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input_code: ----------------- --| Constants |-- ----------------- local GRAVITY_ACCELERATION = workspace.Gravity local RELOAD_TIME = 0 -- Seconds until tool can be used again local ROCKET_SPEED = 100 -- Speed of the projectile local MISSILE_MESH_ID = "http://www.roblox.com/asset/?id=2251534" local MISSILE_MESH_SCALE...
code: --[=[ @param data table @return Option Deserializes the data into an Option. This data should have come from the `option:Serialize()` method. ]=] function Option.Deserialize(data) -- type data = {ClassName: string, Value: any} assert(type(data) == "table" and data.ClassName == CLASSNAME, "Invalid data for de...
code to explain: --{HPattern, Automatic, DualClutch, CVT} if script.Parent.Storage.EngineType.Value ~= "Electric" then if script.Parent.Storage.TransmissionType.Value == "HPattern" then if currentgear.Value == 3 and clutch.Value == true then --script.Parent.Storage.AutoClutch.Value = true else --script.Parent...
code: --edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data return function(player, dialogueFolder) local ClassInformationTable = require(game.ReplicatedStorage.Source.Modu...
query code to breakdown: -- CONSTANTS local GuiLib = script.Parent.Parent local Lazy = require(GuiLib:WaitForChild("LazyLoader")) local Defaults = GuiLib:WaitForChild("Defaults") local CHECKBOX_LABEL = Defaults:WaitForChild("CheckboxLabel") result breakdown output: ## Breakdown The provided code snippet defines a ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Hitpoints for each enemy; one blaster shot takes 35 hitpoints GameSettings.EnemyHealthDifficulty = { Easy = 60, Normal = 105, Hard = 140, } output: ## Breakdown The provided code snippet defines a configuration ...
query code to breakdown: -- Find the local player if they're already in the game local localPlayer = Players.LocalPlayer if localPlayer then handlePlayerAdded(localPlayer) end Sure, let's break it down: ## Breakdown The provided script is designed to identify the local player in a Roblox game and execute a specific...
Start by breaking down the code basically step by step: --[[** Gets whatever object is stored with the given index, if it exists. This was added since Maid allows getting the task using `__index`. @param [t:any] Index The index that the object is stored under. @returns [t:any?] This will return the object if it is f...
input_code: --[[ Updates all Spring objects. ]] local function updateAllSprings(timeStep: number) for damping, dampingBucket in pairs(springBuckets) do for speed, speedBucket in pairs(dampingBucket) do local posPosCoef, posVelCoef, velPosCoef, velVelCoef = springCoefficients(timeStep, damping, speed) for spr...
code: --Input Handler function DealWithInput(input, IsRobloxFunction) if (UserInputService:GetFocusedTextBox() == nil) and not _InControls then --Ignore when UI Focus --Shift Down [Manual Transmission] if _IsOn and (input.KeyCode == _CTRL["ContlrShiftDown"] or (_MSteer and input.KeyCode == _CTRL["MouseShiftD...
code instruction: -- Cleans up all the handles in the state function BaseState:Destroy() for _, handle in pairs(self.handles) do handle:Disconnect() end end step by step breakdown/explanation: ## Breakdown The provided code defines a method named `Destroy` for a class called `BaseState`. This method is responsib...
important code input to explain step by step: -- types export type BezierPoint = { Type: string, Point: Vector3 | BasePart, } output: ## Breakdown The provided code defines a custom type in Roblox Luau, which is a scripting language used in the Roblox game engine. This custom type is named `BezierPoint` and it is ...
code instruction: --[=[ Removes all attributes from an instance. @param instance Instance ]=] function AttributeUtils.removeAllAttributes(instance: Instance) assert(typeof(instance) == "Instance", "Bad instance") for key, _ in pairs(instance:GetAttributes()) do instance:SetAttribute(key, nil) end end return A...
important code input to explain step by step: --[[Brakes]] Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 2000 -- Front brake force Tune.RBrakeForce = 1500 -- Rear brake force Tune.PBrakeForce = 5500 -- Handbrake force Tune.F...
input_code: --[[** <description> Run this once to combine all keys provided into one "main key". Internally, this means that data will be stored in a table with the key mainKey. This is used to get around the 2-DataStore2 reliability caveat. </description> <parameter name = "mainKey"> The key that will be used ...
Breakdown this code: --[[Weight and CG]] Tune.Weight = 2000 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6, --[[Height]] 4, --[[Length]] 15, } Tune.WeightDist = 54 -- Weight distribution (0 - on rear wheels, 100 - on front wheel...
important code input to explain step by step: -- This script handles crash detection while not script.Parent.Cloned.Value do wait() end wait(5) if not script.Parent.EDIT_THESE.CanCrash.Value then script:remove() return end local maxImpact = script.Parent.EDIT_THESE.CanCrash.Force.Value local crashT, explode = 0, ...
input_code: -- ROBLOX deviation: IndexedResult annotated as any for now since we don't have tuple support in luau type IndexedResult = any function printResult(result: any, expected: any) if result.type == "throw" then return "function call threw an error" end if result.type == "incomplete" then return "functi...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[=[ @param matches {Some: (value: any) -> any, None: () -> any} @return any Matches against the option. ```lua local opt = Option.Some(32) opt:Match { Some = function(num) print("Number", ...
important code input to explain step by step: -- Get references to the DockShelf and its children local fldr = script.Parent.Parent.Parent.LyricsFrame local Pop = script.Parent.Parent.Parent.Popular local Trcks = script.Parent.Parent.Parent.Tracks local Serch = script.Parent.Parent.Parent.SearchTracks local btn = scrip...
input_code: --LockController Closed = true function LockItems() script.Parent.Parent.Parent.RCMMain.FunctionalParts.Switches.Locked.Value = script.Locked.Value end script.Parent.Touched:connect(function(P) if P ~= nil and P.Parent ~= nil and P.Parent:FindFirstChild("CardNumber") ~= nil and P.Parent.CardNum...
query code to breakdown: -- goro7 local plr = game.Players.LocalPlayer function update() -- Calculate scale local scale = (plr.PlayerGui.MainGui.AbsoluteSize.Y - 10) / script.Parent.Parent.Size.Y.Offset if scale > 1.5 then scale = 1.5 end if scale > 0 then script.Parent.Scale = scale end end plr.PlayerGui:...
code instruction: --[=[ Converts a promise to an observable. @param observable Observable<T> @param cancelToken CancelToken? @return Promise<T> ]=] function Rx.toPromise(observable, cancelToken) local maid = Maid.new() local newCancelToken = CancelToken.new(function(cancel) maid:GiveTask(cancel) if cancelTok...
important code input to explain step by step: --[[ SCRIPT VARIABLES ]] local CHAT_BUBBLE_FONT = Enum.Font.RobotoMono local CHAT_BUBBLE_FONT_SIZE = Enum.FontSize.Size24 -- if you change CHAT_BUBBLE_FONT_SIZE_INT please change this to match local CHAT_BUBBLE_FONT_SIZE_INT = 24 -- if you change CHAT_BUBBLE_FONT_SIZE pleas...
Start by breaking down the code basically step by step: --DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!! local hitPart = script.Parent local debounce = true local tool = game.ServerStorage.BigSpoon -- Change "Sword" to the name o...
input_code: --- script.Parent.Values.Gear.Changed:connect(function() if script.Parent.Values.Gear.Value == -1 then for index, child in pairs(car.Body.Lights.Rev:GetChildren()) do child.Material = Enum.Material.Neon child.BrickColor = BrickColor.new("Institutional white") car.DriveSeat.Reverse:Play() car....
query code to breakdown: --[[-------------------------------------------------------------------- Lua virtual machine opcodes (enum OpCode): ------------------------------------------------------------------------ name args description ------------------------------------------------------------------------...
important code input to explain step by step: --Initialize Render() CameraUpdater = RunService.Heartbeat:Connect(function() if Character.HumanoidRootPart then Camera.CFrame = cf(Character.HumanoidRootPart.CFrame:toWorldSpace(Offset).p, Character.HumanoidRootPart.CFrame.p) end end) code breakdown: ## Breakdown...
important code input to explain step by step: -- connect events Board.equipped:connect(onEquip) Board.unequipped:connect(onUnequip) Sure. Here is a summary: ## Breakdown The provided code snippet is written in Luau, a variant of Lua used in Roblox for scripting. This snippet is responsible for connecting specific f...
important code input to explain step by step: --Made by Superluck, Uploaded by FederalSignal_QCB. --Made by Superluck, Uploaded by FederalSignal_QCB. --Made by Superluck, Uploaded by FederalSignal_QCB. wait(1) while true do script.Parent.Parent.Parent.Main.SoundBlock.Value.Sound2.PlaybackSpeed = script.Parent.Playback...
code to explain: ------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------- local toolAnimName = "" local toolAnimTrack = nil local toolAnimInstance = nil local currentToolAnimKeyframeHandler = ...
code instruction: --// # 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,...
Start by breaking down the code basically step by step: --Updater script.Parent.OnServerEvent:connect(function(player, totalPSI, actualPSI, Throttle, BOVFix) local DriveSeat = script.Parent.Parent:WaitForChild("DriveSeat") local W = DriveSeat:WaitForChild("Whistle") local B = DriveSeat:WaitForChild("BOV") local Th...
input_code: --[[Steering]] Tune.SteerInner = 36 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 37 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = 0.05 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = 0.1 -- Steering increment per tick (in degrees) Tune.SteerDecay = 320 -- Speed ...
code: --//Suspension//-- local RideHeightFront = 2 --{This value will increase the ride height for front} local RideHeightRear = 2.3 --{This value will increase the ride height for rear} local StiffnessFront = 5 --[0-10]{HIGHER STIFFNESS DECREASES SPAWNING STABILITY} local StiffnessRear = 4 --[0-10]{This value will in...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --- Stretch effect when clicking a button return function(button) local events = {} local buttonDown = false --- Cache button size local originalSize = _L.GUIFX.CacheProperty(button, "Size") --- Button down loca...
input_code: -- Poison the Humanoid this script is attached to -- While poisoned, victim is slower, takes damage, and flickers green local victim = script.Parent if victim and victim:IsA("Humanoid") and victim.Parent then local victimChildren = victim.Parent:GetChildren() local originalColors = {} for i = 1, #vict...
code instruction: --[ FUNCTIONS ]-- if not AFKEvent then AFKEvent = Instance.new("RemoteEvent") AFKEvent.Parent = game.ReplicatedStorage AFKEvent.Name = "AFK" end local updateAFK = function(player, enable) local GUI = player.Character:WaitForChild("Head"):WaitForChild("AFKTag") local Main = player.Character:Wait...
code to explain: --MainScript repeat local Code1 = script.Parent.Code local EnteredCode1 = script.Parent.EnteredCode wait() until Code1.Value == EnteredCode1.Value and Ready == true CodeT1.Color = Color CodeT1C:Destroy() CodeT2.Color = Color CodeT2C:Destroy() CodeT3.Color = Color CodeT3C:Destroy() script.Parent.Ma...
important code input to explain step by step: -- functions function onRunning(speed) if speed > 0 then pose = "Running" else pose = "Standing" end end function onDied() pose = "Dead" end function onJumping() pose = "Jumping" end function onClimbing() pose = "Climbing" end function onGettingUp() pose = "...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[=[ Cancels this promise, preventing the promise from resolving or rejecting. Does not do anything if the promise is already settled. Cancellations will propagate upwards and downwards through ch...
query code to breakdown: --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.ServerStorage.HealingCandy -- Change "Sword" to the name of your tool, make sure your...
code: --local origWarn = warn local startTime = time() local clientLocked = false local oldInstNew = Instance.new local oldReq = require local Folder = script.Parent local locals = {} local client = {} local service = {} local ServiceSpecific = {} local function isModule(module) for ind, modu in pairs(client.Modules)...
code instruction: --[[Status Vars]] local _IsOn = _Tune.AutoStart if _Tune.AutoStart then script.Parent.IsOn.Value = true end local _GSteerT = 0 local _GSteerC = 0 local _GThrot = 0 local _GBrake = 0 local _ClutchOn = true local _ClPressing = false local _RPM = 0 local _HP = 0 local _OutTorque = 0 local _CGear = 0 ...
input_code: --[[ Fired when state is left ]] function Transitions.onLeavePreGame(stateMachine, event, from, to, playerComponent) PlayerPreGame.leave(stateMachine, playerComponent) end <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided code defines a function within a `Transitions` ...
code: -- This is meant for translating user game text that appears under CoreGui. -- It uses Player.LocaleId and the LocalizationTables under LocalizationService. -- This includes team names, score names, tool names, and notification toasts. -- DO NOT USE THIS TO TRANSLATE ROBLOX TEXT IN ROBLOX GUIS!!! -- Text from Rob...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- tableUtil.Assign(Table target, ...Table sources) local function Assign(target, ...) for _, src in ipairs({ ... }) do for k, v in pairs(src) do target[k] = v end end return target end loc...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[Steering]] Tune.SteerInner = 49 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 50 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = 0.02 -- Steering increment per tick (in...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- options ------------------------- setupmode = "Auto" -- Manual or Auto (if you want to pick what plugins you have yourself or you want it to be automated) soundplugin = "StockSound" -- StockSound, SoundSuite or 1.5 S...
important code input to explain step by step: -- 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.volume playbackSpeed = (humanoid.WalkSpeed / 16) * data...
input_code: -- Initialization local MapPurgeProof = game.Workspace:FindFirstChild("MapPurgeProof") if not MapPurgeProof then MapPurgeProof = Instance.new("Folder", game.Workspace) MapPurgeProof.Name = "MapPurgeProof" end code breakdown: ## Breakdown The provided Lua script is designed to ensure that a folder named...
code instruction: --// Tables local L_65_ = { "285421759", "151130102", "151130171", "285421804", "287769483", "287769415", "285421687", "287769261", "287772525", "287772445", "287772351", "285421819", "287772163", } local L_66_ = workspace:FindFirstChild("BulletModel: " .. L_2_.Name) or Instance.new("Fo...
Breakdown this code: --------LEFT DOOR -------- game.Workspace.doorleft.l21.BrickColor = BrickColor.new(1013) game.Workspace.doorleft.l41.BrickColor = BrickColor.new(106) game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) Sure, let's break it down: ## Breakdown The provi...
code to explain: ------------------------------------------------------------------------------------- Loader:updateModel(Model, Config.userId.Value) if Config.AutoUpdateCharacter.Value then while wait() do Loader:updateModel(Model, Config.userId.Value) end end code breakdown: ## Breakdown The provided Luau sc...
Breakdown this code: --[=[ @param name string @param priority number @param fn (dt: number) -> nil Calls `RunService:BindToRenderStep` and registers a function in the Janitor that will call `RunService:UnbindFromRenderStep` on cleanup. ```lua Janitor:BindToRenderStep("Test", Enum.RenderPriority.Last.Value, func...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Variables -- local proximityPrompts = {} local connections = {} local tween local isOpen = false local shrinkSpeed = Settings["Shrink speed"].Value local teamColorObjectValues = Settings.Teams:Get...
important code input to explain step by step: --[[ Plays an animation on humanoid/character/player. Returns {animationTrack, animation} Functions.Animation( id, <-- |REQ| Animation ID instance, <-- |REQ| Player/character/humanoid ) --]] return function(id, parent) local humanoid --- Get huma...
Breakdown this code: --local Part = script.Parent --local Org = Part.Position local rate = 1 / 30 local frames = Time.Value / rate for frame = 1, frames do wait(rate) local percent = frame / frames --Part.Position = Org + Vector3.new(0, 5 * percent, 0) Lbl.Value.Parent.StudsOffset = Lbl.Value.Parent.StudsOffset...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Folders to parse into databases for _, databaseFolder in ipairs(ReplicateStorage.Common.Databases:GetChildren()) do Database.ParseFolder(databaseFolder) end output: ## Breakdown The provided Lu...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --// Settings //-- script.Parent.Triggered:Connect(function(plr) plr.leaderstats.Coins.Value = plr.leaderstats.Coins.Value + amount s.Playing = true end) explanation of the code: ## Breakdown Th...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --Services local UIS = game:GetService("UserInputService") local tweenService = game:GetService("TweenService") local ti = TweenInfo.new(0.5, Enum.EasingStyle.Sine ) output_code: ## Breakdown The provided code snippet...
code instruction: -- If gun has more than one part undisable this and it will weld everything for you! function Weld(p0, p1) local weld = Instance.new("Weld") weld.Part0 = p0 weld.Part1 = p1 weld.C0 = p0.CFrame:inverse() * CFrame.new(p0.Position) weld.C1 = p1.CFrame:inverse() * CFrame.new(p0.Position) weld.Parent...
code: --Made by Superluck, Uploaded by FederalSignal_QCB. and Dalek For the Amps --Made by Superluck, Uploaded by FederalSignal_QCB. and Dalek For the Amps --Made by Superluck, Uploaded by FederalSignal_QCB. and Dalek For the Amps script.Parent.Material = Enum.Material.Glass script.Parent.Parent.Parent.On.Changed:Conne...
Breakdown this code: --]] primaryWeaponSlot.ChildAdded:Connect(function(newChild) weapon1Label.BackgroundColor3 = offColor weapon1Label.Text = newChild.Name end) secondaryWeaponSlot.ChildAdded:Connect(function(newChild) weapon2Label.BackgroundColor3 = offColor weapon2Label.Text = newChild.Name end) tertiaryWeaponSl...
important code input to explain step by step: -- Local variable defaults local startCheckpoint = nil local finishCheckpoint = nil local numLaps = 1 local raceDuration = 60 local debugEnabled = false <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided code snippet is a set of variable ...
input_code: ------------------------- function onClicked() R.Function1.Disabled = true FX.ROLL.BrickColor = BrickColor.new("CGA brown") FX.ROLL.loop.Disabled = true FX.REVERB.BrickColor = BrickColor.new("CGA brown") FX.REVERB.loop.Disabled = true FX.GATE.BrickColor = BrickColor.new("CGA brown") FX.GATE.loop.D...
Start by breaking down the code basically step by step: --[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]] script.Parent:WaitForChild("Speedo") script.Parent:WaitFor...
code to explain: -- This script only needs to run if increment values actually exist. if earnTime > 0 and earnAmount ~= 0 then -- The first shop in the game that loads will parent this script to -- ServerScriptService. After that, the other shops will just change -- the value of playerObject, and the player gets add...
input_code: --// Recoil Settings gunrecoil = -0.3 -- How much the gun recoils backwards when not aiming camrecoil = 0.05 -- How much the camera flicks when not aiming AimGunRecoil = -0.1 -- How much the gun recoils backwards when aiming AimCamRecoil = 0.02 -- How much the camera flicks when aiming CamShake = 56 -- THI...
important code input to explain step by step: -- innit bruv local renderResolution = 10 local cam = workspace.CurrentCamera local viewportSize = cam.ViewportSize explanation: ## Breakdown 1. **Comment**: The line `-- innit bruv` is a comment in Luau, which means it is a note intended for the developer and does not ...
Start by breaking down the code basically step by step: -- LIGHT SETTINGS --[[ LIGHT TYPES: - Halogen - LED ]] -- local Low_Beam_Brightness = 0.55 local High_Beam_Brightness = 0.80 local Fog_Light_Brightness = 0.7 local Rear_Light_Brightness = 1.0 local Brake_Light_Brightness = 1.5 local Reverse_Light_Bright...
code: --use this to determine if you want this human to be harmed or not, returns boolean function checkTeams(otherHuman) return not (sameTeam(otherHuman) and not FriendlyFire == true) end function boom() wait(1.5) Used = true Object.Anchored = true Object.CanCollide = true Object.Sparks.Enabled = false Object....
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ The Module ]] -- local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController")) local Keyboard = setmetatable({}, BaseCharacterController) Keyboard.__index = Keyboard local bindAtPri...
input_code: --------------| 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 = "" -- The character inbetween batch commands (e...
input_code: -- Decompiled with the Synapse X Luau decompiler. local v1 = {} for v2, v3 in ipairs(script:GetChildren()) do if not v2 then break end if v3.ClassName == "ModuleScript" then for v5, v6 in pairs((require(v3))) do v1[v5] = v6 end end end return v1 explanation: ## Breakdown The provided Lua s...
important code input to explain step by step: ---------------------------------- ------------VARIABLES------------- ---------------------------------- PianoId = nil Connector = game.Workspace:FindFirstChild("GlobalPianoConnector") local Transposition, Volume = script.Parent:WaitForChild("Transpose"), 1 result breakd...
Start by breaking down the code basically step by step: ---Box thing for _, v in pairs(script.Parent.ShopFrame.Boxes:GetChildren()) do if v:IsA("TextButton") then v.MouseButton1Click:Connect(function() ---Clean for _, y in pairs(script.Parent.ShopFrame.BoxContaining.Frame:GetChildren()) do if y:IsA("ImageL...
query code to breakdown: --[[ LOWGames Studios Date: 27 October 2022 by Elder ]] -- local u1 = nil coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library")) end)() return function(p1) local v1 = Instance.new("Part") v1.Anchored = true v1.CanCollide = fal...
Start by breaking down the code basically step by step: -- Declaring Variables local ts = game:GetService("TweenService") local mainUI = script.Parent.Parent local shopFrame = mainUI.Frame local shopBtn = mainUI.OpenShop result breakdown output: ## Breakdown The code snippet provided is written in Luau, a variant ...
code instruction: --!strict local function startsWith(value: string, substring: string, position: number?): boolean if string.len(substring) == 0 then return true end -- Luau FIXME: we have to use a tmp variable, as Luau doesn't understand the logic below narrow position to `number` local position_ if position =...
Breakdown this code: --[[ Sets the text on the touchable button ]] function BaseSystem:_setButtonText(text) local button = self._model:FindFirstChild("ToggleButton") if not button then return end local textLabel = button:FindFirstChild("SurfaceGui"):FindFirstChild("Text") if not textLabel then return end ...
code: --Disable script if car is removed from workspace Car.AncestryChanged:Connect(function() if not Car:IsDescendantOf(Workspace) then unbindActions() LocalVehicleSeating.ExitSeat() LocalVehicleSeating.DisconnectFromSeatExitEvent(onExitSeat) -- stop seated anim --print("car removed from workspace") scr...
important code input to explain step by step: --[[ Calculates a ratio for interface scaling based on resolution (screen size). Used for scaling down, not up. Functions.ResolutionScale() --]] return function() --- Return cache if tick() - lastCalcTick <= 0.05 then return lastCalc end --- calc local reso...
code instruction: --[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]] local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local _Tune = require(c...
Breakdown this code: -- this script is optional and not required to have, delete it or keep it local player = {} local input = {} local animation = {} local players = game:GetService("Players") local runservice = game:GetService("RunService") local userinput = game:GetService("UserInputService") do -- player local ...
important code input to explain step by step: -- UAEmaple function onTouch(part) local human = part.Parent:findFirstChild("Humanoid") if human ~= nil then part.Parent:findFirstChild("Head").Transparency = 0.99 part.Parent:findFirstChild("Torso").Transparency = 1 part.Parent:findFirstChild("Left Arm").Transpare...
code to explain: -- << AUTO UPDATE FRAMES >> spawn(function() while wait(20) do if frame.Visible and main.gui.MainFrame.Visible then module:UpdatePages() end end end) return module Sure, let's break it down: ## Breakdown The provided code sets up a coroutine that runs in the background to periodically chec...
important code input to explain step by step: -- Given two pairs of arrays of strings: -- Compare the pair of comparison arrays line-by-line. -- Format the corresponding lines in the pair of displayable arrays. local function diffLinesUnified2( aLinesDisplay: { [number]: string }, bLinesDisplay: { [number]: string },...
code instruction: --// F key, Manual mouse.KeyDown:connect(function(key) if key == "f" then script.Parent.Parent.Man.TextTransparency = 0 veh.Lightbar.middle.Man:Play() veh.Lightbar.middle.Wail.Volume = 0 veh.Lightbar.middle.Yelp.Volume = 0 veh.Lightbar.middle.Priority.Volume = 0 veh.Lightbar.middle.Hilo.V...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Set the tank's welds to face the right direction function setTurretDirection(elevation, rotation) parts.MantletBase.MainGunWeld.C1 = CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, elevation, 0) parts.TurretRing2...
query code to breakdown: -- Create component local AboutPane = Roact.PureComponent:extend(script.Name) function AboutPane:init() self.DockSize, self.SetDockSize = Roact.createBinding(UDim2.new()) self.Maid = Maid.new() end function AboutPane:willUnmount() self.Maid:Destroy() end function AboutPane:render() retur...
code instruction: ---------------------------------- local PhysicsManager, SeatManager, ControlManager local BoatModel = script.Parent local Seat = WaitForChild(BoatModel, "qBoatSeat") Sure. Here is a summary: ## Breakdown The provided Lua code snippet is written in Luau, a statically typed superset of Lua used in ...
Breakdown this code: --[[Weight and CG]] Tune.Weight = 3472 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6, --[[Height]] 3, --[[Length]] 14, } Tune.WeightDist = 60 -- Weight distribution (0 - on rear wheels, 100 - on front wheel...
code to explain: -- module local INPUT = {} function INPUT.GetActionInput(self, action) local input = "nil" local replacements = { Zero = "0", One = "1", Two = "2", Three = "3", Four = "4", Five = "5", Six = "6", Seven = "7", Eight = "8", Nine = "9", MouseButton1 = "MB1", MouseButton2 = "M...
code: -- Door variables local Door = script.Parent.Parent.Door.Door local DoorLogo = Door.DoorLogo local DoorSeg = Door.DoorSegment Door.PrimaryPart = Door.DoorSegment local Open, ShouldBe = false, false local InZone = {} Sure, let's break it down: ## Breakdown This code initializes variables for managing a door sy...
important code input to explain step by step: --[[ Button for opening the EmoteBar on gamepad enabled devices. ]] local ContextActionService = game:GetService("ContextActionService") local Roact = require(script.Parent.Parent.Packages.Roact) local t = require(script.Parent.Parent.Packages.t) local ConfigurationConte...
Breakdown this code: --Made by Stickmasterluke ;D sp = script.Parent theface = "http://www.roblox.com/asset?id=103838612" health = 80 textureclosed = "http://www.roblox.com/asset?id=103920391" textureopen = "http://www.roblox.com/asset?id=103920471" storedface = "" local debris = game:GetService("Debris") check = tr...
code: -- Fires off everytime the link is reconfigured into a valid link -- Fires with link, linkValue function RxLinkUtils.observeValidityBrio(linkName, link) assert(typeof(link) == "Instance" and link:IsA("ObjectValue"), "Bad link") assert(type(linkName) == "string", "Bad linkName") return Observable.new(function(...
important code input to explain step by step: -- Formerly getCurrentCameraMode, this function resolves developer and user camera control settings to -- decide which camera control module should be instantiated. The old method of converting redundant enum types function CameraModule:GetCameraControlChoice() local playe...
Start by breaking down the code basically step by step: --[[** ensures value is a number where min < value @param min The minimum to use @returns A function that will return true iff the condition is passed **--]] function t.numberMinExclusive(min) return function(value) local success, errMsg = t.number(value) ...