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code: --//Remote Functions\\-- fire.OnServerEvent:Connect(function(player, mouseHit) local character = player.Character local humanoid = character:FindFirstChild("Humanoid") local weaponAccuracy = Vector3.new( math.random(-accuracy.Value * 2, accuracy.Value * 2), math.random(-accuracy.Value * 2, accuracy.Value *...
code instruction: --Made by Stickmasterluke local sp = script.Parent damage = 40 cooldown = 0.30 debris = game:GetService("Debris") check = true function waitfor(parent, name) while true do local child = parent:FindFirstChild(name) if child ~= nil then return child end wait() end end local handle = wa...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- @preconditions: vec should be a unit vector, and 0 < rayLength <= 1000 function RayCast(startPos, vec, rayLength) local hitObject, hitPos = game.Workspace:FindPartOnRay(Ray.new(startPos + (vec * 0.01), vec * rayLengt...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --This script turns the light on at night and off in in the day! b = script.Parent local oh, om = 6, 20 -- Open Time (hours,minutes) local ch, cm = 17, 45 -- Close Time (hours, minutes) local l = g...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[=[ Bootstraps the game by replicating packages to server, client, and shared. ```lua local ServerScriptService = game:GetService("ServerScriptService") local loader = ServerScriptService:Fin...
important code input to explain step by step: --Dont mess with any of this function boop(Player) if not Player.Backpack:FindFirstChild(Toolname) then local Tool = game.Lighting[Toolname]:clone() Tool.Parent = Player.Backpack end end script.Parent.ClickDetector.MouseClick:connect(boop) function onTouch(obj) if o...
code instruction: --[[Susupension]] Tune.SusEnabled = true -- Sets whether suspension is enabled for PGS --Front Suspension Tune.FSusStiffness = 8500 -- Spring Force Tune.FSusDamping = 450 -- Spring Dampening Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2 -- Resting Suspension length (in studs)...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- K is a tunable parameter that changes the shape of the S-curve -- the larger K is the more straight/linear the curve gets local k = 0.35 local lowerK = 0.8 local function SCurveTranform(t) t = CameraUtils.Clamp(-1, 1...
code instruction: -- regeneration while true do local s = wait(1) local health = Humanoid.Health if health > 0 and health < Humanoid.MaxHealth then health = health + 0.01 * s * Humanoid.MaxHealth if health * 1.05 < Humanoid.MaxHealth then Humanoid.Health = health else Humanoid.Health = Humanoid.MaxHealth...
query code to breakdown: --!strict --[=[ @function find @within Array @param array {T} -- The array to search. @param value? any -- The value to search for. @param from? number -- The index to start searching from. @return number? -- The index of the first item in the array that matches the value. Finds the in...
query code to breakdown: --- Skill local UIS = game:GetService("UserInputService") local plr = game.Players.LocalPlayer local Mouse = plr:GetMouse() local Debounce = true Player = game.Players.LocalPlayer UIS.InputBegan:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.E and Debounce == true and Tool.Eq...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!! local hitPart = script.Parent local debounce = true local to...
query code to breakdown: --Made by Luckymaxer Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") RunService = game:GetService("RunService") UserInputService = game:GetService("UserInputService") Animations = {} ServerControl = Tool:WaitForChild("ServerControl") ClientCont...
code instruction: --[[ local keyboard = require(this) METHODS: (IsDown) Boolean isDown: keyboard:IsDown(KeyCode key) EVENTS: (KeyDown, KeyUp) keyboard.KeyDown(KeyCode key) keyboard.KeyUp(KeyCode key) --]] assert(game:GetService("RunService"):IsClient(), "Keyboard can only be used fr...
important code input to explain step by step: --Tune OverheatSpeed = 0.05 --How fast the car will overheat CoolingEfficiency = 0.01 --How fast the car will cool down RunningTemp = 50 --In degrees Fan = true --Cooling fan FanTemp = 90 --At what temperature the cooling fan will activate FanTempAlpha = 80 --At what tempe...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -------------------------------------------------------------------------------- local Car = script.Parent.Car.Value local Values = script.Parent.Values local _Tune = require(Car["A-Chassis Tune"]) local Handler = Car:W...
query code to breakdown: -- This function selects the lowest number gamepad from the currently-connected gamepad -- and sets it as the active gamepad function Gamepad:GetHighestPriorityGamepad() local connectedGamepads = UserInputService:GetConnectedGamepads() local bestGamepad = NONE -- Note that this value is highe...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ Useful for hovering over ui elements --]] local UserInputService = game:GetService("UserInputService") local GuiService = game:GetService("GuiService") local Hover = {} Hover.__index = Hover -- pass the element,...
code: --!GENERATED local Rain = require(script.Rain) Rain:SetColor(Color3.fromRGB(script.Color.Value.x, script.Color.Value.y, script.Color.Value.z)) Rain:SetDirection(script.Direction.Value) Rain:SetTransparency(script.Transparency.Value) Rain:SetSpeedRatio(script.SpeedRatio.Value) Rain:SetIntensityRatio(script.Inten...
code instruction: --[=[ @interface ComponentConfig @within Component .Tag string -- CollectionService tag to use .Ancestors {Instance}? -- Optional array of ancestors in which components will be started .Extensions {Extension}? -- Optional array of extension objects Component configuration passed to `Component.n...
query code to breakdown: ---Drivetrain Initialize local wDia = 0 local Drive = {} if _Tune.Config == "FWD" or _Tune.Config == "AWD" then for i, v in pairs(car.Wheels:GetChildren()) do if v.Name == "FL" or v.Name == "FR" or v.Name == "F" then table.insert(Drive, v) end end end if _Tune.Config == "RWD" or _Tune....
Breakdown this code: -- TUNE SpeedType = "MPH" -- MPH or KPH local Smoothness = 0.8 local TurboSmoothness = 0.9 local autoscaling = true --Estimates top speed local UNITS = { --Click on speed to change units --First unit is default { units = "MPH", scaling = (10 / 12) * (60 / 88), -- 1 stud : 10 inches | ft/s to...
query code to breakdown: --------------------------------------------------- Mobile Button local function handleContext(name, state, input) if state == Enum.UserInputState.Begin then Humanoid.WalkSpeed = CrouchSpeed CAnim:Play() else Humanoid.WalkSpeed = NormalWalkSpeed CAnim:Stop() end end cas:BindAction(...
code instruction: ------------------------- function DoorClose() if Shaft00.MetalDoor.CanCollide == false then Shaft00.MetalDoor.CanCollide = true while Shaft00.MetalDoor.Transparency > 0.0 do Shaft00.MetalDoor.Transparency = Shaft00.MetalDoor.Transparency - 0.1 wait(0.000001) end Car.BodyVelocity.veloci...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -------- OMG HAX r = game:service("RunService") local damage = 0 local slash_damage = 3 local lunge_damage = 5 sword = script.Parent.Center Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.So...
code instruction: --[=[ Observes an instance's ancestry @param instance Instance @return Observable<Instance> ]=] function RxInstanceUtils.observeAncestry(instance) local startWithParent = Rx.start(function() return instance, instance.Parent end) return startWithParent(Rx.fromSignal(instance.AncestryChanged))...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --Feel free to poke around and see how this works. It's not very complex local car = script.Parent.Car.Value local Values = script.Parent:WaitForChild("Values") --This bit of code is still in 90% of A-Chassis plugins l...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --updated 10/09/2022 npc = nil hum = nil health_gui = script.Parent health_text = script.Parent:WaitForChild("TextLabel") if health_gui.Parent ~= nil and health_gui.Parent.ClassName == "Model" an...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --cyan 4 if k == "c" and ibo.Value == true then bin.Blade.BrickColor = BrickColor.new("Cyan") bin.Blade2.BrickColor = BrickColor.new("Institutional white") bin.Blade.White.Enabled = false colorbin.white.Value = false...
code: --[[Engine]] --Torque Curve Tune.Horsepower = 175 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6200 -- Use sliders to manipulate values Tune.Redline = 7600 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.Peak...
code instruction: --[[Transmission]] Tune.TransModes = { "Auto", "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"} >First mode is ...
code to explain: --[[ The entry point for the Fusion library. ]] local PubTypes = require(script.PubTypes) local restrictRead = require(script.Utility.restrictRead) export type StateObject<T> = PubTypes.StateObject<T> export type CanBeState<T> = PubTypes.CanBeState<T> export type Symbol = PubTypes.Symbol export type...
query code to breakdown: --// Events local L_72_ = L_17_:WaitForChild("Equipped") local L_73_ = L_17_:WaitForChild("ShootEvent") local L_74_ = L_17_:WaitForChild("DamageEvent") local L_75_ = L_17_:WaitForChild("CreateOwner") local L_76_ = L_17_:WaitForChild("Stance") local L_77_ = L_17_:WaitForChild("HitEvent") <<exp...
Start by breaking down the code basically step by step: --[[ MatchTable { Some: (value: any) -> any None: () -> any } CONSTRUCTORS: Option.Some(anyNonNilValue): Option<any> Option.Wrap(anyValue): Option<any> STATIC FIELDS: Option.None: Option<None> STATIC METHODS: Option.Is(obj): boolean ME...
code to explain: --[[Steering]] Tune.SteerInner = 32 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 33 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = 0.02 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = 0.04 -- Steering increment per tick (in degrees) Tune.SteerDecay = 320 -- ...
input_code: --Put this in StarterPlayer, StarterCharacterScripts local human = script.Parent:WaitForChild("Humanoid") local AttackArm = true local canattack = true game:GetService("UserInputService").InputBegan:connect(function(input, gamepor) if (input.KeyCode == Enum.KeyCode.X or input.KeyCode == Enum.KeyCode.Bu...
Start by breaking down the code basically step by step: --NOTE: We create the rocket once and then clone it when the player fires local Rocket = Instance.new("Part") do -- Set up the rocket part Rocket.Name = "Rocket" Rocket.FormFactor = Enum.FormFactor.Custom --NOTE: This must be done before changing Size Rocket.S...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --- RUNTIME --- local Tool = {} Tool.MouseButton1 = function(Character) if Character:GetAttribute("Cooldown") == true then return end Character:SetAttribute("Cooldown", true) Character.Humanoid:LoadAnimation(scr...
code: --[[ Server-side manager that listens to events to advance the FTUE stage in a player's data and trigger server-side world changes according to the current stage --]] local ReplicatedStorage = game:GetService("ReplicatedStorage") local ServerStorage = game:GetService("ServerStorage") local PlayerDataServer = ...
important code input to explain step by step: -- Connect key state change event userInputService.InputBegan:Connect(function(input) handleKeyState(input.KeyCode, true) end) userInputService.InputEnded:Connect(function(input) handleKeyState(input.KeyCode, false) end) Sure. Here is a summary: ## Breakdown The code ...
important code input to explain step by step: -- Function to handle player character additions local function onCharacterAdded(character) explodePlayer(character.Parent) end Sure, let's break it down: ## Breakdown The provided code defines a function named `onCharacterAdded` which is designed to handle the event of...
code to explain: --[[Engine]] --Torque Curve Tune.Horsepower = 100 -- [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 = 550...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Calculate the actual spot Frame position in studs by making use of adornee position. Parameters: - surfaceGui (SurfaceGui): SurfaceGui instance that the spot belongs to - spot (Frame): Frame...
code instruction: --[[ 3/19/20 newwil DataStore/Leaderstats --]] local DataStoreService = game:GetService("DataStoreService") local playerData = DataStoreService:GetDataStore("playerData") game.Players.PlayerAdded:Connect(function(player) local leaderstats = Instance.new("Folder") leaderstats.Name = "leaderstat...
Breakdown this code: -- BaseCamera mod local BaseCamera = require(baseCameraModule) BaseCamera.UpCFrame = IDENTITYCF function BaseCamera:UpdateUpCFrame(cf) self.UpCFrame = cf end function BaseCamera:CalculateNewLookCFrame(suppliedLookVector) local currLookVector = suppliedLookVector or self:GetCameraLookVector() ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[VARIABLE DEFINITION ANOMALY DETECTED, DECOMPILATION OUTPUT POTENTIALLY INCORRECT]] -- -- Decompiled with the Synapse X Luau decompiler. local u1 = nil coroutine.wrap(function() u1 = require(game...
input_code: ----------------- --| Variables |-- ----------------- local DebrisService = Game:GetService("Debris") local PlayersService = Game:GetService("Players") local Rocket = script.Parent local CreatorTag = Rocket:WaitForChild("creator") local Tank = Rocket:WaitForChild("Tank").Value local SwooshSound = Rocket:...
Start by breaking down the code basically step by step: --[[Run]] --Print Version local ver = require(car["A-Chassis Tune"].README) print("Novena: AC6T Loaded - Build " .. ver) --Runtime Loops -- ~60 c/s game["Run Service"].Stepped:connect(function() --Steering Steering() --RPM RPM() --Suspension if not work...
input_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 output: ## Breakdown The provided Lua script is designed to modify the rate of all `ParticleEmitter` objects found within a specific obje...
Start by breaking down the code basically step by step: --[=[ @param ... any Same as `Fire`, but uses `task.defer` internally & doesn't take advantage of thread reuse. ```lua signal:FireDeferred("Hello") ``` ]=] function Signal:FireDeferred(...) local item = self._handlerListHead while item do task.defer(item...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ------------------------------------------------------------------------ -- initial parsing for statements, calls a lot of functions -- * returns boolean instead of 0|1 -- * used in chunk() ----------...
code to explain: --[[Engine]] --Torque Curve Tune.Horsepower = 250 * 1.3 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 1000 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 7000 -- Use sliders to manipulate values Tune.Redline = 10000 -- Copy and paste slider values into the respective tune values Tune.EqPoi...
code: --[[ Script Variables ]] -- while not Players.LocalPlayer do wait() end local LocalPlayer = Players.LocalPlayer local Humanoid = MasterControl:GetHumanoid() local JumpButton = nil local OnInputEnded = nil -- defined in Create() local CharacterAddedConnection = nil local HumStateConnection = nil local HumChangeCo...
important code input to explain step by step: -- ================================================================================ -- LOCAL FUNCTIONS -- ================================================================================ -- Display result dialog local function openDlg(resultString, resultTime) -- Display r...
code instruction: -- Motor(s) local SeeSawMotor = script.Parent:WaitForChild("SeeSawMotor") local function OnSeatsChange(ChangedSeat) local Seat1Occupant = Seat1.Occupant local Seat2Occupant = Seat2.Occupant local Seat1T = Seat1.Throttle local Seat2T = Seat2.Throttle if Seat1Occupant and Seat2Occupant == nil the...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation ---SG Is Here--- ---Please Dont Change Anything Can Dont Work If You Change-- local db = true local player = game.Players.LocalPlayer local target = game.Workspace.Sell local delay = 3 script.Parent.MouseButton1Click:c...
Breakdown this code: --------------------) Settings Damage = 0 -- the ammout of health the player or mob will take Cooldown = 5 -- cooldown for use of the tool again ZoneModelName = "Rocket circle" -- name the zone model MobHumanoidName = "Humanoid" -- the name of player or mob u want to damage explanation: ## Bre...
important code input to explain step by step: --Door Script --This script toggles the door when it is clicked. --Unless you know what you're doing, do not modify this script. local clickdetector = Instance.new("ClickDetector", script.Parent) --This creates a click detector for the door. clickdetector.MouseClick:Connect...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Decompiled with the Synapse X Luau decompiler. script.Parent.MouseButton1Down:Connect(function() script.Parent.Parent.Visible = false if game.Players.LocalPlayer.Character.Values.Actions.CarriedPlr.Value ~= "" then...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[Misc]] Tune.LoadDelay = 3.0 -- Delay before initializing chassis (in seconds) Tune.AutoStart = false -- Set to false if using manual ignition plugin Tune.AutoFlip = true -- Set to false if using m...
Breakdown this code: --Instert in Tool local tool = script.Parent local anim = script.Animation --Animation ID local track tool.Equipped:Connect(function() track = script.Parent.Parent.Humanoid:LoadAnimation(anim) track:Play() end) tool.Unequipped:Connect(function() if track then track:Stop() end end) output: #...
Breakdown this code: --[[ Gets camera modifiers and effects while it is in Dead mode. ]] local TweenService = game:GetService("TweenService") local CameraStateDead = {} Sure, let's break it down: ## Breakdown The provided code is the beginning of a Lua module designed for a class named `CameraStateDead`. This clas...
query code to breakdown: --created by ------------------------------------------ --Clear And Enter check = true -- Global function Clear() print("Cleared") Input = "" end script.Parent.Clear.ClickDetector.MouseClick:connect(Clear) function Enter() if Input == Code then print("Entered") Input = "" local doo...
Breakdown this code: --Shade Script sp = script.Parent lastattack = 0 nextrandom = 0 nextsound = 0 nextjump = 0 chasing = false variance = 2 damage = 15 attackrange = 15 sightrange = 200 runspeed = 15 wonderspeed = 4 healthregen = false function raycast(spos, vec, currentdist) local hit2, pos2 = game.Workspace:Fin...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Made by Luckymaxer Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") UserInputService = game:GetService("UserInputSe...
code: -- util function waitForChild(parent, childName) while true do local child = parent:findFirstChild(childName) if child then return child end parent.ChildAdded:wait() end end function newSound(id) local sound = Instance.new("Sound") sound.SoundId = id sound.Parent = script.Parent.Head return sou...
important code input to explain step by step: --Put the objects you want regenned in the model, if the object's parent is changed it will not be deleted when the button is pushed again. debounce = false regen = {} last = {} for a, b in ipairs(script.Parent.Parent:GetChildren()) do if b ~= script.Parent then table.in...
code to explain: --[=[ Gets a signal that will fire when the Brio dies. If the brio is already dead calling this method will error. :::info Calling this while the brio is already dead will throw a error. ::: ```lua local brio = Brio.new("a", "b") brio:GetDiedSignal():Connect(function() print("Brio died") e...
Breakdown this code: --------RIGHT DOOR -------- game.Workspace.doorright.l11.BrickColor = BrickColor.new(1013) game.Workspace.doorright.l23.BrickColor = BrickColor.new(1013) game.Workspace.doorright.l32.BrickColor = BrickColor.new(1013) game.Workspace.doorright.l41.BrickColor = BrickColor.new(1013) game.Workspace.door...
Breakdown this code: -- declarations local sDied = newSound("rbxasset://sounds/uuhhh.wav") local sFallingDown = newSound("rbxasset://sounds/splat.wav") local sFreeFalling = newSound("rbxasset://sounds/swoosh.wav") local sGettingUp = newSound("rbxasset://sounds/hit.wav") local sJumping = newSound("rbxasset://sounds/but...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ Package link auto-generated by Rotriever ]] local PackageIndex = script.Parent.Parent.Parent._Index local Package = require(PackageIndex["DiffSequences"]["DiffSequences"]) export type Callbacks = Package.Callback...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- SOULDRAGON'S INSANAQUARIUM DEADFISH SCRIPT h = script.Parent.Parent.Humanoid while true do if h.Health < 1 then script.Parent.Parent.Name = "Goodbye" script.Parent.BrickColor = BrickColor.new(26) script.Parent....
code to explain: -- Made by Freakinve -- 12/23/20 local dayOutdoorAmbient = Color3.fromRGB(128, 128, 128) local nightOutdoorAmbient = Color3.fromRGB(0, 0, 0) local dayAmbient = Color3.fromRGB(128, 128, 128) local nightAmbient = Color3.fromRGB(0, 0, 0) code breakdown: ## Breakdown The provided Luau code defines col...
Start by breaking down the code basically step by step: ------------------------------------------------------------------------------ --------------------[ MAIN PROGRAM ]------------------------------------------ ------------------------------------------------------------------------------ while true do if (not M...
query code to breakdown: ---Steering function Steering() if _MSteer then local mST = ((mouse.X - mouse.ViewSizeX / 2) / _Tune.MSteerWidth) if math.abs(mST) <= _Tune.MSteerDZone then _GSteerT = 0 else _GSteerT = (math.max(math.min((math.abs(mST) - _Tune.MSteerDZone), (1 - _Tune.MSteerDZone)), 0) / (1 - _Tun...
code: --- Skip forwards in now -- @param delta now to skip forwards function Spring:TimeSkip(delta) local now = tick() local position, velocity = self:_positionVelocity(now + delta) self._position0 = position self._velocity0 = velocity self._time0 = now end function Spring:__index(index) if Spring[index] then ...
code to explain: --// F key, Horn mouse.KeyUp:connect(function(key) if key == "f" then script.Parent.Parent.Horn.TextTransparency = 0.8 veh.Lightbar.middle.Airhorn:Stop() veh.Lightbar.middle.Wail.Volume = 1 veh.Lightbar.middle.Yelp.Volume = 1 veh.Lightbar.middle.Priority.Volume = 1 script.Parent.Parent.MBO...
code to explain: --// Hash: c99d8d3f6918230ee9fd250b85efbd7b960723d8cb9e3c5a023095d441bc7c42774ba920206560321de3df3240be618c -- Decompiled with the Synapse X Luau decompiler. local v1 = {} local l__LocalPlayer__2 = game.Players.LocalPlayer local v3 = require(game:GetService("ReplicatedStorage"):WaitForChild("ReplicaDa...
code instruction: --[[Wheel Stabilizer Gyro]] -- Tune.FGyroDamp = 100 -- Front Wheel Non-Axial Dampening Tune.RGyroDamp = 100 -- Rear Wheel Non-Axial Dampening Sure, let's break it down: ## Breakdown The provided code snippet is intended to define a configuration table named `Tune` with two properties: `FGyroDamp` a...
query code to breakdown: -- the number equals the walkspeed. start is starting walkspeed(if you want to boost it) and the others are for the speed increase stages start = 16 stage1 = 20 stage2 = 25 stage3 = 30 stage4 = 35 stage5 = 40 stage6 = 50 code breakdown: ## Breakdown The provided code defines a series of cons...
code: --for _, item in ipairs(Shield:GetChildren()) do -- if item:IsA("BasePart") == true and item:FindFirstChild("Ignore") == nil then -- item.Touched:connect(function(Hit) -- if Hit == nil then return end -- if Hit.Parent == nil then return end -- -- local Item = Hit.Parent -- -- if Item:IsA("Tool") == true ...
important code input to explain step by step: --[[ Run the given test plan node and its descendants, using the given test session to store all of the results. ]] function TestRunner.runPlanNode(session, planNode, lifecycleHooks) local function runCallback(callback, messagePrefix) local success = true local error...
input_code: --[=[ @within TableUtil @function Reverse @param tbl table @return table Reverses the array. ```lua local t = {1, 5, 10} local tReverse = TableUtil.Reverse(t) print(tReverse) --> {10, 5, 1} ``` :::note Arrays only This function works on arrays, but not dictionaries. ]=] local function Reverse...
code to explain: -- Enable tool or plugin if Mode == "Plugin" then -- Set the UI root UIContainer = CoreGui -- Create the toolbar button PluginButton = Plugin:CreateToolbar("Building Tools by F3X") :CreateButton("Building Tools by F3X", "Building Tools by F3X", Assets.PluginIcon) -- Connect the button to the s...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Fired when Warmup is entered, throwing out a player state update, as well as transitioning the player state ]] function Transitions.onEnterWarmup(stateMachine, event, from, to, playerComponent) ...
code instruction: -- << FUNCTIONS >> function module:Process( commandArgsReal, args, commandPrefix, commandName, speaker, speakerData, originalMessage, originalAlias, batches, batchPos ) local argsToReturn = {} local commandArgs = {} local UP = false local forceExit = false if commandPrefix == main.setti...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[=[ Promise resolution procedure, resolves the given values @param ... T ]=] function Promise:Resolve(...) if not self._pendingExecuteList then return end local len = select("#", ...) if l...
Start by breaking down the code basically step by step: -- functions function stopAllAnimations() local oldAnim = currentAnim -- return to idle if finishing an emote if emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false then oldAnim = "idle" end currentAnim = "" currentAnimInstance = nil if current...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Constructor local Camera = workspace.CurrentCamera local Looping = false local Speed = 1 local FreezeControls = false output: ## Breakdown The provided Luau code snippet defines and initializes several variables t...
query code to breakdown: --[=[ A BaseObject basically just adds the :Destroy() interface, and a _maid, along with an optional object it references. @class BaseObject ]=] local require = require(script.Parent.loader).load(script) local Maid = require("Maid") local BaseObject = {} BaseObject.ClassName = "BaseObject"...
query code to breakdown: --[=[ Returns the first alive Brio in a list @param brios {Brio<T>} @return Brio<T> ]=] function BrioUtils.firstAlive(brios) for _, brio in pairs(brios) do if not brio:IsDead() then return brio end end return nil end output_code: ## Breakdown The provided code defines a functio...
query code to breakdown: --[[ ___ _______ _ _______ / _ |____/ ___/ / ___ ____ ___ (_)__ /__ __/ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< / / /_/ |_| \___/_//_/\_,_/___/___/_/___/ /_/ SecondLogic @ Inspare Avxnturador @ Novena ]] local FE = workspace.Filter...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[=[ @param predicate (value: any) -> boolean @return Option Returns `self` if this option has a value and the predicate returns `true. Otherwise, returns None. ]=] function Option:Filter(predica...
code instruction: --//EVENTS\\-- game:GetService("RunService").RenderStepped:Connect(function() --This part gets the renderization service --//VISIBLE\\-- for i, part in pairs(character:GetChildren()) do if string.match(part.Name, "Arm") or string.match(part.Name, "Hand") or string.match(part.Name, "Leg") ...
input_code: -- Left Arms character.Constraint.ConstraintLeftUpperArm.Attachment0 = LUA character.Constraint.ConstraintLeftUpperArm.Attachment1 = LUARig character.Constraint.ConstraintLeftLowerArm.Attachment0 = LLA character.Constraint.ConstraintLeftLowerArm.Attachment1 = LLARig character.Constraint.ConstraintLeftHand.A...
code: -- Legacy implementation renamed function CameraUtils.GetAngleBetweenXZVectors(v1: Vector3, v2: Vector3): number return math.atan2(v2.X * v1.Z - v2.Z * v1.X, v2.X * v1.X + v2.Z * v1.Z) end function CameraUtils.RotateVectorByAngleAndRound(camLook: Vector3, rotateAngle: number, roundAmount: number): number if ca...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --// Hash: 4ff11c83b72d76d1d1d67ed38db378bb76fe93bad84f73c50a81f60a561bca442213063368847fe595aea47ea94b3b28 -- Decompiled with the Synapse X Luau decompiler. wait(3) if game:GetService("VRService").VREnabled then game:...
important code input to explain step by step: -- Mapping from movement mode and lastInputType enum values to control modules to avoid huge if elseif switching local movementEnumToModuleMap = { [Enum.TouchMovementMode.DPad] = TouchDPad, [Enum.DevTouchMovementMode.DPad] = TouchDPad, [Enum.TouchMovementMode.Thumbpad] =...
Breakdown this code: --- 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, task in pairs(tasks) do if typeof(task) == "RBXScriptConnection" then tasks[index] = nil task:Disconnect() end end -- Cl...
code instruction: -- Code -- setUp() getProximityPrompts() for index, prompt in ipairs(proximityPrompts) do local connection = prompt.Triggered:Connect(onTriggered) table.insert(connections, connection) end Sure, let's break it down: ## Breakdown The provided code snippet is a segment of a larger script that sets...