text stringlengths 54 19.6k |
|---|
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... |
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