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Start by breaking down the code basically step by step: --[=[ @within Plasma @function row @tag widgets @param options {padding: Vector2} @param children () -> () -- Children Lays out children horizontally ]=] local Runtime = require(script.Parent.Parent.Runtime) local automaticSize = require(script.Parent.Pare...
code to explain: -- You may turn both of these on at once. In that case, zone-specific music will play in the appropriate zones, and global background music will play whenever you're not within any zone. settings.UseGlobalBackgroundMusic = true -- If you want to play Global Background Music for everyone in your game, s...
Start by breaking down the code basically step by step: -- Public Constructors function RadioButtonLabelClass.new(frame) local self = setmetatable({}, RadioButtonLabelClass) self._Maid = Lazy.Utilities.Maid.new() self.Frame = frame self.Button = frame.RadioContainer.RadioButton init(self) self:SetValue(false)...
code: --------------------) Settings Damage = 0 -- the ammout of health the player or mob will take Cooldown = 5 -- cooldown for use of the tool again ZoneModelName = "OwO broke ground" -- name the zone model MobHumanoidName = "Humanoid" -- the name of player or mob u want to damage output: ## Breakdown The provi...
Breakdown this code: --PROBABLY WOULDNT TOUCH ABOVE UNLESS YOU KNOW WHAT YOURE DOING Tool.Equipped:Connect(function() CheckTables() --Check if Table with list of Sounds and Animations are made. If not, make them. Please do not delete this CanSwing = false if Settings.EquipAnim == true and Tool.Animations:findFirs...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ Script Variables ]] -- while not Players.LocalPlayer do wait() end local LocalPlayer = Players.LocalPlayer local CachedHumanoid = nil local DPadFrame = nil local TouchObject = nil local OnInputEnded = nil -- define...
input_code: -- << VARIABLES >> local frame = main.gui.MainFrame.Pages.About local info = frame.Info local updatesFrame = frame.Updates local creditsFrame = frame.Credits result breakdown output: ## Breakdown The provided code snippet defines local variables that reference specific elements within a Roblox GUI hierar...
Start by breaking down the code basically step by step: -- Components local ScopeOutTooltip = require(script:WaitForChild("ScopeOutTooltip")) local ScopeLockTooltip = require(script:WaitForChild("ScopeLockTooltip")) local ScopeInTooltip = require(script:WaitForChild("ScopeInTooltip")) local AltTooltip = require(script:...
code instruction: --[=[ Lua-side duplication of the API of events on Roblox objects. Signals are needed for to ensure that for local events objects are passed by reference rather than by value where possible, as the BindableEvent objects always pass signal arguments by value, meaning tables will be deep copied. Ro...
Breakdown this code: --// updated by bus, because this man's code is garbage. --// Config local Sensitivity = 1.5 -- how quick/snappy the Sway movements are. Don't go above 2 local SwaySize = 1 -- how large/powerful the Sway is. Don't go above 2 local IncludeStrafe = false -- if true the fps arms will Sway when the Cha...
input_code: --======================================-- --==============Weld Parents(WPR)==============-- --======================================-- w1.Parent = bin.Handle w2.Parent = bin.Handle w3.Parent = bin.Handle w4.Parent = bin.Handle w5.Parent = bin.Handle w6.Parent = bin.Handle w7.Parent = bin.Handle w8.Parent =...
important code input to explain step by step: ------------------- ---[[Functions]]--- ------------------- local function HasProperty(object, prop) local success, val = pcall(function() return object[prop] end) return success and val ~= object:FindFirstChild(prop) end result breakdown output: ## Breakdown The ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- FOLDERS -- local Modules = RS:WaitForChild("Modules") local Remotes = RS:WaitForChild("Remotes") local Hitboxes = RS:WaitForChild("Hitboxes") local FX = RS:WaitForChild("FX") local Sounds = RS:Wait...
query code to breakdown: --[[Engine]] --Torque Curve Tune.Horsepower = 600 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 1090 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 5400 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPo...
input_code: --[[ Package link auto-generated by Rotriever ]] local PackageIndex = script.Parent.Parent._Index local Package = require(PackageIndex["CollisionMatchers2D"]["CollisionMatchers2D"]) return Package output_code: ## Breakdown The provided Lua script is designed to load and return a package named "Collisi...
important code input to explain step by step: -- Local Variables local TimeObject = game.Workspace:WaitForChild("MapPurgeProof"):WaitForChild("Time") local ScreenGui = script.Parent.ScreenGui local Timer = ScreenGui.ScoreFrame.Timer local Events = game.ReplicatedStorage.Events local DisplayTimerInfo = Events.DisplayTim...
Breakdown this code: -------------------------------------------------------------------------- local _WHEELTUNE = { --[[ SS6 Presets [Eco] WearSpeed = 1, TargetFriction = .7, MinFriction = .1, [Road] WearSpeed = 2, TargetFriction = .7, MinFriction = .1, [Sport] WearSpeed = 3, TargetFrict...
Start by breaking down the code basically step by step: --Set up firing the rocket. FireRocketEvent.OnServerEvent:Connect(function(Player) if Player == CurrentPlayer and ToolEnabled then ToolEnabled = false Tool.Enabled = false CurrentRocket = RocketBuffer:PopItem() or CurrentRocket local FiredBy = Instance.n...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ SoftShutdown 1.2 Author: Merely This systesm lets you shut down servers without losing a bunch of players. When game.OnClose is called, the script teleports everyone in the server into a reserved server. W...
important code input to explain step by step: -- SERVICES -- local UIS = game:GetService("UserInputService") local RS = game:GetService("ReplicatedStorage") local TS = game:GetService("TweenService") local CS = game:GetService("CollectionService") result breakdown output: ## Breakdown The provided Luau script is ini...
query code to breakdown: --!strict local function lastIndexOf(str: string, searchValue: string, fromIndex: number?): number local strLength = string.len(str) local calculatedFromIndex if fromIndex then calculatedFromIndex = fromIndex else calculatedFromIndex = strLength end if fromIndex and fromIndex < 1 then...
Start by breaking down the code basically step by step: -- Function to handle button clicks local function castVote(mapName) -- Check if the map name is valid for _, map in ipairs(availableMaps) do if map == mapName then -- Increment the vote count for the selected map if not mapVotes[map] then mapVotes[m...
code to explain: -- a: amplitud -- p: period local function outInElastic(t, b, c, d, a, p) if t < d / 2 then return outElastic(t * 2, b, c / 2, d, a, p) else return inElastic((t * 2) - d, b + c / 2, c / 2, d, a, p) end end local function inBack(t, b, c, d, s) if not s then s = 1.70158 end t = t / d return...
Breakdown this code: --!strict local String = script.Parent local LuauPolyfill = String.Parent local Number = require(LuauPolyfill.Number) local NaN = Number.NaN step by step breakdown/explanation: ## Breakdown 1. **Strict Mode Declaration**: The script begins with `--!strict`, which enables strict mode in Luau. Th...
query code to breakdown: --////////////////////////////// Methods --////////////////////////////////////// local function ShallowCopy(table) local copy = {} for i, v in pairs(table) do copy[i] = v end return copy end local methods = {} methods.__index = methods function methods:SayMessage(message, channelName, ...
code to explain: -- LocalScript: local Open = false local Frame = script.Parent.Parent.TextButton local Button = script.Parent function Clicked() if Open == false then Open = true Frame.Visible = true Button.Text = "Close" -- Closes the Frame elseif Open == true then Open = false Frame.Visible = false B...
important code input to explain step by step: --------------------------------------------------------------------------------------- configuration.MenuFieldOfView.Changed:Connect(function() customMenuFieldOfView = defaultMenuFieldOfView * configuration.MenuFieldOfView.Value menuFieldOfViewChange = ts:Create(current...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- You can modify these. -- Choose your BrickColors. Use the name, and put it inside quotes like below. colortable = { "Bright blue", "Bright red", "Bright green", "Bright yellow", "Bright orange", "Cyan", "Brigh...
input_code: -- ROBLOX GLOBALS export type CharacterType = Model & { Humanoid: Humanoid & { Animator: Animator?, HumanoidDescription: HumanoidDescription?, }, HumanoidRootPart: Part & { RootJoint: Motor6D, }, Head: Part & { face: Decal, }, Torso: Part & { roblox: Decal, ["Neck"]: Motor6D, ["Left Hi...
query code to breakdown: --Zombie artificial stupidity script sp = script.Parent lastattack = 0 nextrandom = 0 nextsound = 0 nextjump = 0 chasing = false variance = 4 damage = 10 attackrange = 4.5 sightrange = 999 --60 runspeed = 10 wonderspeed = 8 healthregen = false colors = { "Sand red", "Dusty Rose", "Medium ...
code instruction: --[[ Local Functions ]] -- local function onShiftLockToggled() IsShiftLocked = not IsShiftLocked if IsShiftLocked then ShiftLockIcon.Image = SHIFT_LOCK_ON Mouse.Icon = SHIFT_LOCK_CURSOR else ShiftLockIcon.Image = SHIFT_LOCK_OFF Mouse.Icon = "" end ShiftLockController.OnShiftLockToggled:Fi...
Breakdown this code: --yellow 8 if k == "y" and ibo.Value == true then bin.Blade.BrickColor = BrickColor.new("New yeller") bin.Blade2.BrickColor = BrickColor.new("Institutional white") bin.Blade.White.Enabled = false colorbin.white.Value = false bin.Blade.Blue.Enabled = false colorbin.blue.Value = false bin.Blad...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation ---Creator function return object keys local KEY_BASE_FRAME = "BaseFrame" local KEY_BASE_MESSAGE = "BaseMessage" local KEY_UPDATE_TEXT_FUNC = "UpdateTextFunction" local KEY_GET_HEIGHT = "GetHeightFunction" local KEY_FADE...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- // Variables local bloodPart = script:WaitForChild("BloodPart") local bloodParticles = script:WaitForChild("BloodParticles") local bloodCache = workspace:FindFirstChild("BloodCache") <<explaining>> Of course, here ...
code: -- When the weapon is deactivated function weaponTemplate:OnDeactivate() end function weaponTemplate:OnStartFiring() end function weaponTemplate:OnStopFiring() end function weaponTemplate:OnFire() end explanation of the code: ## Breakdown The provided Luau code defines a template for a weapon, complete with...
query code to breakdown: --// F key, Horn uis.InputEnded:connect(function(input) if input.KeyCode == Enum.KeyCode.ButtonL3 or input.KeyCode == Enum.KeyCode.F then script.Parent.Parent.Horn.TextTransparency = 0.8 veh.Lightbar.middle.Airhorn:Stop() veh.Lightbar.middle.Wail.Volume = 1 veh.Lightbar.middle.Yelp.Vol...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --// All global vars will be wiped/replaced except script --// All guis are autonamed client.Variables.CodeName..gui.Name --// Be sure to update the console gui's code if you change stuff return func...
important code input to explain step by step: -- This default upgrader is going to turn whatever brick touches it, into a sword, at least the mesh part. -------------------- script.Parent.Upgrader.Touched:connect(function(Part) if Part:FindFirstChild("Cash") then Part.Cash.Value = Part.Cash.Value * 2 -- Try not to ...
Start by breaking down the code basically step by step: -- Variables for character joints local neck, shoulder, oldNeckC0, oldShoulderC0 local mobileShouldTrack = true Sure. Here is a summary: ## Breakdown The provided Lua code snippet initializes several variables that are intended to be used in a Roblox game to ...
Breakdown this code: -- padding between each entry local ENTRY_MARGIN = 1 local explorerPanel = script.Parent local Input = game:GetService("UserInputService") local HoldingCtrl = false local HoldingShift = false local addObject local removeObject local gameChildren = {} table.insert(gameChildren, game:GetService("W...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- A table that defines an instance's properties, handlers and children. -- FUTURE: Typed Luau is not advanced enough to express this type in full -- specificity yet, so we have to settle for some run...
important code input to explain step by step: --//ENGINE//-- local Horsepower = 430 --{This is how much power your engine block makes ALONE, this does not represent to total horsepower output [IF you have a turbo/SC]} local EngineDisplacement = 3000 --{Engine size in CC's} local EngineType = "Diesel" --{Petrol, Diesel,...
input_code: --task.spawn(function() while true do task.wait() for i, part in pairs(car:GetChildren()) do if part.Name == "Thruster" then UpdateThruster(part) end end if car.DriveSeat.Occupant then local ratio = car.DriveSeat.Velocity.magnitude / stats.Speed.Value car.EngineBlock.Running.Pitch = 1 + ratio...
important code input to explain step by step: --[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]] local mouse = game.Players.LocalPlayer:GetMouse() local car = script...
Breakdown this code: --> functions script.Parent.MouseButton1Click:connect(function() fovCamera.FieldOfView = 70 end) step by step breakdown/explanation: ## Breakdown This Roblox Luau script is designed to change the camera's field of view to 70 degrees when a player clicks the left mouse button on the object that ...
query code to breakdown: -- << VARIABLES >> local hiddenGuis = {} local lasersActive = {} local originalNecks = {} local laserTweenTime = 0.7 local laserTweenInfo = TweenInfo.new(laserTweenTime) Sure, let's break it down: ## Breakdown The provided code snippet defines and initializes several variables that are likel...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -------------------------------------------------------------------------- local _WHEELTUNE = { --[[ SS6 Presets [Eco] WearSpeed = 1, TargetFriction = .7, MinFriction = .1, [Road] WearSpeed = 2, Tar...
code: -- Sends the arc sin of the look vectors y component to interpolate the spine, arms, and head of the player. local function onUpdate(dt) if Local_Player.Character then local theta = math.asin(Current_Camera.CFrame.LookVector.y) RE_UpdateSpine:FireServer(theta) end end Local_Player.CharacterAdded:Connect(fu...
important code input to explain step by step: -- for scene switching specifically local waitForOrchestra = {} waitForOrchestra.task = task function waitForOrchestra:call() while not SceneFramework:GetAttribute(enums.Attribute.FrameworkReady) or not Conductor:GetAttribute(enums.Attribute.FrameworkReady) do wai...
Breakdown this code: -- Functions function MapManager:SaveMap() for _, child in ipairs(game.Workspace:GetChildren()) do if not child:IsA("Camera") and not child:IsA("Terrain") and not child:IsA("Folder") then local copy = child:Clone() if copy then copy.Parent = MapSave end end end end function Map...
Start by breaking down the code basically step by step: -- Note: Overrides base class GetIsJumping with get-and-clear behavior to do a single jump -- rather than sustained jumping. This is only to preserve the current behavior through the refactor. function DynamicThumbstick:GetIsJumping() local wasJumping = self.isJu...
input_code: --Main Control------------------------------------------------------------------------ Red = script.Parent.Red.Lamp Yellow = script.Parent.Yellow.Lamp Green = script.Parent.Green.Lamp DRed = script.Parent.Red.DynamicLight DYellow = script.Parent.Yellow.DynamicLight DGreen = script.Parent.Green.DynamicLight ...
code instruction: --[=[ Converts a Promise into an observable. https://rxjs-dev.firebaseapp.com/api/index/function/from @param promise Promise<T> @return Observable<T> ]=] function Rx.fromPromise(promise) assert(Promise.isPromise(promise)) return Observable.new(function(sub) if promise:IsFulfilled() then s...
input_code: --Put it in startercharacterscripts local runService = game:GetService("RunService") local character = script.Parent local humanoid = character:WaitForChild("Humanoid") local TS = game:GetService("TweenService") function updateBobbleEffect() local currentTime = tick() if humanoid.MoveDirection.Magnitud...
Start by breaking down the code basically step by step: --Creates a display Gui for the soft shutdown. return function() local ScreenGui = Instance.new("ScreenGui") ScreenGui.Name = "SoftShutdownGui" ScreenGui.DisplayOrder = 100 --Create background to cover behind top bar. local Frame = Instance.new("Frame") Fr...
code instruction: --[=[ @class PromiseInstanceUtils ]=] local require = require(script.Parent.loader).load(script) local Promise = require("Promise") local Maid = require("Maid") local PromiseInstanceUtils = {} <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided code snippet is a ...
code: ------------------------------------ function onTouched(part) if part.Parent ~= nil then local h = part.Parent:findFirstChild("Humanoid") if h ~= nil then local teleportfrom = script.Parent.Enabled.Value if teleportfrom ~= 0 then if h == humanoid then return end local teleportto = scr...
important code input to explain step by step: --[[ss1.Touched:connect(function() if IsOpen.Value == false then OtherDir.Value = false opendoor() wait(TimeDelay) closedoor() end end)]] trigger.Changed:Connect(function() if InUse.Value == false then if trigger.Value == true and IsOpen.Value == false then ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- TODO: Optimize this for vertical faces function BitOps.setFaceConnectivity(connectivity, face, faceBits) local horizontalFace = face.Y ~= 0 for listIndex, bitmaskIndex in ipairs(BitOps.CONNECTIV...
input_code: -------- OMG HAX r = game:service("RunService") local damage = 5 local slash_damage = 8 local lunge_damage = 39 sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" SlashSound.Parent = sword SlashSound.Volume...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --------- -- Remote logging is disabled by default Log.SetRemoteFilterFunc(_remoteFilterEverything) if RunService:IsClient() then _remoteEvent = ReplicatedStorage:WaitForChild(_EVENT_NAME) else _remoteEvent = Instance...
input_code: ------------------------------------------------------------------------ -- size and position of opcode arguments. -- * WARNING size and position is hard-coded elsewhere in this script ------------------------------------------------------------------------ luaP.SIZE_C = 9 luaP.SIZE_B = 9 luaP.SIZE_Bx = lua...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 8000 -- Spring Force Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FSusMaxExt = 0.3 -- Max Extension Trave...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[Weight and CG]] Tune.Weight = 3100 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6, --[[Height]] 1, --[[Le...
important code input to explain step by step: --[=[ Constructs a new Signal that wraps around an RBXScriptSignal. @param rbxScriptSignal RBXScriptSignal -- Existing RBXScriptSignal to wrap @return Signal For example: ```lua local signal = Signal.Wrap(workspace.ChildAdded) signal:Connect(function(part) print(pa...
code to explain: -- nO tOuChIe local CanAttack = true script.Parent.Slash.OnServerEvent:Connect(function() local attack = script.Parent.Parent.Humanoid:LoadAnimation(script.Attack) if CanAttack == true then attack:Play() CanAttack = false script.Parent.CanDamage.Value = true wait(1) attack:Stop() CanAtt...
code to explain: --- Invoke Signal.Invoke = function(funcName, ...) funcName = string.lower(funcName) local func = GetFunc(funcName) if (not isServer) and funcName ~= "core signal fired" then Signal.Fire("CORE Signal Fired", funcName) end -- return func:Invoke(...) end code breakdown: ## Breakdown The prov...
Breakdown this code: function onJumping() isSeated = false pose = "Jumping" end explanation: ## Breakdown The provided code defines a function named `onJumping` in Luau, which is the scripting language used in Roblox. Let's break down what this function does step by step: 1. **Function Declaration**: The functio...
important code input to explain step by step: ----------------- --| Functions |-- ----------------- script.Parent.poopi.OnServerEvent:Connect(function() local myModel = MyPlayer.Character if Tool.Enabled and myModel and myModel:FindFirstChildOfClass("Humanoid") and myModel.Humanoid.Health > 0 then Tool.Enabled = f...
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. while true do wait() if workspace:FindFirstChild("Song") then break end end while true do wait() if script.Parent:FindFirstChild("Where") then...
code instruction: --[[ Novena Constraint Type: Motorcycle The Bike Chassis RikOne2 | Enjin --]] local bike = script.Parent.Bike.Value local _Tune = require(bike["Tuner"]) local handler = bike:WaitForChild("AC6_Sound") local on = 0 local mult = 0 local det = 0 local trm = 0.4 local trmmult = 0 local trmon ...
Breakdown this code: --generate templates function GT() ---Clean for _, v in pairs(ScrollFrame:GetChildren()) do if v:IsA("Frame") then v:Destroy() end end ---Generate for _, v in pairs(CarStorage:GetChildren()) do local Templatecopy = Template:Clone() Templatecopy.Parent = ScrollFrame Templatecopy.C...
code to explain: --Made by Luckymaxer Character = script.Parent Humanoid = Character:FindFirstChild("Humanoid") Head = Character:FindFirstChild("Head") Players = game:GetService("Players") Debris = game:GetService("Debris") Player = Players:GetPlayerFromCharacter(Character) Duration = script:FindFirstChild("Duratio...
code to explain: --DO NOT CHANGE game.Players.PlayerAdded:connect(function(p) wait(TimeNo) b = game:GetService("BadgeService") b:AwardBadge(p.userId, BadgeID) end) Sure. Here is a summary: ## Breakdown The provided Luau script is designed to award a badge to a player who joins a Roblox game, but it does so after ...
important code input to explain step by step: --Leonlai Fog Script. :D wait(35) game.Lighting.FogStart = 10 game.Lighting.FogEnd = 120 game.Lighting.FogColor = Color3.new(0, 0, 1) game.Lighting.TimeOfDay = "00:00" code breakdown: ## Breakdown The provided Lua script is designed to modify the lighting settings of a R...
important code input to explain step by step: -- MAIN -- local Sound = script.Parent.Parent.ButtonSound script.Parent.MouseButton1Click:Connect(function() script.Parent.Parent.TestFrame.Visible = true script.Parent.Parent.TestFrame.BackButton.Visible = true script.Parent.Visible = false script.Parent.Parent.PlayBu...
Start by breaking down the code basically step by step: --// Recoil Settings camrecoil = 0.05 -- How much the camera flicks when not aiming AimGunRecoil = -0.3 -- How much the gun recoils backwards when aiming AimCamRecoil = 0.02 -- How much the camera flicks when aiming CamShake = 3 -- THIS IS NEW!!!! CONTROLS CAMERA...
Start by breaking down the code basically step by step: --[[ Package link auto-generated by Rotriever ]] local PackageIndex = script.Parent.Parent._Index local Package = require(PackageIndex["TestEZ"]["TestEZ"]) return Package explanation: ## Breakdown The provided code is designed to retrieve and return the Test...
Breakdown this code: -- VARIABLES -- local Player = Players.LocalPlayer local Character local Humanoid local HRP local Tool = script.Parent local attackRemote = Remotes:WaitForChild("Attack") local Equipped = script:WaitForChild("Equipped") step by step breakdown/explanation: ## Breakdown The provided Luau script i...
Start by breaking down the code basically step by step: ------------------------- mouse.KeyDown:connect(function(key) key = string.lower(key) if key == "k" then --Camera controls if cam == "car" then Camera.CameraSubject = player.Character.Humanoid Camera.CameraType = "Custom" cam = "freeplr" Camera.Fi...
code: --Tune OverheatSpeed = 0.55 --How fast the car will overheat CoolingEfficiency = 0.08 --How fast the car will cool down RunningTemp = 60 --In degrees Fan = true --Cooling fan FanTemp = 110 --At what temperature the cooling fan will activate FanTempAlpha = 130 --At what temperature the cooling fan will deactivate...
code instruction: --// Event Connections L_107_.OnClientEvent:connect(function(L_311_arg1, L_312_arg2) if L_311_arg1 ~= L_2_ then local L_313_ = L_311_arg1.Character local L_314_ = L_313_.AnimBase.AnimBaseW local L_315_ = L_314_.C1 if L_312_arg2 then L_119_(L_314_, nil, L_313_.Head.CFrame, function(L_316_ar...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --------AUDIENCE BACK LEFT-------- game.Workspace.audiencebackleft1.Part1.BrickColor = BrickColor.new(1013) game.Workspace.audiencebackleft1.Part2.BrickColor = BrickColor.new(1013) game.Workspace.aud...
input_code: --- Add a task to clean up. Tasks given to a maid will be cleaned when -- maid[index] is set to a different value. -- @usage -- Maid[key] = (function) Adds a task to perform -- Maid[key] = (event connection) Manages an event connection -- Maid[key] = (Maid) Maids can act as an event con...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ TableUtil.Copy(tbl: table): table TableUtil.CopyShallow(tbl: table): table TableUtil.Sync(tbl: table, template: table): void TableUtil.FastRemove(tbl: table, index: number): void TableUtil.FastRemoveFirstValue...
code instruction: -- Decompiled with the Synapse X Luau decompiler. local v1 = { Connected = true, } v1.__index = v1 function v1.Disconnect(p1) if p1.Connected then p1.Connected = false p1.Connection:Disconnect() end end function v1._new(p2) return setmetatable({ Connection = p2, }, v1) end function v1.__to...
code instruction: --[[local gui = Instance.new("ScreenGui") local bg = Instance.new("Frame",gui) local bar = Instance.new("Frame",bg) local bvl = Instance.new("ImageLabel", bg) bvl.Name = "Bevel" bvl.BackgroundTransparency = 1 bvl.Image = "http://www.roblox.com/asset/?id=56852431" bvl.Size = UDim2.new(1,0,1,0) bg.Name ...
code to explain: --MoverL1 = script.Parent.LowToneSolenoid.MovingParts.Mover.PrismaticConstraint --MoverL2 = script.Parent.HighToneSolenoid.MovingParts.Mover.PrismaticConstraint A = 0.061 B = 1.6 C = 2 SolenoidSound1 = script.Parent.Housing.SolenoidSound1 SolenoidSound2 = script.Parent.Housing.SolenoidSound2 explanat...
Start by breaking down the code basically step by step: -- Preload animations function playAnimation(animName: string, transitionTime: number, humanoid: Humanoid) local roll = Rand:NextInteger(1, animTable[animName].totalWeight) local idx = 1 while roll > animTable[animName][idx].weight do roll = roll - animTable...
Breakdown this code: --Eww, theres some kind of weird brown bug on my screen, i would flick it away but i'm afraid i'd smash it and get weird bug juices all over my screen... if string.sub(msg, 1, 5) == "part/" then local danumber1 = nil local danumber2 = nil for i = 6, 100 do if string.sub(msg, i, i) == "/" then...
Breakdown this code: -- Initialize lighting tool local LightingTool = require(CoreTools:WaitForChild("Lighting")) Core.AssignHotkey("U", Core.Support.Call(Core.EquipTool, LightingTool)) Core.Dock.AddToolButton(Core.Assets.LightingIcon, "U", LightingTool, "LightingInfo") Sure. Here is a summary: ## Steps 1. **Initial...
query code to breakdown: -- METHODS function IconController.setGameTheme(theme) IconController.gameTheme = theme local icons = IconController.getIcons() for _, icon in pairs(icons) do icon:setTheme(theme) end end function IconController.setDisplayOrder(value) value = tonumber(value) or TopbarPlusGui.DisplayOrde...
query code to breakdown: --Variables local Hit = script.Parent.Parent.Humanoid:LoadAnimation(script.Parent.HitAnim) local Trace = script.Parent.Katana_Model.Trace local Effects = script.Parent.Effects local HitBox = script.Parent.Katana_Model.HitBox local CoolDown = script.Parent.Values.CoolDown local Activo = script.P...
Start by breaking down the code basically step by step: --[[ cameraShakeInstance = CameraShakeInstance.new(magnitude, roughness, fadeInTime, fadeOutTime) --]] local CameraShakeInstance = {} CameraShakeInstance.__index = CameraShakeInstance local V3 = Vector3.new local NOISE = math.noise CameraShakeInstance.Came...
code instruction: --- if script.Parent.Parent.Parent.IsOn.Value then script.Parent.Parent:TweenPosition( UDim2.new(0, 0, 0, 0), Enum.EasingDirection.InOut, Enum.EasingStyle.Quad, 1, true ) end script.Parent.Parent.Parent.IsOn.Changed:connect(function() if script.Parent.Parent.Parent.IsOn.Value then scri...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --- An expensive way to spawn a function. However, unlike spawn(), it executes on the same frame, and -- unlike coroutines, does not obscure errors -- @module fastSpawn return function(func, ...) assert(type(func) == "...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --------------------) Settings Damage = 0 -- the ammout of health the player or mob will take Cooldown = 10 -- cooldown for use of the tool again ZoneModelName = "Death void" -- name the zone model MobHumanoidName = "...
Breakdown this code: -- Place in main folder coding = script.Parent.Coding aud = script.Parent.AudibleCircuit wait(1) if coding.Value == 0 then -- Continuous aud.Value = 1 elseif coding.Value == 1 then -- Temporal while true do for i = 1, 3 do aud.Value = 1 wait(0.5) aud.Value = 0 wait(0.5) end w...
Start by breaking down the code basically step by step: -- Setup animation objects function scriptChildModified(child) local fileList = animNames[child.Name] if fileList ~= nil then configureAnimationSet(child.Name, fileList) end end script.ChildAdded:Connect(scriptChildModified) script.ChildRemoved:Connect(scrip...
input_code: -- Called when any relevant values of GameSettings or LocalPlayer change, forcing re-evalulation of -- current control scheme function ControlModule:OnComputerMovementModeChange() local controlModule, success = self:SelectComputerMovementModule() if success then self:SwitchToController(controlModule) e...