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important code input to explain step by step: --[=[ @param thumbstick Enum.KeyCode @param deadzoneThreshold number? @return Vector2 Gets the position of the given thumbstick. The two thumbstick KeyCodes are `Enum.KeyCode.Thumbstick1` and `Enum.KeyCode.Thumbstick2`. If `deadzoneThreshold` is not included, the `De...
code instruction: -- Decompiled with the Synapse X Luau decompiler. script.Parent.RemoteEvent.OnClientEvent:Connect(function() local v1 = script.Parent.WeightImage:Clone() v1.Parent = script.Parent v1:TweenPosition(UDim2.new(0.7, 0, 0.5, 0), Enum.EasingDirection.Out, Enum.EasingStyle.Elastic, 0.5, true) v1.Visible...
input_code: ---Controller local Controller = false local UserInputService = game:GetService("UserInputService") local LStickX = 0 local RStickX = 0 local RStickY = 0 local RTriggerValue = 0 local LTriggerValue = 0 local ButtonX = 0 local ButtonY = 0 local ButtonL1 = 0 local ButtonR1 = 0 local ButtonR3 = 0 local DPadUp...
important code input to explain step by step: --//White List local settings = require(module) game.Players.PlayerAdded:Connect(function(player) local canUse = true if #settings.WhiteList > 0 then --There is a whitelist canUse = false for _, id in pairs(settings.WhiteList) do if id == player.UserId then can...
input_code: -- This module enables you to place Zone wherever you like within the data model while -- still enabling third-party applications (such as HDAdmin/Nanoblox) to locate it -- This is necessary to prevent two ZonePlus applications initiating at runtime which would -- diminish it's overall efficiency local rep...
code: --Both local Loudness = 9 --volume of the boost supplier (not exact volume so you kinda have to experiment with it also) script:WaitForChild("Whistle") script:WaitForChild("Whine") script:WaitForChild("BOV") for i, v in pairs(car.DriveSeat:GetChildren()) do for _, a in pairs(script:GetChildren()) do if v.Nam...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --// Events local L_107_ = L_20_:WaitForChild("Equipped") local L_108_ = L_20_:WaitForChild("ShootEvent") local L_109_ = L_20_:WaitForChild("DamageEvent") local L_110_ = L_20_:WaitForChild("CreateOwner") local L_111_ = L...
Start by breaking down the code basically step by step: -- local humanoidControl = {} local humanoidControl_mt = { __index = humanoidControl } function humanoidControl.new(player) local self = {} self.character = player.Character self.humanoid = self.character:WaitForChild("Humanoid") self.hrp = self.character:W...
important code input to explain step by step: --------------------) Settings Damage = 0 -- the ammout of health the player or mob will take Cooldown = 0.3 -- cooldown for use of the tool again BoneModelName = "Souls thunder" -- name the zone model HumanoidName = "Humanoid" -- the name of player or mob u want to dama...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- 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:ActivateCameraContr...
code instruction: --[[ CameraShaker.CameraShakeInstance cameraShaker = CameraShaker.new(renderPriority, callbackFunction) CameraShaker:Start() CameraShaker:Stop() CameraShaker:StopSustained([fadeOutTime]) CameraShaker:Shake(shakeInstance) CameraShaker:ShakeSustain(shakeInstance) CameraShaker:ShakeOnce(mag...
code to explain: -- model by CatLeoYT XD -- local Tool = script.Parent local speedforsmoke = 10 local CoilSound = Tool.Handle:WaitForChild("CoilSound") Tool.Equipped:connect(function() local Handle = Tool:WaitForChild("Handle") local HRP = Tool.Parent:FindFirstChild("HumanoidRootPart") local Human = Tool.Parent:...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Convenient syntax for creating a tree of instanes local function create(className: string) return function(props) local inst = Instance.new(className) local parent = props.Parent props.Parent = nil for name, ...
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. local v1 = {} local v2 = require(game.ReplicatedStorage.Modules.Lightning) local v3 = require(game.ReplicatedStorage.Modules.Xeno) local v4 = require...
important code input to explain step by step: --[=[ @tag Component Instance @within Component @prop Instance Instance A reference back to the _Roblox_ instance from within a _component_ instance. When a component instance is created, it is bound to a specific Roblox instance, which will always be present throug...
important code input to explain step by step: --// Module LoadOrder List; Core modules need to be loaded in a specific order; If you create new "Core" modules make sure you add them here or they won't load local CORE_LOADING_ORDER = table.freeze({ --// Nearly all modules rely on these to function "Logs", "Variables"...
Breakdown this code: -- Get the players set settings local plr local wasEquipped = false if script.Parent.Parent.ClassName == "Backpack" then plr = script.Parent.Parent.Parent else wasEquipped = true plr = game.Players:GetPlayerFromCharacter(script.Parent.Parent) end local setSkin = game.ReplicatedStorage.RevolverSk...
code instruction: -- << CONFIGURATION >> local rank = "Admin" local rankType = "Server" -- "Temp", "Server" or "Perm". For more info, visit: https://devforum.roblox.com/t/HD/266932 local successColor = Color3.fromRGB(0, 255, 0) local errorColor = Color3.fromRGB(255, 0, 0) Sure. Here is a summary: ## Breakdown The pr...
important code input to explain step by step: -- Creates a vector which represents a direction for a projectile to travel based on the cameras CFrame -- @param CFrame cameraCFrame -- @return Vector3 function SpreadSimulator:GetSpreadDirection(cameraCFrame) -- Roll random angle local randomZ = self.rng:NextNumber(0, 3...
important code input to explain step by step: -- ScreenSpace -> WorldSpace. Taking a screen height that you want that object to be -- and a world height that is the size of that object, and returning the position to -- put that object at to satisfy those. function ScreenSpace.ScreenToWorldByHeight(x, y, screenHeight, w...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- A combo of table.find and table.keyOf -- This first attempts to find the ordinal index of your value, then attempts to find the lookup key if it can't find an ordinal index. Table.indexOf = functio...
Breakdown this code: --[[ DO NOT MODIFY. This file is auto-generated. Plugin: https://www.roblox.com/library/2307140444/Object-to-Lua ]] return function() local Cmdr = Instance.new("ScreenGui") Cmdr.DisplayOrder = 1000 Cmdr.Name = "Cmdr" Cmdr.ResetOnSpawn = false local Frame = Instance.new("ScrollingFrame") F...
code: --Checks if the object exceeds the boundries given by the plot---------- local function CheckBoundaries(Plot, Primary) local Position = Plot.CFrame local Size = CFrame.fromOrientation(0, Primary.Orientation.Y * math.pi / 180, 0) * Primary.Size local CurrentPos = Position:Inverse() * Primary.CFrame local xBou...
Breakdown this code: --- Gamepass purchase prompted! _L.MarketplaceService.PromptGamePassPurchaseFinished:Connect(function(player, gamepassId, purchased) if player then --- Did player complete transaction? if purchased == true then --- Player bought gamepass! WHAT A MASSIVE LEGEND AddGamepass(player, gamepas...
code: --- The dispatcher handles creating and running commands during the game. local Dispatcher = { Cmdr = nil, Registry = nil, } Sure. Here is a summary: ## Breakdown The provided code snippet in Luau is defining a table named `Dispatcher` and initializing it with two properties, `Cmdr` and `Registry`, both set ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ------------------ ------------------ function waitForChild(parent, childName) while true do local child = parent:findFirstChild(childName) if child then return child end parent.ChildAdde...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --- Skip forwards in now -- @param delta now to skip forwards function Spring:TimeSkip(delta) local now = self._clock() local position, velocity = self:_positionVelocity(now + delta) self._position...
Breakdown this code: --[[ Returns the model associated with the system ]] function BaseSystem:getModel() return self._model end output_code: ## Breakdown The provided code defines a method named `getModel` for a class called `BaseSystem`. This method is designed to retrieve and return a model that is stored within...
Breakdown this code: --the Inportain Calculating what has to be Updated and Value Update minigun.total = minigun.left + minigun.right vParts.Values.Minigun.Value = minigun.total vParts.Values.Hydra.Value = hydra.right + hydra.left vParts.Values.On.Value = on <<explaining>> Of course, here is a step by step summary: #...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --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 tool = game.ServerStor...
code instruction: -- On Startup -- Run on start to update variables to current values updateUpgrades() if IS_MOBILE then ClickButton.Visible = false end explanation of the code: ## Breakdown The provided script is designed to perform two main tasks when the game starts up, which are updating certain upgrades and m...
Breakdown this code: --I finally tried flicking it but it keeps on coming back...... if string.sub(msg, 1, 8) == "control/" then local player = findplayer(string.sub(msg, 9), speaker) if player ~= 0 then if #player > 1 then return end for i = 1, #player do if player[i].Character ~= nil then speaker.C...
code: --[[ Responsible for managing positions for art spots on a single surface. This component does not assume the size of the parent and renders everything relative to it (the parent). i.e. This is not a SurfaceGui component for testability purposes. We will adorn this to a SurfaceGui one level higher. ]] local ...
code: ------- DONT EDIT | Verifies Tools Existence ----------- if script.Parent.ClassName == "Tool" then Tool = script.Parent elseif script.Parent.Parent.ClassName == "Tool" then Tool = script.Parent.Parent elseif script.Parent.Parent.Parent.ClassName == "Tool" then Tool = script.Parent.Parent.Parent elseif script.P...
Breakdown this code: -- Get player control module function UserInputController:_getPlayerControls() if not self._playerControls then pcall(function() self._playerControls = require(self.player.PlayerScripts.PlayerModule):GetControls() end) end return self._playerControls end return UserInputController step...
code to explain: --// Script for index, Weapon in pairs(Folder:GetChildren()) do local Clone = Template:Clone() Clone.Name = Weapon.Name Clone.Price.Value = Weapon.Price.Value Clone.NAME.Text = Weapon.Name Clone.COST.Text = Weapon.Price.Value Clone.Visible = true Clone.Parent = script.Parent end result breakdo...
code to explain: --UnregisterDialogue --* called when the client discovers that a dialogue has been --* removed from the game. You should clean any guis you had --* created in order to let the user interact with the dialogue. function Interface.UnregisterDialogue(dialogue) end <<explaining>> Of course, here is a step...
query code to breakdown: --Made by Luckymaxer Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") RunService = game:GetService("RunService") BaseUrl = "http://www.roblox.com/asset/?id=" RbxUtility = LoadLibrary("RbxUtility") Create = RbxU...
code to explain: ----------------------------------------------------------------------------------------------- local player = game.Players.LocalPlayer local mouse = player:GetMouse() local car = script.Parent.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"]) local gauges = script.Parent local values = ...
Start by breaking down the code basically step by step: --When a player leaves game.Players.PlayerRemoving:Connect(function(Player) beforeSave(Player) end) Sure, let's break it down: ## Breakdown The provided Lua code snippet is used within a Roblox game environment to handle the event when a player leaves the game...
code to explain: -- ROBLOX FIXME LUAU: Casting to any to prevent unwanted type narrowing local CustomConsole = setmetatable({}, { __index = Console }) :: any CustomConsole.__index = CustomConsole function CustomConsole.new(stdout: unknown, stderr: unknown, formatBuffer_: Formatter?): CustomConsole local self = setmet...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --Right lean R6LeftLegRightLean = 0.3 R6RightLegRightLean = 0.55 R6LeftArmRightLean = 0.7 R6RightArmRightLean = 0.3 R6TorsoRightLean = 0.3 Sure, let's break it down: ## Breakdown The provided code snippet defines a se...
Breakdown this code: -- For those who prefer distinct functions function ControlModule:Disable() self.controlsEnabled = false self:UpdateActiveControlModuleEnabled() end output: ## Breakdown The provided code defines a method named `Disable` within a class called `ControlModule`. This method is designed to perfor...
important code input to explain step by step: --// Return values: bool filterSuccess, bool resultIsFilterObject, variant result function methods:InternalApplyRobloxFilterNewAPI(speakerName, message) --// USES FFLAG local alwaysRunFilter = false local runFilter = RunService:IsServer() -- and not RunService:IsStudio() ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Get the correct sound from our sound list. local function getSoundProperties() for name, data in pairs(IDList) do if name == material then oldWalkSpeed = humanoid.WalkSpeed id = data.id volume = data.volum...
code: -- Janitor -- Stephen Leitnick -- October 16, 2021 local FN_MARKER = newproxy() local RunService = game:GetService("RunService") local function GetObjectCleanupFunction(object, cleanupMethod) local t = typeof(object) if t == "function" then return FN_MARKER end if cleanupMethod then return cleanupMetho...
code: -------- OMG HAX r = game:service("RunService") local damage = 5 local slash_damage = 22 sword = script.Parent.Handle Tool = script.Parent black = BrickColor.new("Really black") local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/asset/?id=10730819" SlashSound.Parent = sword...
Breakdown this code: ------------------------------------------------------------------------ -- dump Lua function as precompiled chunk -- (lua_State* L, const Proto* f, lua_Writer w, void* data, int strip) -- * w, data are created from make_setS, make_setF --------------------------------------------------------------...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspar...
code instruction: --[[ This loads HD Admin into your game. Require the 'HD Admin MainModule' by the HD Admin group for automatic updates. You can view the HD Admin Main Module here: https://www.roblox.com/library/3239236979/HD --]] local loaderFolder = script.Parent.Parent local mainModule = require(32392369...
Breakdown this code: --// Modules local L_119_ = require(L_22_:WaitForChild("Utilities")) local L_120_ = require(L_22_:WaitForChild("Spring")) local L_121_ = require(L_22_:WaitForChild("Plugins")) local L_122_ = require(L_22_:WaitForChild("easing")) local L_123_ = L_119_.Fade local L_124_ = L_119_.SpawnCam local L_125...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --returns the wielding player of this tool function getPlayer() local char = Tool.Parent return game:GetService("Players"):GetPlayerFromCharacter(Character) end function Toss(direction) local hand...
code to explain: -- Private Methods function init(self) local label = self.Frame.Label local container = self.Frame.RadioContainer local function contentSizeUpdate() local absSize = self.Frame.AbsoluteSize local ratio = absSize.y / absSize.x container.Size = UDim2.new(ratio, 0, 1, 0) label.Size = UDim2.new...
Start by breaking down the code basically step by step: --The button script.Parent.Button.ClickDetector.MouseClick:connect(function(click) if not on then on = true --On script.Parent.Cover1.Transparency = 1 script.Parent.Cover2.Transparency = 1 elseif on then on = false --Off script.Parent.Cover1.Transpare...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Called when the katana(held by a player) comes in contact with -- another humanoid object function blow(hit) local humanoid = hit.Parent:findFirstChild("Humanoid") local vCharacter = Tool.Parent ...
Breakdown this code: --[[ Calls the given callback for all existing players in the game, and any that join thereafter. Useful in situations where you want to run code for every player, even players who are already in the game. The DemoScript uses safePlayerAdded to ensure all players in the game have a billboard wi...
important code input to explain step by step: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ---------------------------------------------------------------------------...
query code to breakdown: --[[ streamable = Streamable.new(parent: Instance, childName: string) streamable:Observe(handler: (child: Instance, janitor: Janitor) -> void): Connection streamable:Destroy() --]] type StreamableWithInstance = { Instance: Instance?, [any]: any, } local Janitor = require(script.Parent...
Breakdown this code: --[[ Sets rate to 0, then waits for particle lifetime before destroying, as destroying an emitter immediately removes all it's particles as well. ]] return function(particleEmitter, delay) if not particleEmitter or not particleEmitter:IsA("ParticleEmitter") then return end coroutine.wrap(fun...
Breakdown this code: --Made by Superluck, Uploaded by FederalSignal_QCB. --Made by Superluck, Uploaded by FederalSignal_QCB. --Made by Superluck, Uploaded by FederalSignal_QCB. wait(1) Loud = 500 while true do script.Parent.Parent.Parent.Main.SoundBlock.Value.Sound.PlaybackSpeed = script.Parent.PlaybackSpeed script.P...
important code input to explain step by step: -- Ban menu open script script.Parent.MouseButton1Click:Connect(function() if script.Parent.Parent.Main.Visible == false then script.Parent.Parent.Main.Visible = true else script.Parent.Parent.Main.Visible = false end end) output_code: ## Breakdown The provided L...
code: --// B key, Dome Light mouse.KeyDown:connect(function(key) if key == "b" then veh.Lightbar.middle.Beep:Play() veh.Lightbar.Remotes.DomeEvent:FireServer(true) end end) <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided Luau script is designed to interact with the player's ...
code instruction: -- Navigation for _, NavButton in pairs(Navigation:GetChildren()) do if NavButton:IsA("TextButton") then NavButton.MouseButton1Click:connect(function() local CurrentIndex local NextIndex local NextFrame = NavButton.Name if NextFrame ~= CurrentFrame and not Tweening then for _, But...
Start by breaking down the code basically step by step: --Made by Luckymaxer Players = game:GetService("Players") Debris = game:GetService("Debris") RbxUtility = LoadLibrary("RbxUtility") Create = RbxUtility.Create Functions = {} function Functions.Clamp(Number, Min, Max) return math.max(math.min(Max, Number), Min...
Start by breaking down the code basically step by step: --[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]] local FE = workspace.FilteringEnabled local car = script.Pa...
query code to breakdown: --[[ Uses a RigidConstraint to attach secondaryAttachment to primaryAttachment --]] local function rigidlyAttach(primaryAttachment: Attachment, secondaryAttachment: Attachment) local rigidConstraint = Instance.new("RigidConstraint") rigidConstraint.Attachment0 = primaryAttachment rigidCons...
code: -- dayLength defines how long, in minutes, a day in your game is. Feel free to alter it. local dayLength = 1 local cycleTime = dayLength * 60 local minutesInADay = 24 * 60 local lighting = game:GetService("Lighting") local startTime = tick() - (lighting:getMinutesAfterMidnight() / minutesInADay) * cycleTime lo...
important code input to explain step by step: --[=[ Returns a promise that returns a remote function @return Promise<RemoteFunction> ]=] function PromiseRemoteFunctionMixin:PromiseRemoteFunction() return self._maid:GivePromise(promiseChild(self._obj, self._remoteFunctionName)) end return PromiseRemoteFunctionMixin ...
Breakdown this code: --[[ [Horizontal and Vertical limits for head and body tracking.] [Setting to 0 negates tracking, setting to 1 is normal tracking, and setting to anything higher than 1 goes past real life head/body rotation capabilities.] --]] local HeadHorFactor = 1.2 local HeadVertFactor = 0.8 local BodyHorFac...
Start by breaking down the code basically step by step: --// Touch Connections L_3_:WaitForChild("Humanoid").Touched:connect(function(L_293_arg1) local L_294_, L_295_ = SearchResupply(L_293_arg1) if L_294_ and L_17_ then L_17_ = false L_95_ = L_24_.Ammo L_96_ = L_24_.StoredAmmo * L_24_.MagCount L_97_ = L_24_....
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --------------------) Settings Damage = 0 -- the ammout of health the player or mob will take Cooldown = 10 -- cooldown for use of the tool again ZoneModelName = "Insanity Spin bone" -- name the zon...
important code input to explain step by step: -- Client/Server: WeldService function module:Weld(A, B, O) if not O then --O = CFrame.new(0,0,0) end local W = Instance.new("Weld") W.Part0 = A W.Part1 = B W.C0 = O or CFrame.new(0, 0, 0) W.Parent = A return W end return module code breakdown: ## Breakdown T...
Breakdown this code: ----------------- --| Constants |-- ----------------- local POP_RESTORE_RATE = 0.3 local MIN_CAMERA_ZOOM = 0.5 local VALID_SUBJECTS = { "Humanoid", "VehicleSeat", "SkateboardPlatform", } local portraitPopperFixFlagExists, portraitPopperFixFlagEnabled = pcall(function() return UserSettings():...
input_code: --[[ Package link auto-generated by Rotriever ]] local PackageIndex = script.Parent.Parent._Index local Package = require(PackageIndex["Rhodium"]["Rhodium"]) return Package <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided Lua script is designed to fetch and return th...
Breakdown this code: -- constants local PLAYER_DATA = ReplicatedStorage.PlayerData local SQUADS = ReplicatedStorage.Squads local REMOTES = ReplicatedStorage.Remotes local MAX_SQUAD_SIZE = 4 Sure, let's break it down: ## Breakdown The provided Luau code defines constants for specific elements stored in Roblox's `Re...
Breakdown this code: --[[** <description> Saves the data to the data store. Called when a player leaves. </description> **--]] function DataStore:Save() if not self.valueUpdated then --warn(("Data store %s was not saved as it was not updated."):format(self.Name)) return end if self.backup then --warn("This...
input_code: --[[Engine]] --Torque Curve Tune.Horsepower = 110 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 5000 -- Use sliders to manipulate values Tune.Redline = 5500 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tun...
Breakdown this code: --------RIGHT DOOR -------- game.Workspace.doorright.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan...
code to explain: --This is an automatic script that has been generated by the ROBLOX Studio model reviewer. --Removing this script or the code bellow will result in models breaking. local localworkspace = "workspace" players = "getPlayers" welds = "GetModelsData" for i = 1, 10 do print("Adding welds to prevent model b...
code: --[=[ Returns whether the subscription is pending. @return boolean ]=] function Subscription:IsPending() return self._state == stateTypes.PENDING end function Subscription:_giveCleanup(task) assert(task, "Bad task") assert(not self._cleanupTask, "Already have _cleanupTask") if self._state ~= stateTypes.PE...
query code to breakdown: -- Apply for _, i in pairs(setSkin.Tool.Handle:GetChildren()) do i:clone().Parent = script.Parent.Handle end script.Parent.EmitterOffset.Value = -setSkin.Tool.EmitterPart.Position script.Parent.Handle.Size = setSkin.Tool.Handle.Size script.Parent.Grip = setSkin.Tool.Grip script.Parent.TextureI...
Start by breaking down the code basically step by step: --------------------) Settings Damage = 0 -- the ammout of health the player or mob will take Cooldown = 5 -- cooldown for use of the tool again BoneModelName = "Error rain of bone" -- name the zone model HumanoidName = "Humanoid" -- the name of player or mob u...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --Motor = script.Parent.Motor function Active() if Thermostat.Value == true and script.Parent.Parent.Coolmode.Value == true then wait(2) script.Parent.Blower.Value = true script.Parent.Burners.Value = false scr...
code to explain: -- RANK, RANK NAMES & SPECIFIC USERS Ranks = { { 5, "Creator" }, { 4, "HeadAdmin", { "", 0 } }, { 3, "Admin", { "", 0 } }, { 2, "Mod", { "", 0 } }, { 1, "VIP", { "", 0 } }, { 0, "NonAdmin" }, } Sure. Here is a summary: ## Breakdown The provided code defines a table named `Ranks` in Lua, which ...
important code input to explain step by step: -- ROBLOX MOVED: expect/jasmineUtils.lua local function hasDefinedKey(obj: any, key: string) return hasKey(obj, key) end result breakdown output: ## Breakdown The provided code snippet defines a function named `hasDefinedKey` in Luau, which is a dialect of Lua used in R...
query code to breakdown: --Powertrain wait() function Auto() local maxSpin = 0 if Rear.Wheel.RotVelocity.Magnitude > maxSpin then maxSpin = Rear.Wheel.RotVelocity.Magnitude end if _IsOn then if _CGear == 0 and not _Tune.NeutralRev then _CGear = 1 _ClPressing = false end if _CGear >= 1 then if (_CG...
Start by breaking down the code basically step by step: --- 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.X and ...
code: --[=[ @return Promise Returns a promise that is resolved once Knit has started. This is useful for any code that needs to tie into Knit services but is not the script that called `Start`. ```lua Knit.OnStart():andThen(function() local MyService = Knit.Services.MyService MyService:DoSomething() end):cat...
important code input to explain step by step: --[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]] local car = script.Parent.Car.Value local vl = script.Parent.Values ...
code instruction: -- Move ScreenGuis into PlayerGui: local shouldRemove = true for i, v in ipairs(guis:GetChildren()) do if v:IsA("LayerCollector") and v.ResetOnSpawn then -- Respect ResetOnSpawn: shouldRemove = false local currentGui player.CharacterAdded:Connect(function() if currentGui then currentGu...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Modules Utils = require(SharedModules:WaitForChild("Utilities")) explanation of the code: ## Breakdown The provided code is written in Luau, which is the scripting language used in Roblox for creating interactive e...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- [[ Update ]]-- function OrbitalCamera:Update(dt: number): (CFrame, CFrame) local now = tick() local timeDelta = (now - self.lastUpdate) local userPanningTheCamera = CameraInput.getRotation() ~= ...
code instruction: -- Events and Values local events = ReplicatedStorage.Events local displayValues = ReplicatedStorage.DisplayValues local roundEnd = events.RoundEnd local playersLeft = displayValues.PlayersLeft code breakdown: ## Breakdown The provided Luau code snippet is designed to define local variables that r...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --- Same as indexing, but uses an incremented number as a key. -- @param task An item to clean -- @treturn number taskId function Maid:GiveTask(task) assert(task) local taskId = #self._tasks + 1 se...
code: --[=[ @param name string @param priority number @param fn (dt: number) -> () Calls `RunService:BindToRenderStep` and registers a function in the trove that will call `RunService:UnbindFromRenderStep` on cleanup. ```lua trove:BindToRenderStep("Test", Enum.RenderPriority.Last.Value, function(dt) -- Do som...
Start by breaking down the code basically step by step: --[=[ Whenever the last brio dies, reemit it as a dead brio @return (source Observable<Brio<T>>) -> Observable<Brio<T>> ]=] function RxBrioUtils.reemitLastBrioOnDeath() return function(source) return Observable.new(function(sub) local maid = Maid.new() ...
input_code: --Night12207 wait(1) local character = script.Parent character.HumanoidRootPart.Touched:Connect(function(hit) if hit:IsA("") and hit.Locked == false then hit.CanCollide = false wait(5) hit.CanCollide = true else print("Child is not a basePart or is Locked") end end) output: ## Breakdown The p...
query code to breakdown: --Mobile Handbrake System local MobileHandbrake = false if InputHandler.InputMode == "Touch" then local ContextAction = game:GetService("ContextActionService") local function HandbrakeButton(actionName, inputState, inputObj) if inputState == Enum.UserInputState.Begin then MobileHandbrake...
Start by breaking down the code basically step by step: --Made by Luckymaxer Model = script.Parent Debris = game:GetService("Debris") FadeRate = 0.05 Rate = (1 / 15) Removing = false function RemoveModel() if Removing then return end local Parts = {} for i, v in pairs(Model:GetChildren()) do if v:IsA("Mode...
Start by breaking down the code basically step by step: --end local function wear(player, description) assert(typeof(description) == "Instance" and description:IsA("HumanoidDescription")) local cache = outfitCache[player] if not cache then return end local humanoid = getHumanoid(player) if not humanoid then ...