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begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- function CharacterClone.new(character) local self = setmetatable({}, CharacterClone) self.Character = character self.Clone = character:Clone() self.Clone:WaitForChild("Humanoid").DisplayDist...
Breakdown this code: -- Decompiled with the Synapse X Luau decompiler. local v1 = require(script.Parent:WaitForChild("CameraUtils")) local l__Players__2 = game:GetService("Players") local v3, v4 = pcall(function() return UserSettings():IsUserFeatureEnabled("UserPortraitPopperFix") end) local v5 = require(script.Paren...
query code to breakdown: --[[ ---------------------------------------------------------------------------------- API: - pathfinder:FindPath() - pathfinder:SetEmptyCutoff() - path:GetPointCoordinates() - path:CheckOcclusionAsync() EXAMPLES: - pathfinder = require(game.ServerScriptService.Pathfin...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[=[ Promises a player userName with retries enabled. @param userId number @return Promise<string> ]=] function PlayerThumbnailUtils.promiseUserName(userId) assert(type(userId) == "number", "Bad ...
Start by breaking down the code basically step by step: --------------------------------------------------- This = script.Parent Elevator = This.Parent.Parent.Parent CustomLabel = require(This.Parent.Parent.Parent.CustomLabel) Characters = require(script.Characters) ArwTime = 0.2 CustomText = CustomLabel["CUSTOMFLOO...
query code to breakdown: --Editable Values local Drag = 0.32 --Drag Coefficient local F = 105 --Downforce at 300 SPS local R = 100 --Downforce at 300 SPS local Vol = 1 step by step breakdown/explanation: ## Breakdown The provided script is a simple Lua script designed to be used within the Roblox environment, specif...
important code input to explain step by step: -- When supplied, legacyCameraType is used and cameraMovementMode is ignored (should be nil anyways) -- Next, if userCameraCreator is passed in, that is used as the cameraCreator function CameraModule:ActivateCameraController(cameraMovementMode, legacyCameraType) local new...
Breakdown this code: --[=[ Mounts children to the parent and returns an object which will cleanup and delete all children when removed. Note that this effectively recursively mounts children and their values, which is the heart of the reactive tree. ```lua Blend.New "ScreenGui" { Parent = game.Players.LocalPl...
code: ----- Script: ----- Button.Activated:Connect(function() if Information.Case.Value == 0 then Messages.Type.SelectPackage.Value = true Messages.FireMessage.Value = true elseif Information.Case.Value == 1 then BuyCaseEvents.Case1:FireServer(Information.PricePoints.Value, Information.PriceGems.Value, false) ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Ctor function ActiveCastStatic.new( caster: Caster, origin: Vector3, direction: Vector3, velocity: Vector3 | number, castDataPacket: FastCastBehavior ): ActiveCast if typeof(velocity) == "num...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Made by Luckymaxer Players = game:GetService("Players") Debris = game:GetService("Debris") Functions = {} function Functions.IsTeamMate(Player1, Player2) return ( Player1 and Player2 and n...
Start by breaking down the code basically step by step: ------------------------------------------------------------------------ -- Expression parsing starts here. Function subexpr is entered with the -- left operator (which is non-existent) priority of -1, which is lower -- than all actual operators. Expr information ...
code to explain: -- loop to handle timed state transitions while Character.Parent ~= nil do local currentGameTime = wait(0.1) stepAnimate(currentGameTime) end explanation of the code: ## Breakdown The provided Luau code snippet is designed to continuously monitor whether a character object remains in the game and ...
input_code: -- Make a base cosmetic bullet object. This will be cloned every time we fire off a ray. local CosmeticBullet = Instance.new("Part") CosmeticBullet.Material = Enum.Material.Neon CosmeticBullet.Color = Color3.fromRGB(8, 255, 8) CosmeticBullet.CanCollide = false CosmeticBullet.Anchored = true CosmeticBullet.S...
important code input to explain step by step: --!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.Va...
Start by breaking down the code basically step by step: --[[Misc]] Tune.LoadDelay = 0.1 -- Delay before initializing chassis (in seconds) Tune.AutoStart = false -- Set to false if using manual ignition plugin Tune.AutoFlip = false -- Set to false if using manual flip plugin step by step breakdown/explanation: ## Brea...
Start by breaking down the code basically step by step: --returns a table of vector3s that represent the corners of any given part function RoomPackager:CornersOfPart(part) local cframe = part.CFrame local halfSizeX = part.Size.X / 2 local halfSizeY = part.Size.Y / 2 local halfSizeZ = part.Size.Z / 2 local corner...
code instruction: ---[[ Chat Behaviour Settings ]] module.WindowDraggable = false module.WindowResizable = false module.ShowChannelsBar = true module.GamepadNavigationEnabled = false module.ShowUserOwnFilteredMessage = true --Show a user the filtered version of their message rather than the original. explanation of t...
Breakdown this code: --// Recoil Settings gunrecoil = -0.3 -- How much the gun recoils backwards when not aiming camrecoil = 0.36 -- How much the camera flicks when not aiming AimGunRecoil = -0.3 -- How much the gun recoils backwards when aiming AimCamRecoil = 0.43 -- How much the camera flicks when aiming CamShake = ...
Breakdown this code: --[[ Turns a series of specification functions into a test plan. Uses a TestPlanBuilder to keep track of the state of the tree being built. ]] local TestPlan = require(script.Parent.TestPlan) local TestPlanner = {} output: ## Breakdown The provided code snippet is the beginning of a Lua modu...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[Controls]] local _CTRL = _Tune.Controls local Controls = Instance.new("Folder", script.Parent) Controls.Name = "Controls" for i, v in pairs(_CTRL) do local a = Instance.new("StringValue", Contro...
query code to breakdown: -- Decompiled with the Synapse X Luau decompiler. print("--[[ LawlR Fix - Spray Paint ]]--") local l__Players__1 = game:GetService("Players") local l__Parent__2 = script.Parent local l__LocalPlayer__3 = l__Players__1.LocalPlayer local l__mouse__1 = l__LocalPlayer__3:GetMouse() local u2 = l__Lo...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation ------------------------------------------------------------------------------- -- API: function API:FindPath(pointA, pointB) local points = {} local paths = {} local path local tooLong = false repeat path = path...
code to explain: ---------------------------------------------------------------- ---------------------------------------------------------------- ---------------------------------------------------------------- ---------------------------------------------------------------- ---- Option Bindables do local optionCall...
Breakdown this code: --script.Parent:Destroy() r = script.Parent script:WaitForChild("To") pos = script.Parent.CFrame g, p = r:FindFirstChild("bg") or script.bg, r:FindFirstChild("bp") or script.bp g.Parent, p.Parent = r, r p.position = r.Position function got(t) if t:IsDescendantOf(workspace.Pick) then if t.Parent....
code: -- Animate playAnimation.OnServerEvent:Connect(function(player, animation, speed) local animation = player.Character:WaitForChild("Humanoid"):LoadAnimation(animation) animation:Play() animation:AdjustSpeed(speed) tool.Unequipped:Connect(function() animation:Stop() end) end) explanation: ## Breakdown Th...
code: -- TODO Luau: annoying type erasure here, probably needs the new Records language feature function Map:set(key: any, value: any): Map<any, any> -- preserve initial insertion order if self._map[key] == nil then -- Luau FIXME: analyze should know self is Map<K, V> which includes size as a number self.size = s...
query code to breakdown: --Rescripted by Luckymaxer Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Sounds = { CoilSound = Handle:WaitForChild("CoilSound"), } Gravity = 196.20 JumpHeightPercentage = 0.2 ToolEquipped = false function GetAllConnectedParts(Object) loc...
code to explain: --- Makes the Maid clean up when the instance is destroyed -- @param Instance Instance The Instance the Maid will wait for to be Destroyed -- @returns Disconnectable table to stop Maid from being cleaned up upon Instance Destroy (automatically cleaned up by Maid, btw) -- @author Corecii local Disconne...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- ROBLOX deviation: used to communicate with the TestEZ test runner local JEST_TEST_CONTEXT = "__JEST_TEST_CONTEXT__" local LuauPolyfill = require(Packages.LuauPolyfill) local Error = LuauPolyfill.E...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[Instructions: Put this script IN A BRICK! Then in the same brick insert a ClickDetector, Follow the instructions below]] function onClicked() script.Parent.BodyGyro.maxTorque = Vector3.new(4e...
code: --END OF CONFIGURABLE OPTIONS-- r = game:service("RunService") function candamage(myteam, theirteam) if myteam ~= theirteam or (myteam == black and theirteam == black) then return true else return false end end local acceptableparts = { "Head", "Left Arm", "Left Leg", "Right Arm", "Right Leg", "To...
input_code: --asimo3089 local person = script.Parent.Parent local cam = game.Workspace.CurrentCamera repeat wait() until game.Workspace:findFirstChild(person.Name) ~= nil repeat wait() until game.Workspace:findFirstChild(person.Name):findFirstChild("Head") ~= nil local theperson = game.Workspace:findFirstChild(perso...
code instruction: --- Sets the place name label on the interface function Cmdr:SetPlaceName(name: string) self.PlaceName = name Interface.Window:UpdateLabel() end explanation of the code: ## Breakdown The provided code defines a method named `SetPlaceName` for a class called `Cmdr`. This method is responsible for ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[Run]] --Print Version local ver = require(car["A-Chassis Tune"].README) print("//INSPARE: AC6 Loaded - Build " .. ver) --Runtime Loops -- ~60 c/s game["Run Service"].Stepped:connect(function() ...
input_code: --WeldRec(P.Parent.Lights) local model = script.Parent for _, v in pairs(model:GetChildren()) do v.Parent = model.Parent end model:Destroy() script:Destroy() result breakdown output: ## Breakdown The provided Luau script is designed to perform a series of actions within the Roblox game engine, specific...
Start by breaking down the code basically step by step: ------------------------- function onClicked() R.Function1.Disabled = true R.loop.Disabled = false R.Function2.Disabled = false end script.Parent.ClickDetector.MouseClick:connect(onClicked) step by step breakdown/explanation: ## Breakdown The provided Luau s...
code to explain: --// # key, ManOff mouse.KeyUp:connect(function(key) if key == "f" then veh.Lightbar.middle.Man:Stop() veh.Lightbar.middle.Wail.Volume = 10 veh.Lightbar.middle.Yelp.Volume = 10 veh.Lightbar.middle.Priority.Volume = 10 script.Parent.Parent.Sirens.Man.BackgroundColor3 = Color3.fromRGB(62, 62, ...
important code input to explain step by step: --[[ Returns a new promise that: * is resolved when all input promises resolve * is rejected if ANY input promises reject ]] function Promise._all(traceback, promises, amount) if type(promises) ~= "table" then error(string.format(ERROR_NON_LIST, "Promise.all"), 3) ...
Start by breaking down the code basically step by step: -- Dark was here. local nearplayer local Players = game:GetService("Players") function MakeAMove() nearplayer = false if tick() - holdOrder < holdDuration then return end if stance == "wander" then for _, Player in next, Players:GetPlayers() do if Playe...
important code input to explain step by step: -- catch new timer times events from server changeTimerEvent.OnClientEvent:Connect(function(timer) Timer = timer textBox.Text = timer end) step by step breakdown/explanation: ## Breakdown The provided Luau script is designed to listen for events from the server and upd...
input_code: --[[Mobile Support]] local Buttons = script.Parent:WaitForChild("Buttons") local Left = Buttons:WaitForChild("Left") local Right = Buttons:WaitForChild("Right") local Brake = Buttons:WaitForChild("Brake") local Gas = Buttons:WaitForChild("Gas") local Handbrake = Buttons:WaitForChild("Handbrake") if UserInp...
Breakdown this code: --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") Frame.BackgroundColor3 = Color3.fromR...
query code to breakdown: -- Define some values Players = game:GetService("Players") Player = Players.LocalPlayer Backpack = Player:FindFirstChildOfClass("Backpack") UiFrame = script.Parent.UiFrame SlotsFolder = script.Parent.Slots if not Player.Character then -- Ensure the charater has loaded Player.CharacterAdded:Wai...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Weld stuff here MakeWeld(misc.Shifter2.MeshPart, misc.Shifter2.Main) MakeWeld(misc.Shifter2.MainBase, misc.Shifter2.Main) MakeWeld(misc.Shifter2.SN2, misc.Shifter2.Main) MakeWeld(misc.Shifter.SN, mi...
code to explain: -- Decompiled with the Synapse X Luau decompiler. local l__LocalPlayer__1 = game.Players.LocalPlayer local l__Humanoid__2 = (l__LocalPlayer__1.Character or l__LocalPlayer__1.CharacterAdded:Wait()):WaitForChild( "Humanoid", 10 ) local u1 = true local u2 = l__Humanoid__2:LoadAnimation(script:FindFirst...
input_code: -- Make the object appear when the ProximityPrompt is used local function onPromptTriggered() if object then Prox.Enabled = false object.Parent = game.ServerStorage game.StarterGui.ScreenGui.Enabled = true wait(2) game.StarterGui.ScreenGui.TextLabel.Visible = false end end output: ## Breakdown...
input_code: --[[Engine]] --Torque Curve Tune.Horsepower = 380 -- [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 = 5500 Tun...
important code input to explain step by step: --Made by Luckymaxer Tool = script.Parent Main = Tool:WaitForChild("Main") FX = Main:WaitForChild("FX") Handle = Tool:WaitForChild("Handle") Light = Handle:WaitForChild("Light") Recoil = script:WaitForChild("Recoil") Players = game:GetService("Players") Debris = game:GetS...
input_code: --[=[ Constructs a new brio that will cleanup afer the set amount of time @since 3.6.0 @param time number @param ... any -- Brio values @return Brio ]=] function Brio.delayed(time, ...) local brio = Brio.new(...) task.delay(time, function() brio:Kill() end) return brio end code breakdown: ## B...
query code to breakdown: --[[ Services ]] -- local PlayersService = game:GetService("Players") local UserInputService = game:GetService("UserInputService") local ContextActionService = game:GetService("ContextActionService") local Settings = UserSettings() -- ignore warning local GameSettings = Settings.GameSettings lo...
code instruction: --[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]] local autoscaling = false --Estimates top speed local UNITS = { --Click on speed to change unit...
Start by breaking down the code basically step by step: --[=[ @class TableUtil A collection of helpful table utility functions. Many of these functions are carried over from JavaScript or Python that are not present in Lua. Tables that only work specifically with arrays or dictionaries are marked as such in the d...
Breakdown this code: -- Decompiled with the Synapse X Luau decompiler. local v1 = require(script.Parent:WaitForChild("BaseCharacterController")) local v2 = setmetatable({}, v1) v2.__index = v2 function v2.new() local v3 = setmetatable(v1.new(), v2) v3.parentUIFrame = nil v3.jumpButton = nil v3.characterAddedConn =...
code to explain: --//Transmission//-- local AmountOfGears = 6 --{Max of 8 gears} local TransmissionType = "Automatic" --{HPattern, Automatic, DualClutch, CVT} local Drivetrain = "AWD" --{RWD, FWD, AWD} local TorqueSplit = 30 --{Split to the rear wheels} local DifferentialF = 0 --{0 = Open, 1 = locked} local Differentia...
input_code: --[=[ Invokes the function once at the given event, unless the cancel callback is called. @param event Signal | RBXScriptSignal @param func function -- Function to call @return function -- Call this function to cancel call ]=] function StepUtils.onceAtEvent(event, func) assert(type(func) == "function"...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- for quick setting-back of face local oldFace = nil local oldFaceTexture = nil local debounce = false function changeFace(torso) if debounce then return end debounce = true oldFace = nil ol...
code: --// Connections L_111_.OnClientEvent:connect( function(L_194_arg1, L_195_arg2, L_196_arg3, L_197_arg4, L_198_arg5, L_199_arg6, L_200_arg7) if L_194_arg1 and not L_15_ then MakeFakeArms() L_42_ = L_2_.PlayerGui.MainGui L_26_ = L_42_:WaitForChild("Others") L_27_ = L_26_:WaitForChild("Kill") L_28...
code: -- Create component local NotificationDialog = Roact.PureComponent:extend(script.Name) function NotificationDialog:init() self:setState({ ShouldDisplayDetails = false, }) end function NotificationDialog:render() return new("Frame", { BackgroundColor3 = Color3.fromRGB(0, 0, 0), BackgroundTransparency = ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -------------------------------------------- local Body = script.Parent.Parent local Head = Body:WaitForChild("Head") local Hum = Body:WaitForChild("Humanoid") local Core = Body:WaitForChild("Humanoi...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[Dependencies]] local player = game.Players.LocalPlayer local mouse = player:GetMouse() local UserInputService = game:GetService("UserInputService") local bike = script.Parent.Bike.Value local _Tune = require(bike.Tu...
query code to breakdown: --[=[ Destroys the gamepad object. ]=] function Gamepad:Destroy() self._trove:Destroy() end return Gamepad result breakdown output: ## Breakdown The provided code defines a method named `Destroy` for a class called `Gamepad`. Here's a step-by-step breakdown of what the code does: 1. **Fu...
Start by breaking down the code basically step by step: --[[ Called when the watched state changes value. value `set` call from `updateAll` ]] function class:update(): boolean for _, callback in self._changeListeners do task.spawn(callback) end return false end Sure, let's break it down: ## Walkthrough The...
code to explain: ------------------------- while wait(0.5) do handler:FireServer("updateSpeed") end explanation: ## Breakdown The provided code snippet is written in Luau, a variant of the Lua programming language used in Roblox game development. This code sets up an infinite loop that repeatedly fires a server ev...
code to explain: --[[ This is the main script for the gun The only thing you should change is the settings Don't change anything else or you might risk breaking the gun If you have any questions / comments / concerns / sandwiches, message me Enjoy! ______ ______ __ ______ ...
code instruction: -- << Functions >> -- UserInputService.MouseIconEnabled = false function lerp(a, b, c) return a + (b - a) * c end bobbing = game:GetService("RunService").RenderStepped:Connect(function(deltaTime) if script.Parent.Humanoid.MoveDirection.Magnitude > 0 then deltaTime = deltaTime * (script.Parent.H...
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 end if Shaft01.MetalDoo...
code: -- / Game Assets / -- local GameAssets = game.ServerStorage.GameAssets local Badges = GameAssets.Badges output: ## Breakdown The provided Luau script is designed to establish references to a specific folder structure within a Roblox game's hierarchy. Here’s a step-by-step breakdown of what the code does: 1....
query code to breakdown: --------RIGHT DOOR -------- game.Workspace.doorright.l11.BrickColor = BrickColor.new(106) game.Workspace.doorright.l23.BrickColor = BrickColor.new(106) game.Workspace.doorright.l32.BrickColor = BrickColor.new(106) game.Workspace.doorright.l53.BrickColor = BrickColor.new(106) game.Workspace.door...
input_code: -- Define the jump duration local jumpDuration = 0.1 btn.MouseButton1Click:Connect(function() -- Create the jump tween local Click = script.Click local jumpTweenInfo = TweenInfo.new(jumpDuration, Enum.EasingStyle.Quad, Enum.EasingDirection.Out) local jumpTween = game:GetService("TweenService"):Create(b...
important code input to explain step by step: --[[ Public API ]] -- function Thumbpad:Enable() ThumbpadFrame.Visible = true end function Thumbpad:Disable() ThumbpadFrame.Visible = false OnInputEnded() end function Thumbpad:Create(parentFrame) if ThumbpadFrame then ThumbpadFrame:Destroy() ThumbpadFrame = nil ...
important code input to explain step by step: -- Decompiled with the Synapse X Luau decompiler. local l__HDAdminMain__1 = _G.HDAdminMain local l__playerGui__2 = l__HDAdminMain__1.playerGui local v3 = require(l__HDAdminMain__1.replicatedStorage:WaitForChild("HDAdmin"):WaitForChild("Topbar+").IconController) local v4 = ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- public static functions function region3.new(cf, size) local self = {} self.CFrame = cf self.Size = size self.input = { vertices.block(cf, size * 0.5, {}) } self.support = support.pointCloud ...
code to explain: -- ROBLOX: use patched console from shared local console = require(script.Parent.console) local loggedTypeFailures = {} local ReactComponentStackFrame = require(script.Parent.ReactComponentStackFrame) local describeUnknownElementTypeFrameInDEV = ReactComponentStackFrame.describeUnknownElementTypeFram...
important code input to explain step by step: --// F key, Horn mouse.KeyDown:connect(function(key) if key == "h" then veh.ELS.Sirens.MAN.Transparency = 0 veh.ELS.Siren.Man:Play() veh.ELS.Siren2.Man:Play() veh.ELS.Sirens.Horn.Transparency = 0 veh.ELS.Siren.Wail.Volume = 0 veh.ELS.Siren.Yelp.Volume = 0 veh...
important code input to explain step by step: -- Menus local menuContainer = Instance.new("Frame") menuContainer.Name = "MenuContainer" menuContainer.BackgroundTransparency = 1 menuContainer.BorderSizePixel = 0 menuContainer.AnchorPoint = Vector2.new(1, 0) menuContainer.Size = UDim2.new(0, 500, 0, 50) menuContainer.ZIn...
Breakdown this code: -------- OMG HAX r = game:service("RunService") local damage = 5 local slash_damage = 10 local lunge_damage = 10 sword = script.Parent.Handle Tool = script.Parent local explozion = Instance.new("Explosion") local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\sword...
Start by breaking down the code basically step by step: -- Management of which options appear on the Roblox User Settings screen do local PlayerScripts = Players.LocalPlayer:WaitForChild("PlayerScripts") PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Default) PlayerScripts:RegisterTouchC...
input_code: --[[ Visualizes the test plan in a simple format, suitable for debugging the test plan's structure. ]] function TestPlan:visualize() local buffer = {} self:visitAllNodes(function(node, level) table.insert(buffer, (" "):rep(3 * level) .. node.phrase) end) return table.concat(buffer, "\n") end Sure....
input_code: -- Left Arms local LUA = character.UpperTorso:FindFirstChild("LeftShoulderRigAttachment") local LUARig = character.LeftUpperArm:FindFirstChild("LeftShoulderRigAttachment") local LLA = character.LeftUpperArm:FindFirstChild("LeftElbowRigAttachment") local LLARig = character.LeftLowerArm:FindFirstChild("LeftEl...
Start by breaking down the code basically step by step: ------------------------------------------------ local function EnterFreecam() ToggleGui(false) UIS.MouseIconEnabled = false Maid:Mark(UIS.InputBegan:Connect(function(input, processed) if input.UserInputType == Enum.UserInputType.MouseButton2 then UIS.Mou...
important code input to explain step by step: --[[ Calculate success, failure, and skipped test counts in the tree at the current point in the execution. ]] function TestSession:calculateTotals() local results = self.results results.successCount = 0 results.failureCount = 0 results.skippedCount = 0 results:vis...
Start by breaking down the code basically step by step: --[[ Gets the Context object for the current node. ]] function TestSession:getContext() assert(#self.contextStack > 0, "Tried to get context from an empty stack!") return self.contextStack[#self.contextStack] end step by step breakdown/explanation: ## Breakdo...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Decides when the GUI should be hidden. -- -- ForbiddenJ UserInputService = game:GetService("UserInputService") IsDisplayed = script.Parent.IsDisplayed IsHiddenByOtherGUI = script.Parent.IsHiddenB...
query code to breakdown: --[=[ @class RemoteProperty @server Created via `ServerComm:CreateProperty()`. Values set can be anything that can pass through a [RemoteEvent](https://developer.roblox.com/en-us/articles/Remote-Functions-and-Events#parameter-limitations). :::caution Network Calling any of the data set...
code instruction: --Automatic Gauge Scaling if autoscaling then local Drive = {} if _Tune.Config == "FWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("FL") ~= nil then table.insert(Drive, car.Wheels.FL) end if car.Wheels:FindFirstChild("FR") ~= nil then table.insert(Drive, car.Wheels.FR) ...
code to explain: -- FIXME Luau: GetPlayers() is typed as returning an array of Instances so we -- need to cast it to `{ Player }` local players = (Players:GetPlayers() :: any) :: { Player } local controller = ExperienceComponents.HumanoidControllers.new(players, { Players.LocalPlayer :: Player, }) Players.PlayerAdded...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- same as jump for now function moveFreeFall() RightShoulder.MaxVelocity = 0.1 LeftShoulder.MaxVelocity = 0.1 RightShoulder:SetDesiredAngle(0) LeftShoulder:SetDesiredAngle(0) RightHip:SetDesiredAngle(0) LeftHip:S...
Breakdown this code: -- Methods function Sound.Get(Name: string): Sound local s = Map[Name:lower()] if not s then warn(("No sound named '%s' found."):format(Name)) return EmptySound:Clone() end return s:Clone() end function Sound.GetGroup(Name: string): { Sound } return Groups[Name:lower()] end function Sou...
code to explain: -- script makes the fall script active for ALL players! dont mess with this if your unexperienced. function onPlayerRespawned(newPlayer) while true do if newPlayer.Character ~= nil then break end wait(0.1) end local newJob = script.Fall:Clone() newJob.Disabled = false newJob.Parent = new...
input_code: --[=[ Returns a boolean determing if a ScriptSignal object is active. ```lua ScriptSignal:IsActive() -> true ScriptSignal:Destroy() ScriptSignal:IsActive() -> false ``` @return boolean @ignore ]=] function ScriptSignal:IsActive(): boolean return self._active == true end step by step breakdown/e...
Start by breaking down the code basically step by step: ------------------------------------------------------------------------ -- parse part of an if control structure, including the condition -- * used in ifstat() ------------------------------------------------------------------------ function luaY:test_then_block(...
code to explain: --- Creates a listable type from a singlular type function Util.MakeListableType(type, override) local listableType = { Listable = true, Transform = type.Transform, Validate = type.Validate, ValidateOnce = type.ValidateOnce, Autocomplete = type.Autocomplete, Default = type.Default, Parse...
Breakdown this code: -- Light System. LightSystem = script.Parent -- Hello, Variables here Lights = LightSystem.Lights Switch = LightSystem.Button Switch1 = Switch.Button1 Switch2 = Switch.Button2 on = false children = Lights:GetChildren() function onClicked() if on == false then on = true Switch1.Transparency...
query code to breakdown: -- Variables (best not to touch these!) local button = script.Parent.Parent.Parent local car = script.Parent.Parent.Parent.Parent.Car.Value local sound = script.Parent.Parent.Start local st = script.Parent.Parent.Stall st.Parent = car.DriveSeat sound.Parent = car.DriveSeat -- What brick the sta...
code instruction: ------Respawn------ local marine = script.Parent.Parent.Parent local myHead = marine.Head local myHuman = marine.Humanoid local oldHealth = myHuman.Health local healthAfterDamage = myHuman.Health local clone = marine:Clone() local modules = script.Parent.Parent.Modules local core = require(modules....
Breakdown this code: -- p = period -- a = amplitud local function inOutElastic(t, b, c, d, a, p) if t == 0 then return b end t = t / d * 2 if t == 2 then return b + c end if not p then p = d * (0.3 * 1.5) end if not a then a = 0 end if not a or a < abs(c) then a = c s = p / 4 else s = p / (...
Start by breaking down the code basically step by step: --------------| SYSTEM SETTINGS |-------------- Prefix = ":" -- The character you use before every command (e.g. ';jump me'). SplitKey = " " -- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me'). BatchKey = "" ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --"False" = Not Acceptable Keycard To Open. "True" = Acceptable Keycard To Open.-- local bool = true local bool2 = true local clearance = { ["[SCP] Card-Omni"] = true, ["[SCP] Card-L5"] = true, ["[SCP] Card-L4"] = tr...
Start by breaking down the code basically step by step: --- Basic node interacting with the octree -- @classmod OctreeNode local OctreeNode = { ClassName = "OctreeNode" } OctreeNode.__index = OctreeNode function OctreeNode.new(Octree, Object) return setmetatable({ Octree = Octree or error("No octree"), Object = ...