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Start by breaking down the code basically step by step: -- Allocate works similarly to Pull, except it tries to reuse objects that exist in the specified bin. -- This removes the need to recycle every object during every frame. function recyclingBin:Allocate(objectType, needed, bin) local allocation = {} local alloc...
Start by breaking down the code basically step by step: --[[Savin' Dem Stats --]] game.Players.PlayerRemoving:connect(function(player) local datastore = game:GetService("DataStoreService"):GetDataStore(player.Name .. "Stats") local statstorage = player:FindFirstChild("leaderstats"):GetChildren() for i = 1, #s...
Breakdown this code: -- Libraries Security = require(Tool.SecurityModule) History = require(Tool.HistoryModule) Selection = require(Tool.SelectionModule) Targeting = require(Tool.TargetingModule) Region = require(Tool["Region by AxisAngle"]) RbxUtility = LoadLibrary("RbxUtility") Create = RbxUtility.Create result bre...
query code to breakdown: --[[ Cleaner alternative to GetNameFromUserIdAsync that caches to avoid constant yielding. Functions.UserIdToUsername( userId, <-- |REQ| User ID ) --]] return function(userId) --- Check cache if cachedUsernames[userId] then --- Return cache return cachedUsernames[userId] ...
code to explain: --Aesthetics Tune.SusVisible = true -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = 0.2 -- Suspension Coil Radius Tune.SusThickness = 0.1 -- Suspension Coil Thickness Tune.SusColor = "Really black" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down 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 ...
code: --// Handling Settings Firerate = 60 / 625 -- 60 = 1 Minute, 625 = Rounds per that 60 seconds. DO NOT TOUCH THE 60! FireMode = 2 -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided code defines a configu...
important code input to explain step by step: --local pathfinder = require(game.ServerScriptService.Pathfinder) K9 = script.Parent.Parent.K9.Value a1 = Instance.new("Attachment") a1.Parent = K9.Callor a2 = Instance.new("Attachment") a2.Parent = adminchar["Left Arm"] rope = Instance.new("RopeConstraint") rope.Parent = K...
code instruction: --Script made by Shaakra-- while true do local stats = game.Players:findFirstChild(script.Parent.Parent.Name).leaderstats if stats.Spree.Value ~= nil then script.Parent.WalkSpeed = 16 + stats.Spree.Value / 6 end if script.Parent.WalkSpeed > 32 then script.Parent.WalkSpeed = 32 end wait(1) e...
code to explain: -- Roblox User Input Control Modules - each returns a new() constructor function used to create controllers as needed local Keyboard = require(script:WaitForChild("Keyboard")) local Gamepad = require(script:WaitForChild("Gamepad")) local TouchDPad = require(script:WaitForChild("TouchDPad")) local Dynam...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Listen for changes to the selection and keep the focus updated Selection.Changed:Connect(FocusOnLastSelectedPart) function GetCore() -- Returns the core API return require(script.Parent) end local function GetVisi...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- An object which can listen for updates on another state object. export type Observer = Dependent & { -- kind: "Observer" (add this when Luau supports singleton types) onChange: (Observer, callback: () -> ()) -> () -...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- This has to be done so that camera occlusion ignores the vehcile. local function updateCameraSubject() local humanoid = getLocalHumanoid() if humanoid and humanoid.SeatPart then --Workspace.CurrentCamera.CameraSub...
important code input to explain step by step: -- [ SETTINGS ] -- local StatsName = "Minutes" -- Your stats name local MaxItems = 100 -- Max number of items to be displayed on the leaderboard local MinValueDisplay = 1 -- Any numbers lower than this will be excluded local MaxValueDisplay = 10e15 -- (10 ^ 15) Any numbers...
input_code: ------------------------------------------------------------------------ -- -- * used in multiple locations ------------------------------------------------------------------------ function luaK:exp2anyreg(fs, e) self:dischargevars(fs, e) if e.k == "VNONRELOC" then if not self:hasjumps(e) then -- exp is...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[Engine]] --Torque Curve Tune.Horsepower = 188 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 7000 -- Use sliders to manipulate values Tune.Redline = 7000....
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Returns all room components ]] function RoomManager.getRooms() return rooms:getAll() end return RoomManager output: ## Breakdown The provided code snippet defines a function named `getRooms...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- The event to use for waiting (typically Heartbeat) local STEP_EVENT = RunService.Heartbeat local function cleanupOnDestroy(instance: Instance?, task: cleanup.Task): () -> () -- set up manual disconnection logic loc...
input_code: -- Recursive table freeze. function Util.DeepFreeze(tbl: AnyTable): AnyTable table.freeze(tbl) for _, v in pairs(tbl) do if type(v) == "table" then Util.DeepFreeze(v) end end return tbl end explanation: ## Breakdown The provided Lua code defines a function named `DeepFreeze` within a `Util` ta...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ Returns length of dictionary Functions.DictionaryLength( table, <-- |REQ| Dictionary ) --]] return function(dictionary) local length = 0 --- iterate through dictionary for key, value in pairs(di...
query code to breakdown: --Internal functions function DataStore:Debug(...) if Debug then print(...) end end function DataStore:_GetRaw() if not self.getQueue then self.getQueue = {} end if self.getting then self:Debug("A _GetRaw is already in motion, just wait until it's done") local event = Instance.ne...
input_code: --[[ Gathers all of the errors reported by tests and puts them at the top level of the TestResults object. ]] function TestSession:gatherErrors() local results = self.results results.errors = {} results:visitAllNodes(function(node) if #node.errors > 0 then for _, message in ipairs(node.errors) d...
important code input to explain step by step: --Serverside logic Event.OnServerEvent:Connect(function(player, ExhaustParticle, FireBool) print("ExhaustParticle") if FireBool then local RanNum = tostring(math.random(1, 3)) ExhaustPart["Backfire" .. RanNum]:Play() ExhaustPart.PointLight.Enabled = true ExhaustP...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ StreamableUtil.Compound(observers: {Observer}, handler: ({[child: string]: Instance}, janitor: Janitor) -> void): Janitor Example: local streamable1 = Streamable.new(someModel, "SomeChild"...
important code input to explain step by step: --theGAflash wait(2) local MarketplaceService = game:GetService("MarketplaceService") local reciveModelPrompt = script.Parent.Parent.Parent.Parent:FindFirstChild("ClickDetector") local productId = script.Parent.Parent.Parent.Parent:FindFirstChild("ID").Value reciveModelPr...
code to explain: --[[ READ ME -- Server API Network:BindFunctions(functions) Network:BindEvents(events) Network:FireClient(client, name, ...) Network:FireAllClients(name, ...) Network:FireOtherClients(ignoreclient, name, ...) Network:FireOtherClientsWithinDistance(ignoreclient, distance, name, ...) Net...
code: --///////////////////////// Constructors --////////////////////////////////////// function module.new(channelName) local obj = setmetatable({}, methods) local BaseFrame, NameTag, NameTagNonSelect, NameTagSelect, NewMessageIcon, UnselectedFrame, SelectedFrame = CreateGuiObjects() obj.GuiObject = BaseFrame ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- shut down the script when we die and reset things Humanoid.Died:Connect(function() coroutine.close(ArmCoroutine) LeftShoulderClone:Destroy() RightShoulderClone:Destroy() Viewmodel:Destroy() if RightShoulder then ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ Provides a client-side API to interact with the server market, including pcalling the network request and wrapping the pcall result and server result together into one result. --]] local ReplicatedStorage = game:...
code: --dbz play sound function module.Play2(humrp, sound, tim) local sound = soundFold[sound]:Clone() sound.Parent = humrp sound:Play() game.Debris:AddItem(sound, tim or sound.TimeLength) --delay(tim or sound.TimeLength, function()) end output: ## Breakdown The provided Lua code defines a function named `Play2...
code: -- Note: Called whenever workspace.CurrentCamera changes, but also on initialization of this script function CameraModule:OnCurrentCameraChanged() local currentCamera = game.Workspace.CurrentCamera if not currentCamera then return end if self.cameraSubjectChangedConn then self.cameraSubjectChangedConn:Di...
code to explain: --[=[ @class SoftShutdownConstants ]=] local require = require(script.Parent.loader).load(script) local Table = require("Table") return Table.readonly({ IS_SOFT_SHUTDOWN_LOBBY_ATTRIBUTE = "IsSoftShutdownLobby", IS_SOFT_SHUTDOWN_UPDATING_ATTRIBUTE = "IsSoftshutdownRebootingServers", }) explanati...
Breakdown this code: --[[ Constants ]] -- local DEFAULT_MOUSE_LOCK_CURSOR = "rbxasset://textures/MouseLockedCursor.png" local CONTEXT_ACTION_NAME = "MouseLockSwitchAction" local MOUSELOCK_ACTION_PRIORITY = Enum.ContextActionPriority.Medium.Value explanation: ## Breakdown The provided code defines constants that are...
query code to breakdown: --// Holiday roooaaAaaoooAaaooOod local _G, game, script, getfenv, setfenv, workspace, getmetatable, setmetatable, loadstring, coroutine, rawequal, typeof, print, math, warn, error, pcall, xpcall, select, rawset, rawget, ipairs, pairs, next, Rect, Axes, os, time, Faces, unpack, string, Color3, ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- deviation: short circuit for now --local MAYBE_ITERATOR_SYMBOL = false -- deviation: typeof(Symbol) == 'function' and Symbol.iterator --local FAUX_ITERATOR_SYMBOL = '@@iterator' type Iterator<T> =...
code: --The button script.Parent.Handle.ClickDetector.MouseClick:connect(function(click) if not on then on = true --On script.Parent.W1.Transparency = 1 script.Parent.W2.Transparency = 0 elseif on then on = false --Off script.Parent.W1.Transparency = 0 script.Parent.W2.Transparency = 1 end end) output...
code to explain: -- @ModuleDescription Library containing other small function useful for programming. local System = require(game.ReplicatedStorage.System) :: any local Basic = {} Basic.Replicated = true local CachedProperties = {} output: ## Breakdown The provided code snippet defines a module named `Basic` and s...
code to explain: --FireBomb game.Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(character) local Humanoid = character:WaitForChild("Humanoid") Humanoid.Died:connect(function() if player.FireBomb.Value == 2 then player.FireBomb.Value = 1 end end) end) end) game.Play...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Compiled with roblox-ts v2.0.4 local default = function(str, prefix) local strArr = string.split(str, "") local prefixArr = string.split(prefix, "") local l = 0 local r = math.min(#str, #prefix...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Decompiled with the Synapse X Luau decompiler. local v1 = script:FindFirstAncestor("MainUI") local l__Bricks__2 = game:GetService("ReplicatedStorage"):WaitForChild("Bricks") local l__TweenService__1 = game:GetService...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Events local Events = ReplicatedStorage.Events local BuyUpgradeEvent = Events.BuyUpgrade local AddUpgradeEvent = Events.AddUpgrade local UpdatePointsEvent = Events.UpdatePoints local TouchCheckpoin...
code to explain: --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 plrData = require(game.ReplicatedStorage.Source.Modules.U...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Compiled with roblox-ts v2.1.0 local TS = require(game:GetService("ReplicatedStorage"):WaitForChild("rbxts_include"):WaitForChild("RuntimeLib")) local Renderable = TS.import(script, game:GetService...
Breakdown this code: --[=[ @param parent Instance @param usePromise boolean @param namespace string? @return ClientComm Constructs a ClientComm object. If `usePromise` is set to `true`, then `GetFunction` will generate a function that returns a Promise that resolves with the server response. If set to `false`, ...
input_code: --Scripting -- Do not touch unless you know what to do-- if chassisversion == "Tyler" then antenna = car.DriveSeat driveseat.IsOn.Changed:connect(function() if driveseat.IsOn.Value == true then handler:FireServer("IsOn", "On") else handler:FireServer("IsOn", "Off") end end) elseif chassisvers...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Decompiled with the Synapse X Luau decompiler. return { Name = "unbind", Aliases = {}, Description = "Unbinds an input previously bound with Bind", Group = "DefaultUtil", Args = { { Type = "userInput ! bind...
important code input to explain step by step: --[[[Default Controls]] --Peripheral Deadzones Tune.Peripherals = { MSteerWidth = 67, -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10, -- Mouse steering deadzone (0 - 100%) ControlLDZone = 5, -- Controller steering L-deadzone (0 - 100%) Cont...
code: -- Properties local held = false local step = 0.01 local percentage = 0 function snap(number, factor) if factor == 0 then return number else return math.floor(number / factor + 0.5) * factor end end UIS.InputEnded:connect(function(input, processed) if input.UserInputType == Enum.UserInputType.MouseButto...
Breakdown this code: -- / Functions / -- EventModule.ActivateEvent = function() local RandomPlayer = PlayingTeam:GetPlayers()[math.random(1, #PlayingTeam:GetPlayers())] if RandomPlayer then BadgeService:AwardBadge(RandomPlayer.UserId, Badges:FindFirstChild(script.Name).Value) local Backpack = RandomPlayer:WaitF...
code: -- for i=1,#points do -- print("POINT #:",i,points[i]) -- Pets.Visualize[i].CFrame = CFrame.new(points[i]) -- end for i = 1, #points do local point = points[i] local done = true repeat local ray = Ray.new(point + Vector3.new(0, 15, 0), Vector3.new(0, -100, 0)) local part, intersection, normal = wor...
code instruction: -- Slider buttons local norm = script.Parent.Slider.SliderBG.Normal local fast = script.Parent.Slider.SliderBG.Fast local max = script.Parent.Slider.SliderBG.Max output: ## Breakdown The provided code defines local variables that reference specific UI buttons within a Roblox game environment. Here'...
input_code: -- Gamepad Input local function GetGamepadInput(step) -- Get gamepad inputs local thumbstick1 = Gamepad:GetPosition(THUMBSTICK_1) local rt = Gamepad:IsDown(BUTTON_RT) -- Update control inputs engine.BoostInput = ((UpdateBoost(rt, step) and 1) or 0) engine.YawInput = ApplyDeadzone(thumbstick1.X) engi...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --------------------) Settings Damage = 0 -- the ammout of health the player or mob will take Cooldown = 5 -- cooldown for use of the tool again ZoneModelName = "Bone broke ground" -- name the zone model MobHumanoidNa...
Start by breaking down the code basically step by step: --[[Engine]] --Torque Curve Tune.Horsepower = 700 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 1100 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 8250 -- Use sliders to manipulate values Tune.Redline = 9750 -- Copy and paste slider values into the r...
Start by breaking down the code basically step by step: --]] function getHumanoid(model) for _, v in pairs(model:GetChildren()) do if v:IsA("Humanoid") then return v end end end local ai = script.Parent local human = getHumanoid(ai) local hroot = ai.HumanoidRootPart local zspeed = hroot.Velocity.magnitude l...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- ROBLOX FIXME: workaround for defult generic param export type MatchersObject_ = MatchersObject<MatcherState> export type ExpectedAssertionsErrors = Array<{ actual: string | number, error: Error, ...
input_code: -- capture two separate generic arguments so that the type error in abuse cases is actionable, but needs CLI-49876 to avoid a false negative local function concat<T, S>(source: Array<T> | T, ...: Array<S> | S): Array<T> & Array<S> local array = {} local elementCount = 0 if isArray(source) then for _, ...
code instruction: --[[Brakes]] Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 3000 -- Front brake force Tune.RBrakeForce = 1500 -- Rear brake force Tune.PBrakeForce = 5000 -- Handbrake force Tune.FLgcyBForce = 15000 -- Front ...
Start by breaking down the code basically step by step: -- Control script.SwitchON.Changed:Connect(function() task.wait() if script.SwitchON.Value == true then if Configuration.IsAPushButton.Value == false then ProximityPrompt.ActionText = Configuration.PromptSettings.ActionText2.Value ProximityPrompt.ObjectT...
Start by breaking down the code basically step by step: --// Stances function Prone() UpdateAmmo() L_112_:FireServer("Prone") L_14_:Create(L_3_:WaitForChild("Humanoid"), TweenInfo.new(0.3), { CameraOffset = Vector3.new(0, -3, 0), }):Play() L_3_:WaitForChild("Humanoid").WalkSpeed = 27.5 if not L_24_.TacticalMo...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ -------------------------------------------------------- DO NOT EDIT BELOW UNLESS YOU WANNA RUIN THE SCRIPT :) ]] -- function enter(new) local gui = script.TextName:Clone() local check = game.W...
Breakdown this code: ---Stat script while true do script.Parent.Text = "" .. math.floor(script.Parent.Parent.Parent.Parent.Parent.Parent.leaderstats.Love.Value) .. " LV" wait(0) end explanation: ## Breakdown The provided Luau script is designed to continuously update the `Text` property of the object that the ...
code instruction: -- Get old data (for migration) function Main:_getOldData(player) local dataStore = DataStoreService:GetDataStore("MainDatastore") local success, data = pcall(function() return dataStore:GetAsync("Player_" .. player.UserId) end) return success, data end Sure, let's break it down: ## Breakdown...
code instruction: -- make the player jump when they touch the part part.Touched:Connect(function(hit) if hit.Parent:FindFirstChild("Humanoid") then hit.Parent.Humanoid.Jump = true end end) output_code: ## Breakdown The provided script is designed to make a player jump when they touch a specific part in a Roblox ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ----------------------------------------------- function findAllFlagStands(root) local c = root:children() for i = 1, #c do if c[i].className == "Model" or c[i].className == "Part" then findAl...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --------------------- script.Parent.Parent.ll1.Transparency = 0 script.Parent.Parent.l1.Transparency = 0 script.Parent.Parent.rr1.Transparency = 0 script.Parent.Parent.h1.Transparency = 0 <<explaining>> Of course, here...
code to explain: --[[ Assert that our expectation value is equal to another value ]] function Expectation:equal(otherValue) local result = (self.value == otherValue) == self.successCondition local message = formatMessage( self.successCondition, ("Expected value %q (%s), got %q (%s) instead"):format( tostring...
code to explain: --[[ function newSound(id) local sound = Instance.new("Sound") sound.SoundId = id sound.Parent = script.Parent.Head return sound end local sDied = newSound("rbxasset://sounds/uuhhh.wav") local sFallingDown = newSound("rbxasset://sounds/splat.wav") local sFreeFalling = newSound("rbxasset://sounds...
Start by breaking down the code basically step by step: --[[ Sends alert of type and message. If players is not specified, will send to everyone, else supports a single player, or a table of players. ]] local ReplicatedStorage = game:GetService("ReplicatedStorage") local SendAlert = ReplicatedStorage.Remotes.SendAler...
important code input to explain step by step: --[=[ Signal that fires when the attribute changes @readonly @prop Changed Signal<()> @within AttributeValue ]=] function AttributeValue:__index(index) if index == "Value" then local result = self._object:GetAttribute(rawget(self, "_attributeName")) local default =...
important code input to explain step by step: --[[ Constructs and returns objects which can be used to model derived reactive state. ]] local Package = script.Parent.Parent local Types = require(Package.Types) local captureDependencies = require(Package.Dependencies.captureDependencies) local initDependency = requir...
code to explain: --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.IceCream -- Change "Sword" to the name of your tool, make sure your tool is in ...
Breakdown this code: --[[ Create a new, empty TestPlan. ]] function TestPlan.new(testNamePattern, extraEnvironment) local plan = { children = {}, testNamePattern = testNamePattern, extraEnvironment = extraEnvironment, } return setmetatable(plan, TestPlan) end explanation of the code: ## Breakdown The prov...
input_code: --[[Brakes]] Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 9000 -- Front brake force Tune.RBrakeForce = 9000 -- Rear brake force Tune.PBrakeForce = 9000 -- Handbrake force Tune.FLgcyBForce = 15000 -- Front brake ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Updater script.Parent.OnServerEvent:connect(function(player, totalPSI, actualPSI, Throttle, BOVFix, BOV_Loudness, TurboLoudness) local DriveSeat = script.Parent.Parent:WaitForChild("DriveSeat") lo...
important code input to explain step by step: -- local Constraint = {} Constraint.__index = Constraint function Constraint.new(pointA, pointB, distance) local self = setmetatable({}, Constraint) self.PointA = pointA self.PointB = pointB self.Distance = distance return self end function Constraint:Solve(dt) ...
query code to breakdown: -- Module 2 function NpcModule.RayY(X, Z, Npc) local rayY = Ray.new(Vector3.new(X, Npc:GetPivot().Y * 2, Z), Vector3.new(X, -(Npc:GetPivot().Y * 4), Z)) local Pos = workspace:FindPartOnRayWithIgnoreList(rayY, RayYIgnore) if Pos ~= nil then if Pos.CanCollide == false then table.insert(Ra...
code instruction: -- 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 if isrunning.Value == false then if humanoid.WalkSpeed > 40 then pl...
code instruction: ---- Change these settings to change stuff (keep the commas, lua doesn't understand n00b syntax) local settings = { splatters_per_health_inc = 12, ---- The amount of blood splatters made when you lose (damage_inc) of health damage_inc = 2, ---- The increment of damage that must be done at a time to...
code to explain: --VARS-- mouse.KeyDown:connect(function(key) if key == "s" then --carSeat.Pump:Play() carSeat.Parent.Body.GB.BP.Transparency = 1 carSeat.Parent.Body.GB.BP2.Transparency = 0 end if key == "w" then carSeat.Parent.Body.GB.GASP.Transparency = 1 carSeat.Parent.Body.GB.GASP2.Transparency = 0 ...
Breakdown this code: --[=[ Disconnects a connection, any `:Fire` calls from now on will not invoke this connection's handler. ```lua local connection = ScriptSignal:Connect(function() end) connection.Connected -> true connection:Disconnect() connection.Connected -> false ``` @ignore ]=] function ScriptConne...
code instruction: --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. workspace = "workspace" players = "getPlayers" welds = "GetModelsData" for i = 1, 10 do print("Adding welds to prevent model breaking") ...
Breakdown this code: --[[ Modes 1 - Normal 2 - First Person --]] Mode = 1 local Look = Vector2.new() Camera = workspace.CurrentCamera Player = game.Players.LocalPlayer UserSettings().GameSettings.Changed:Connect(function(ch) print(ch) if ch == "MouseSensitivity" then Sensitivity = UserSettings().GameSe...
input_code: -- Map storing Player -> Blocked user Ids. local BlockedUserIdsMap = {} PlayersService.PlayerAdded:connect(function(newPlayer) for player, blockedUsers in pairs(BlockedUserIdsMap) do local speaker = ChatService:GetSpeaker(player.Name) if speaker then for i = 1, #blockedUsers do local blockedUse...
input_code: ------------------------- mouse.KeyDown:connect(function(key) key = string.lower(key) if key == "k" then --Camera controls if cam == "car" then Camera.CameraSubject = player.Character.Humanoid Camera.CameraType = "Custom" cam = "freeplr" Camera.FieldOfView = 70 player.Character.Humanoid....
Breakdown this code: --[=[ @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 documentation. :::info Immutabilit...
query code to breakdown: -- Updated 10/14/2014 - Updated to 1.0.3 --- Now handles joints semi-acceptably. May be rather hacky with some joints. :/ local NEVER_BREAK_JOINTS = false -- If you set this to true it will never break joints (this can create some welding issues, but can save stuff like hinges). local functio...
code instruction: --[[ State when the ServerPlayer is in game. ]] local ServerStorage = game:GetService("ServerStorage") local MonsterManager = require(ServerStorage.Source.Managers.MonsterManager) local NOISE_GENERATED = 50 local NOISE_TIMEOUT = 1 local isMoving = false local connections = {} output_code: ## Bre...
code: --[=[ Retrieves the role of the player in the group. @param player Player @param groupId number @return Promise<string> ]=] function GroupUtils.promiseRoleInGroup(player, groupId) assert(typeof(player) == "Instance" and player:IsA("Player"), "Bad player") assert(type(groupId) == "number", "Bad groupId") ...
important code input to explain step by step: --[[** ensures value is either nil or passes check @param check The check to use @returns A function that will return true iff the condition is passed **--]] function t.optional(check) assert(t.callback(check)) return function(value) if value == nil then return ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- end function player.CharacterAdded:connect(characterAdded) if player.Character then characterAdded(player.Character) end player.PlayerGui.ChildAdded:connect(checkReviving) ContextActionService:BindAction("Move", ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Decompiled with the Synapse X Luau decompiler. game:GetService("StarterGui"):SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false) local l__LocalPlayer__1 = game.Players.LocalPlayer local v2 = workspace:WaitForChild(l_...
Start by breaking down the code basically step by step: --Mobile control function CheckMobile() if UserInputService.TouchEnabled == true and UseGyroSteering.Value == false then -- Won't show mobile guis if gyro is enabled UserInputService.ModalEnabled = true GuiControls.Parent = PlayerGui end end function CheckV...
important code input to explain step by step: ------------------------------------------------------------------------------ local function PlayerAdded(player) wait(1) UpdateEveryone() end for _, p in ipairs(game.Players:GetPlayers()) do PlayerAdded(p) end game.Players.PlayerAdded:Connect(PlayerAdded) game.Players...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ----------------- --| Functions |-- ----------------- local function MakeBaseRocket() -- Set up the rocket part local rocket = Instance.new("Part") rocket.Name = "Rocket" rocket.FormFactor = Enum...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Chooses between the different GuiTypes that the emotes can be displayed in ]] local Roact = require(script.Parent.Parent.Packages.Roact) local t = require(script.Parent.Parent.Packages.t) lo...
code instruction: --[[ Handles the client-side of the avatar model inside the vehicle Configures the Humanoid TODO: Add animation to the avatar ]] local ReplicatedStorage = game:GetService("ReplicatedStorage") local ReplicatedConstants = require(ReplicatedStorage.Source.Constants.ReplicatedConstants) loc...
Breakdown this code: -- Are we falling? hum.FreeFalling:connect(function() FreeFalling = true end) explanation of the code: ## Breakdown The provided code snippet is written in Luau, which is a scripting language used in Roblox for creating interactive experiences. Here's a step-by-step breakdown of what the code d...
code instruction: --[[ Utility function to log a Fusion-specific error. ]] local Package = script.Parent.Parent local Types = require(Package.Types) local messages = require(Package.Logging.messages) local function logError(messageID: string, errObj: Types.Error?, ...) local formatString = messages[messageID] if f...
input_code: -- ROBLOX FIXME: add type constraint <EachCallback extends TestCallback> type Each<EachCallback> = ((table: EachTable, ...any) -> (title: string, test: EachTestFn<EachCallback>, timeout: number?) -> ()) | (() -> () -> ()) export type HookBase = (testName: TestName, fn: TestFn, timeout: number?) -> () ex...