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Start by breaking down the code basically step by step: --[[ Function to call and retry a given function, up to maxAttempts times. This function waits pauseConstant + (pauseExponent ^ numAttempts) between retries for progressive exponential backoff. Calls are made with the functionCallHandler (default: pcall) and t...
Breakdown this code: -- FRAMEWORK export type FrameworkType = { Logger: { print: (...any) -> (), debug: (...any) -> (), warn: (...any) -> (), error: (...any) -> (), }, Functions: {}, Modules: (...any) -> ...any & {}, Services: ( ...any ) -> ...any & { Workspace: Workspace, Players: Players, Light...
important code input to explain step by step: --[=[ Like [GetRemoteFunction] but in promise form. @function PromiseGetRemoteFunction @within PromiseGetRemoteFunction @param name string @return Promise<RemoteFunction> ]=] if not RunService:IsRunning() then -- Handle testing return function(name) return Promis...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Made by Luckymaxer Character = script.Parent BaseColor = BrickColor.new("Bright yellow") Color = BaseColor.Color Duration = 150 Classes = { BasePart = { BrickColor = BaseColor, Material = E...
query code to breakdown: --Preforms a "soft shutdown". It will teleport players to a reserved server --and teleport them back, with a new server. ORiginal version by Merely. --Be aware this will hard shutdown reserved servers. local PlaceId = game.PlaceId local Players = game:GetService("Players") local TeleportServi...
code to explain: --Precalculated paths local t, f, n = true, false, {} local r = { [58] = { { 58 }, t }, [49] = { { 58, 56, 30, 41, 39, 35, 34, 32, 31, 29, 28, 44, 45, 49 }, t }, [16] = { n, f }, [19] = { { 58, 20, 19 }, t }, [59] = { { 58, 56, 30, 41, 59 }, t }, [63] = { { 58, 20, 63 }, t }, [34] = { { 58, 56, ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ LOWGames Studios Date: 27 October 2022 by Elder ]] -- local u1 = nil coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library")) end)(...
code: ----------- UTILITIES -------------- local Util = {} do function Util.Create(instanceType) return function(data) local obj = Instance.new(instanceType) local parent = nil for k, v in pairs(data) do if type(k) == "number" then v.Parent = obj elseif k == "Parent" then parent = v el...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Compiled with roblox-ts v2.1.0 local default = { ["0"] = 0, px = 1, ["1"] = 1, ["2"] = 2, ["4"] = 4, ["8"] = 8, } return { default = default, } Sure. Here is a summary: ## Breakdown The provided Lua module i...
query code to breakdown: --!strict local Types = require(script.Parent.Types) type ServerBridge = { Fire: (self: ServerBridge, target: Player | Types.PlayerContainer, content: Types.Content) -> (), Connect: (self: ServerBridge, callback: (player: Player, content: Types.Content?) -> ()) -> Connection, Once: (self: S...
code to explain: --[[Weight and CG]] Tune.Weight = 1760 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 0.2, --[[Height]] 0.2, --[[Length]] 0.2, } Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front whee...
Breakdown this code: -- functions function stopAllAnimations() local oldAnim = currentAnim -- return to idle if finishing an emote if emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false then oldAnim = "idle" end currentAnim = "" currentAnimInstance = nil if currentAnimKeyframeHandler ~= nil then c...
code instruction: --[[ Mobile.TouchStarted(position) Mobile.TouchEnded(position) Mobile.TouchMoved(position, delta) Mobile.TouchTapInWorld(position) Mobile.TouchPinch(scale, state) --]] local Mobile = {} local RAY = Ray.new local workspace = workspace local userInput = game:GetService("UserInputService") lo...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --add the power laser flickering here --skipped wait(0.7) Utils:CreateTween(game.Lighting.ColorCorrection, { 0.25 }, { Contrast = 1, Brightness = 2 }, true) wait(12) game.Lighting.ColorCorrection.Contrast = -1 Utils:Crea...
code instruction: --[[Controls]] local _CTRL = _Tune.Controls local Controls = Instance.new("Folder", script.Parent) Controls.Name = "Controls" for i, v in pairs(_CTRL) do local a = Instance.new("StringValue", Controls) a.Name = i a.Value = v.Name a.Changed:connect(function() if i == "MouseThrottle" or i == "Mou...
code instruction: --- VARIABLES/CONSTANTS --- THROW_MULTIPLIER = 0.25 local Tool = {} Tool.MouseButton1 = function(Character, ExtraData) -- Throw local MousePosition = ExtraData[1] local Net = Character:FindFirstChildOfClass("Tool") if not Net:FindFirstChild("Display") then return end Character.Humanoid:Loa...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[Leaning]] -- Tune.LeanSpeed = 0.07 -- How quickly the the bike will lean, .01 being slow, 1 being almost instantly Tune.LeanProgressiveness = 30 -- How much steering is kept at higher speeds, a lower number is less s...
query code to breakdown: --[[ Calls a given callback on some specified interval until the clear function is called. The callback is given deltaTime since it was last called, along with any extra parameters passed to setInterval. The first callback call is made after intervalSeconds passes, i.e. it is not immedi...
Start by breaking down the code basically step by step: ------------------------------------------------------------------------------ ---------- This code tries to load dynamically into an ongoing show ---------- local timeUntilNextShow, timeIntoShow = calculateShowTimes() local shouldLoadPSV = true for _, scene in ...
query code to breakdown: --[=[ @tag Component @param config ComponentConfig @return ComponentClass Create a new custom Component class. ```lua local MyComponent = Component.new({Tag = "MyComponent"}) ``` A full example might look like this: ```lua local MyComponent = Component.new({ Tag = "MyComponent",...
code: -- This is an overloaded function for TransparencyController:SetupTransparency(character) -- Do not call directly, or it will throw an assertion! function FpsCamera:SetupTransparency(character, ...) assert(self ~= FpsCamera) self:BaseSetupTransparency(character, ...) if self.AttachmentListener then self.At...
code to explain: --[[Misc]] Tune.LoadDelay = 0.1 -- Delay before initializing chassis (in seconds) Tune.AutoStart = false -- Set to false if using manual ignition plugin Tune.AutoFlip = false -- Set to false if using manual flip plugin explanation: ## Breakdown The provided code snippet is intended to define a confi...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- functions local function Raycast(ray, ignore) ignore = ignore or {} local hit, position, normal local success = false repeat hit, position, normal = Workspace:FindPartOnRayWithIgnoreList(r...
input_code: ----------------- --| Variables |-- ----------------- local DebrisService = Game:GetService("Debris") local PlayersService = Game:GetService("Players") local Tool = script.Parent local ToolHandle = Tool.Handle local RocketScript = WaitForChild(script, "Rocket") local SwooshSound = WaitForChild(script, "...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ Public API ]] -- function DPad:Enable() DPadFrame.Visible = true end function DPad:Disable() DPadFrame.Visible = false OnInputEnded() end function DPad:Create(parentFrame) if DPadFrame then DPadFrame:Destroy...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ A symbol for representing nil values in contexts where nil is not usable. ]] local Package = script.Parent.Parent local Types = require(Package.Types) return { type = "Symbol", name = "None", } :: Types.None ...
important code input to explain step by step: --lights local Red1 = script.Parent.Red1 local Red2 = script.Parent.Red2 local RL = script.Parent.RL local RR = script.Parent.RR local FL = script.Parent.FL local FR = script.Parent.FR local f1 = script.Parent.WhiteFront local f2 = script.Parent.WhiteFront2 local r1 = scrip...
input_code: --Weld stuff here MakeWeld(car.Misc.LMIRR.Handle, car.DriveSeat, "Motor", 0.1).Name = "M" ModelWeld(car.Misc.LMIRR, car.Misc.LMIRR.Handle) MakeWeld(car.Misc.RMIRR.Handle, car.DriveSeat, "Motor", 0.1).Name = "M" ModelWeld(car.Misc.RMIRR, car.Misc.RMIRR.Handle) code breakdown: ## Breakdown The provided c...
input_code: -- Core selection system Selection = {} Selection.Items = {} Selection.ItemIndex = {} Selection.Outlines = {} Selection.Color = BrickColor.new("Cyan") Selection.Multiselecting = false output_code: ## Breakdown The provided code initializes a basic selection system in Roblox using Luau, which is the scrip...
important code input to explain step by step: --//Name Updater local Module = script.Parent.Parent.Parent.Parent.Parent.Settings local Modulee = require(Module) local Name = Modulee.CurrencyName script.Parent.Name = Name .. " : " .. script.Parent.Parent.Parent.CurrencyToCollect.Value script.Parent.Parent.Parent.Curr...
important code input to explain step by step: -- Variables: local boat = script.Parent.Parent local Animations = boat.Parent.Animations local MainModel = boat.Main_Model local MainPart = MainModel.MAIN local PartsModel = boat.Parts local GearShiftSound = MainPart.GearShift local Values = MainModel.Values local EngineOn...
Start by breaking down the code basically step by step: --!strict local Array = script.Parent.Parent local LuauPolyfill = Array.Parent local types = require(LuauPolyfill.types) type Object = types.Object type Array<T> = types.Array<T> type mapFn<T, U> = (element: T, index: number) -> U type mapFnWithThisArg<T, U> = (t...
important code input to explain step by step: --------------------------------------------------------------- function onChildAdded(child) if child.Name == "SeatWeld" then local human = child.part1.Parent:findFirstChild("Humanoid") if human ~= nil then print("Human IN") seat.SirenPanel.Control.CarName.Value ...
code: -- ================================================================================ -- Settings - Speedster -- ================================================================================ local Settings = {} Settings.DefaultSpeed = 125 -- Speed when not boosted [Studs/second, Range 50-300] Settings.BoostSpe...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[Wheel Alignment]] --[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = 2 Tune.RCamber = -1 Tune.FToe = 0 Tune.RToe = 0 explanation: ## Breakdown The provided code snippet creates...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[=[ Works line combineLatest, but allow the transformation of a brio into an observable that emits the value, and then nil, on death. The issue here is this: 1. Resources are found with combin...
input_code: -- Decompiled with the Synapse X Luau decompiler. local v1 = {} local l__ReplicatedStorage__2 = game.ReplicatedStorage local v3 = require(game.ReplicatedStorage.Modules.Lightning) local v4 = require(game.ReplicatedStorage.Modules.Xeno) local v5 = require(game.ReplicatedStorage.Modules.CameraShaker) local l...
input_code: ------------------------------------------------------------------------ -- codes loading of nil, optimization done if consecutive locations -- * used in luaK:discharge2reg(), (lparser) luaY:adjust_assign() ------------------------------------------------------------------------ function luaK:_nil(fs, from,...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[Steering]] function Steering() --Mouse Steer if _MSteer then local msWidth = math.max(1, mouse.ViewSizeX * _Tune.Peripherals.MSteerWidth / 200) local mdZone = _Tune.Peripherals.MSteerDZone / 100 local mST = ...
input_code: ---------------------------------- ------------FUNCTIONS------------- ---------------------------------- function Receive(player, action, ...) local args = { ... } if player == User and action == "play" then Connector:FireAllClients( "play", User, args[1], Settings.SoundSource.Position, ...
code to explain: --[=[ @param object any -- Object to remove Removes the object from the Janitor and cleans it up. ```lua local part = Instance.new("Part") Janitor:Add(part) Janitor:Remove(part) ``` ]=] function Janitor:Remove(object: any): boolean local objects = self._objects for i, obj in ipairs(objects) d...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[Susupension]] Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusS...
input_code: ------------------------- function onClicked() Car.BodyVelocity.velocity = Vector3.new(0, 3, 0) end script.Parent.ClickDetector.MouseClick:connect(onClicked) explanation of the code: ## Breakdown The provided Luau script is designed to change the velocity of an object named `Car` when the `ClickDetector...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ Function called upon entering the state - creates the systems, and initialises the game loop. ]] function ServerGame.onEnter(stateMachine, event, from, to) SystemManager.createSystems() local engine = SystemMana...
code instruction: --[[ Utility script that holds a cache of player character appearances. Allows the game to load appearances as soon as the player enters the game, thereby reducing risk of lengthy Roblox server requests slowing down critial times in the game loop. ]] local ReplicatedStorage = game:GetService("Replic...
Start by breaking down the code basically step by step: --// Functions UIS.InputBegan:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.X then if Chatting == true then Skip = true Sounds.Click:Play() end end end) UIS.InputBegan:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.Z then if C...
Breakdown this code: ---Setting events to all buttons ButtonsPanel.Lights.MouseButton1Click:Connect(function() ---Checking if the player is in a vehicle if Char.Humanoid.SeatPart ~= nil and Char.Humanoid.SeatPart.Parent:FindFirstChild("Stats") then Char.Humanoid.SeatPart.Parent.VehicleSeat.ChassisMain["Lights"]:Fi...
code instruction: -- Controls the field-of-view of the camera depending on the player's setting. -- -- ForbiddenJ NormalFov = 70 WideFov = 85 Camera = workspace.CurrentCamera FovSetting = game.ReplicatedStorage.ClientConfig.WideFOV function Update() Camera.FieldOfView = FovSetting.Value and WideFov or NormalFov end...
important code input to explain step by step: --tables local SoundTable = {} local AnimTable = {} local function PickThing(ThingToPick) if ThingToPick == "Swing" then --pick anim local SwingA = AnimTable[R:NextInteger(1, #AnimTable)] local findA = Tool.Animations:findFirstChild(SwingA) return findA elseif Th...
Breakdown this code: --// UI Tween Info local L_138_ = TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.Out, 0, false, 0) local L_139_ = { TextTransparency = 1, } result breakdown output: ## Breakdown The code provided consists of two parts: the creation of a `TweenInfo` object and the creation of a ta...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[[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 =...
Breakdown this code: -- Render the map at 0FPS (static since we know it doesn't change) for i, d in pairs(workspace:GetDescendants()) do local isHum = false if d.Parent then local hum = d.Parent:FindFirstChild("Humanoid") if hum then if hum:IsA("Humanoid") then isHum = true end end end if d:IsA("Ba...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Returns a list of the keys from the given dictionary. ]] local function keys(dictionary) local new = {} local index = 1 for key in pairs(dictionary) do new[index] = key index = index + 1...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --- Rainbow FX return function(gui, property, speed) --- Variables speed = speed or 1 -- local running = true --- Main coroutine.wrap(function() local _tick = tick() -- while gui and gui...
Breakdown this code: -- services local ReplicatedStorage = game:GetService("ReplicatedStorage") local Players = game:GetService("Players") explanation of the code: ## Breakdown The provided Luau code performs two main actions: it retrieves and stores references to the `ReplicatedStorage` and `Players` services in R...
input_code: --Rescripted by Luckymaxer Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") ServerControl = Tool:WaitForChild("ServerControl") ClientControl = Tool:WaitForChild("ClientControl") ClientControl.OnClientInvoke = function(Mode, Value) if Mode == "PlaySound" and...
Start by breaking down the code basically step by step: -- The subset of a Promise that React APIs rely on. This resolves a value. -- This doesn't require a return value neither from the handler nor the -- then function. -- ROBLOX FIXME: workaround for Luau recursive type used with different parameters. delete this cop...
Start by breaking down the code basically step by step: --Funcion Del AutoClick local plr = script.Parent.Parent.Parent local timeAuto = plr.PlayerStats.timeAuto local lea = plr:WaitForChild("leaderstats") -- Nombre De La Carpeta De Su Sistema De Dinero local gold = lea:WaitForChild("TimesClicked") -- Nombre De Su Sis...
code instruction: -- Given element.props.children, or subtree during recursive traversal, -- return flattened array of children. local function getChildren(arg: unknown, children_: Array<unknown>?) local children = children_ or {} if Array.isArray(arg) then Array.forEach(arg :: Array<unknown>, function(item) get...
Start by breaking down the code basically step by step: ---Setting IDs for _, v in pairs(Car.Chassis:GetChildren()) do if v.Name == "Id" then if game.Players:FindFirstChild(CarStats.Owner.Value) then v.S.T.Text = game.Players[CarStats.Owner.Value].UserId end end end step by step breakdown/explanation: ## Bre...
code: ---- Script: ----- Event.OnServerEvent:Connect(function(player, Skin) local PlayerInventory = player.Inventory --Skin 1 de la caja if Skin == 1 then player.Inventory.Asphalt.Quantity.Value += 1 elseif Skin == 2 then player.Inventory.Camo.Quantity.Value += 1 elseif Skin == 3 then player.Inventory.Lime...
Breakdown this code: -- Calls fn(...) in a separate thread and returns false if it errors or invoking client leaves the game. -- Fail state is only checked every 0.5 seconds, so don't expect errors to return immediately function SafeInvokeCallback(handler, ...) local finished = false local callbackThread local invok...
code instruction: --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 workspac...
code: --// Recoil Settings gunrecoil = -0.75 -- How much the gun recoils backwards when not aiming camrecoil = 1.06 -- How much the camera flicks when not aiming AimGunRecoil = -0.75 -- How much the gun recoils backwards when aiming AimCamRecoil = 0.83 -- How much the camera flicks when aiming CamShake = 7 -- THIS IS ...
code: ------------------------------------------------------------------------ -- -- * used in (lparser) luaY:whilestat(), luaY:repeatstat(), luaY:forbody() ------------------------------------------------------------------------ function luaK:patchlist(fs, list, target) if target == fs.pc then self:patchtohere(fs, ...
Start by breaking down the code basically step by step: -- setup emote chat hook game:GetService("Players").LocalPlayer.Chatted:Connect(function(msg) local emote = "" if msg == "/e dance" then emote = dances[math.random(1, #dances)] elseif string.sub(msg, 1, 3) == "/e " then emote = string.sub(msg, 4) elseif st...
input_code: --[[ Check if all humanoids has completed animation for hiding/showing. ]] modules.waitForHumanoidAnimations = function(self) return function() for _, humanoidController in pairs(self.humanoidControllers) do if humanoidController:isAnimating() then humanoidController.animationCompleted.Event:Wait...
code to explain: --Formula secreta de don cangrejo local RebirthFormule = game:GetService("ReplicatedStorage").GameProperties.RebirthFormule local Formula = RebirthFormule.Value + (RebirthFormule.Value * Multiplier.Value) if Points.Value >= Formula then Text.TextColor3 = Color3.new(0, 1, 0.14902) Text.Text = "Rebirt...
Start by breaking down the code basically step by step: -- SETUP ICON TEMPLATE local topbarPlusGui = Instance.new("ScreenGui") topbarPlusGui.Enabled = true topbarPlusGui.DisplayOrder = 0 topbarPlusGui.IgnoreGuiInset = true topbarPlusGui.ResetOnSpawn = false topbarPlusGui.Name = "TopbarPlus" local activeItems = Instanc...
code instruction: --------RIGHT DOOR -------- game.Workspace.doorright.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.V...
important code input to explain step by step: --------------------------- --Seat Offset (Make copies of this block for passenger seats) car.DriveSeat.ChildAdded:connect(function(child) if child.Name == "SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent) ~= nil then ch...
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....
input_code: ----------------- --| Variables |-- ----------------- local DebrisService = Game:GetService("Debris") local PlayersService = Game:GetService("Players") local Rocket = script.Parent local CreatorTag = Rocket:WaitForChild("creator") local Tank = Rocket:WaitForChild("Tank").Value explanation: ## Breakdown...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Public API ]] -- function MasterControl:Init() local renderStepFunc = function() if LocalPlayer and LocalPlayer.Character then local humanoid = getHumanoid() if not humanoid then ret...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[Susupension]] Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 9000 -- S...
Breakdown this code: -- Decompiled with the Synapse X Luau decompiler. local l__Players__1 = game:GetService("Players") local v2 = l__Players__1.LocalPlayer if not v2 then l__Players__1:GetPropertyChangedSignal("LocalPlayer"):Wait() v2 = l__Players__1.LocalPlayer end local u1 = false local u2 = nil local u3 = UDim2....
code: --[[ Functions of BaseCamera that are overridden by OrbitalCamera ]] -- function OrbitalCamera:GetCameraToSubjectDistance() return self.curDistance end function OrbitalCamera:SetCameraToSubjectDistance(desiredSubjectDistance) local player = PlayersService.LocalPlayer if player then self.currentSubjectDistan...
code: --//Main Function ProximityPrompt.Triggered:Connect(function(Player) local Character = Player.Character local Torso = Character:WaitForChild("Head") ProximityPrompt.ActionText = "Wear" if Character:FindFirstChild(script.Parent.Parent.Name) then Character[script.Parent.Parent.Name]:Destroy() else local Ne...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[** ensures value is NaN @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]] function t.nan(value) if value ~= value then return true else return fal...
code instruction: --// Return values: bool filterSuccess, bool resultIsFilterObject, variant result function methods:InternalApplyRobloxFilterNewAPI(speakerName, message) --// USES FFLAG local alwaysRunFilter = false local runFilter = RunService:IsServer() and not RunService:IsStudio() if alwaysRunFilter or runFilte...
query code to breakdown: --[[ Construct the value that is assigned to Roact's context storage. ]] local function createContextEntry(currentValue) return { value = currentValue, onUpdate = createSignal(), } end local function createProvider(context) local Provider = Component:extend("Provider") function Provi...
code instruction: -- @outline // RUNNER function Module.ClientInit() Module.CreateModel() end function Module.ClientUpdate(dt) local Cam = game.Workspace.CurrentCamera Module.Model:SetPrimaryPartCFrame(Cam.CFrame * CFrame.new(1.5, -1, -1.5)) end return Module Sure. Here is a summary: ## Breakdown The provided...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]] local autoscal...
query code to breakdown: --[[Controls]] local _CTRL = _Tune.Controls local Controls = Instance.new("Folder") Controls.Name = "Controls" Controls.Parent = script.Parent for i, v in pairs(_CTRL) do local a = Instance.new("StringValue") a.Name = i a.Value = v.Name a.Parent = Controls a.Changed:Connect(function() i...
important code input to explain step by step: --[[** Yields the current thread until the specified amount of seconds have elapsed. This uses Heartbeat to avoid using the legacy scheduler. @param [t:optional<t:numberMin<0>>] Seconds The amount of seconds the thread will be yielded for. Defaults to 0.03. @returns [t:...
code instruction: -- Decompiled with the Synapse X Luau decompiler. function PlaySound() script.Sound:Play() end script.Parent.MouseButton1Click:Connect(PlaySound) code breakdown: ## Breakdown The provided Luau script is designed to play a sound when the object it is attached to is clicked with the left mouse butt...
important code input to explain step by step: --[[ A signal value indicating that a child should use its parent's key, because it has no key of its own. This occurs when you return only one element from a function component or stateful render function. ]] ElementUtils.UseParentKey = Symbol.named("UseParentKey") t...
Start by breaking down the code basically step by step: --Made by Luckymaxer Figure = script.Parent RunService = game:GetService("RunService") Creator = Figure:FindFirstChild("Creator") Humanoid = Figure:WaitForChild("Humanoid") Head = Figure:WaitForChild("Head") Torso = Figure:WaitForChild("Torso") Neck = Torso:W...
query code to breakdown: -- May return NaN or inf or -inf -- This is a way of finding the angle between the two vectors: local function findAngleBetweenXZVectors(vec2, vec1) return math.atan2(vec1.X * vec2.Z - vec1.Z * vec2.X, vec1.X * vec2.X + vec1.Z * vec2.Z) end local function GetOrientationZY(backVector, upVector...
query code to breakdown: --[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]] local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local handler = ...
query code to breakdown: --!strict local Array = script.Parent local isArray = require(Array.isArray) type Array<T> = { [number]: T } local RECEIVED_OBJECT_ERROR = "Array.concat(...) only works with array-like tables but " .. "it received an object-like table.\nYou can avoid this error by wrapping the " .. "object-l...
important code input to explain step by step: --[[Transmission]] Tune.Clutch = true -- Implements a realistic clutch, change to "false" for the chassis to act like AC6.81T. Tune.TransModes = { "Manual" } --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Ma...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation ------------------------- function DoorClose() if Shaft00.MetalDoor.CanCollide == false then Shaft00.MetalDoor.CanCollide = true while Shaft00.MetalDoor.Transparency > 0.0 do Shaft00.MetalDoor.Transparency = Shaf...
Breakdown this code: --lighting.Technology = default button.MouseButton1Down:connect(function() toggle = not toggle if toggle == true then button.Text = "low" lighting.GlobalShadows = false --lighting.Technology = "ShadowMap" else button.Text = "high" lighting.GlobalShadows = true --lighting.Technology =...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ Package link auto-generated by Rotriever ]] local PackageIndex = script.Parent.Parent.Parent._Index local Package = require(PackageIndex["JestMessageUtil"]["JestMessageUtil"]) export type StackTraceConfig = Packa...
input_code: --[[ This component acts as a stand-in for the ScreenshotHud camera button. In the event that ScreenshotHud is not available (from the flag being off or when testing in stories) we render our own camera button so we can see how everything will look before hitting production. When ScreenshotHud is ava...
code instruction: --[[Weight and CG]] Tune.Weight = 2500 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6, --[[Height]] 3.5, --[[Length]] 9, } Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels,...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- yaw-axis rotational velocity of a part with a given CFrame and total RotVelocity local function yawVelocity(rotVel, cf) return math.abs(cf.YVector:Dot(rotVel)) end local worldDt = 1 / 60 local VRVehicleCamera = setm...
Start by breaking down the code basically step by step: -- Gradually regenerates the Humanoid's Health over time. local REGEN_RATE = 2 / 100 -- Regenerate this fraction of MaxHealth per second. local REGEN_STEP = 1 -- Wait this long between each regeneration step. output_code: ## Breakdown The provided code snippet...
important code input to explain step by step: -- wait() oldpos = CFrame.new(game.Players.LocalPlayer.Character.Head.CFrame.p + Vector3.new(0, 5, 0)) game.Players.LocalPlayer.CameraMaxZoomDistance = 20 game.Players.LocalPlayer.CameraMinZoomDistance = 20 workspace.CurrentCamera.CameraSubject = nil wait() for i = 1, 25 do...