given rankId @param groupId number @param rankId number @return Promise<table> ]=] function GroupUtils.promiseGroupRoleInfo(groupId, rankId) assert(groupId, "Bad groupId") assert(rankId, "Bad rankId") return GroupUtils.promiseGroupInfo(groupId):Then(function(groupInf...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ Configuration ]] local ShowPath = true local PlayFailureAnimation = true local UseDirectPath = false local UseDirectPathForVehicle = true local AgentSizeIncreaseFactor = 1.0 local UnreachableWaypointTimeout = 8 ex...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ The Module ]] -- local BaseCamera = require(script.Parent:WaitForChild("BaseCamera")) local VRBaseCamera = setmetatable({}, BaseCamera) VRBaseCamera.__index = VRBaseCamera function VRBaseCamera....
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Keyboard -- Stephen Leitnick -- October 10, 2021 local Trove = require(script.Parent.Parent.Trove) local Signal = require(script.Parent.Parent.Signal) local UserInputService = game:GetService("Us...
input_code: --[[ Unpacks an animatable type into an array of numbers. If the type is not animatable, an empty array will be returned. ]] local Package = script.Parent.Parent local Types = require(Package.Types) local Oklab = require(Package.Colour.Oklab) local function unpackType(value: Types.Animatable, typeString...
Breakdown this code: -- Define the function to toggle the frames and button position local function toggleFrames() if frame1.Visible == true and apl.Value == true then -- If frames are visible, hide them and tween button to closed position frame1.Closed.Visible = true game:GetService("TweenService"):Create(frame...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Calls a callback on `andThen` with specific arguments. ]] function Promise.prototype:andThenCall(callback, ...) assert(type(callback) == "function", string.format(ERROR_NON_FUNCTION, "Promise:a...
Start by breaking down the code basically step by step: --[[ A dictionary of primary and secondary colors associated with Item Categories. Used to determine the colors a given item's ListItems should have in a ListSelector --]] local ItemCategory = require(script.Parent.ItemCategory) local ColorTheme = require(scri...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Container for temporary connections (disconnected automatically) local Connections = {} function ResizeTool.Equip() -- Enables the tool's equipped functionality -- Start up our interface ShowUI() ShowHandles() ...
code instruction: --TUNE local SpeedType = "MPH" -- MPH or KPH local car = script.Parent.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"]) local Values = script.Parent.Parent.Values local KPH = (10 / 12) * 1.09728 local MPH = (10 / 12) * (60 / 88) local speed = 0 local Boost = _Tune.Boost local Red = 0 loc...
code to explain: --local ClickerModule = require(343254562) --local clickEvent = ClickerModule.RemoteEvent local interactiveParts = {} local activationDistance = 12 local flushing = false local water = script.Parent.Parent.Water local sound = script.Parent.Parent.ToiletBowl.Sound sound:Play() wait(0.65) for i, v in pa...
Breakdown this code: -- Local private variables and constants local UNIT_X = Vector3.new(1, 0, 0) local UNIT_Y = Vector3.new(0, 1, 0) local UNIT_Z = Vector3.new(0, 0, 1) local X1_Y0_Z1 = Vector3.new(1, 0, 1) --Note: not a unit vector, used for projecting onto XZ plane local ZERO_VECTOR3 = Vector3.new(0, 0, 0) local ZER...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --Power Rear Wheels if _Tune.Config == "RWD" or _Tune.Config == "AWD" then for i, v in pairs(car.Wheels:GetChildren()) do if v.Name == "RL" or v.Name == "RR" or v.Name == "R" then table.insert(Drive, v) end end ...