text
stringlengths
54
19.6k
important code input to explain step by step: --[[** <description> Run this once to combine all keys provided into one "main key". Internally, this means that data will be stored in a table with the key mainKey. This is used to get around the 2-DataStore2 reliability caveat. </description> <parameter name = "mai...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Decompiled with the Synapse X Luau decompiler. local l__UserInputService__1 = game:GetService("UserInputService") if l__UserInputService__1.KeyboardEnabled == true then script.Parent.Launcher.Tex...
important code input to explain step by step: --[=[ Deep equivalent comparison of a table assuming keys are indexable in the same way. @param target table -- Table to check @param source table -- Other table to check @return boolean ]=] function Table.deepEquivalent(target, source) if target == source then retu...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Clamp a vector to a max given magnitude: local function ClampMagnitude(vector, mag) return (vector.Magnitude > mag and (vector.Unit * mag) or vector) end explanation of the code: ## Breakdown The provided code def...
important code input to explain step by step: ------------------------- function onClicked() R.Function1.Disabled = true FX.ROLL.BrickColor = BrickColor.new("CGA brown") FX.ROLL.loop.Disabled = true FX.REVERB.BrickColor = BrickColor.new("CGA brown") FX.REVERB.loop.Disabled = true FX.GATE.BrickColor = BrickColo...
code to explain: ---------------------------------------------FLASHER RELAY-------------------------------------------------------------------- Controller = script.Parent.Parent.ControllerTimings Flash1 = Controller.FlashTime1.Value Flash2 = Controller.FlashTime2.Value while true do wait() if script.Parent.Parent.Sig...
code to explain: --This is the server sided module for handling this vehicles seating requests local Players = game:GetService("Players") local Workspace = game:GetService("Workspace") local HttpService = game:GetService("HttpService") local DOOR_OPEN_SPEED = 2.15 local DOOR_OPEN_ANGLE = 55 local DOOR_OPEN_TIME = 0.5 ...
code to explain: --//N//-- if script.Parent.Gear.Value == 0 then if carSeat.Throttle == 1 then carSeat.Parent.Parent.RFW.VS.Throttle = 0 carSeat.Parent.Parent.LFW.VS.Throttle = 0 carSeat.Parent.Parent.RRW.VS.Throttle = 0 carSeat.Parent.Parent.LRW.VS.Throttle = 0 carSeat.Parent.Parent.RRW.VS.Torque = cst.Valu...
important code input to explain step by step: -- Update humanoid's WalkSpeed based on sprint state and health local function updateWalkSpeed() local sprintKeyDown = checkSprintKeyDown() local baseSpeed = humanoid.Health / 100 * 16 local sprintSpeed = baseSpeed * SPRINT_MULTIPLIER if humanoid.Health <= SPRINT_DISAB...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --//For some reason, the audios won't play by themselves, so I've made this script to force play them. ~Wild script.Parent.ambience1:Play() script.Parent.ambience2:Play() script.Parent.ambience3:Play...
input_code: --black waz here while wait() do if script.Parent.Parent.Parent.DriveSeat.Throttle == 1 then script.Parent.Fire.Enabled = true script.Parent.Fire.Heat = script.Parent.Parent.Parent.DriveSeat.Velocity.Magnitude / 20 elseif script.Parent.Parent.Parent.DriveSeat.Throttle == 0 or script.Parent.Parent.P...
code to explain: --- Sets the text in the command bar text box, and captures focus function Window:SetEntryText(text) Entry.TextBox.Text = text if self:IsVisible() then Entry.TextBox:CaptureFocus() end end explanation of the code: ## Breakdown The provided code defines a method `SetEntryText` for a `Window` cl...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Create component local ToolList = Roact.PureComponent:extend(script.Name) function ToolList:init() self.Maid = Maid.new() self.CanvasSize, self.SetCanvasSize = Roact.createBinding(UDim2.new()) ...
query code to breakdown: --[[ Runs all test and reports the results using the given test reporter. If no reporter is specified, a reasonable default is provided. This function demonstrates the expected workflow with this testing system: 1. Locate test modules 2. Generate test plan 3. Run test plan 4. Report te...
Breakdown this code: -- << VARIABLES >> local commandDebounce = main.settings.CommandDebounce main.functionsInLoop = {} main.commandsExecuted = {} main.commandsExecutedDivider = 10 output_code: ## Breakdown 1. **Comment Block**: The code starts with a comment block labeled `<< VARIABLES >>`. This is a form of docume...
code instruction: --RedEgg-- EggEvent.Hitbox.Touched:Connect(function(hit) if hit.Parent:IsA("Tool") and hit.Parent.Name == ToolRequired1 then if game.ReplicatedStorage.ItemSwitching.Value == true then hit.Parent:Destroy() end EggEvent.SoundPart.Insert:Play() EggEvent.RedEgg.Transparency = 0 EggEvent.Loc...
code instruction: -- / Functions / -- EventModule.ActivateEvent = function() local RandomPlayer1 = PlayingTeam:GetPlayers()[math.random(1, #PlayingTeam:GetPlayers())] local Character1 = RandomPlayer1.Character or RandomPlayer1.CharacterAdded:Wait() local Humanoid1 = Character1:WaitForChild("Humanoid") local Humano...
important code input to explain step by step: --!nonstrict local StarterGui = game:GetService("StarterGui") local initialized = false local CameraUI: any = {} do -- Instantaneously disable the toast or enable for opening later on. Used when switching camera modes. function CameraUI.setCameraModeToastEnabled(enable...
Start by breaking down the code basically step by step: -- Create a function to update the timer label local function updateTimerLabel() timerLabel.Text = tostring(tick()) -- make the label text visible in large font timerLabel.FontSize = "Size48" timerLabel.TextColor3 = Color3.new(1, 1, 1) end output: ## Breakdo...
important code input to explain step by step: --[[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 == ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ Local Functions ]] -- function MouseLockController:OnMouseLockToggled() self.isMouseLocked = not self.isMouseLocked if self.isMouseLocked then local cursorImageValueObj = script:FindFirstChild("CursorImage") ...
input_code: -- Decompiled with the Synapse X Luau decompiler. local u1 = nil coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Resources")) end)() return function(p1, p2, p3, p4) p1 = p1 or 1 p2 = p2 or 1 p3 = p3 or Color3.new(1, 1, 1) p4 = p4 or 0 task.defer(function() local v1 = Ins...
important code input to explain step by step: --// Script BUYB.MouseButton1Click:connect(function() if Player.Cash.Value >= Price.Value then Player.Cash.Value = Player.Cash.Value - Price.Value local weapon = game.ReplicatedStorage.Weapons[Frame.Name]:clone() weapon.Parent = Player.Backpack end end) output_cod...
input_code: --Made by Superluck, Uploaded by FederalSignal_QCB. --Made by Superluck, Uploaded by FederalSignal_QCB. --Made by Superluck, Uploaded by FederalSignal_QCB. while true do script.Parent.Parent.Parent.Sound.Sound.EmitterSize = 0 script.Parent.Parent.Parent.Sound.Sound2.EmitterSize = 0 wait((math.random(600,...
input_code: --------------------[ STANCE FUNCTIONS ]---------------------------------------------- function Stand(OnDeselected) local LHip = Torso["Left Hip"] local RHip = Torso["Right Hip"] local Root = HRP.RootJoint Stance = 2 if not OnDeselected then spawn(function() local PreviousOffset = Humanoid.Camera...
code to explain: -- (Hat Giver Script - Loaded.) debounce = true function onTouched(hit) if hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true then debounce = false h = Instance.new("Hat") p = Instance.new("Part") h.Name = "GreenTopHat" p.Parent = h p.Position = hit.Parent:findFirstChild("...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Play sounds for _, effect in pairs(EffectsToPlay:GetChildren()) do effect.Parent = effectPart if effect:IsA("Sound") then effect:Play() end end DebrisService:AddItem(effectPart, 4) RootModel:Destroy() Sure, l...
important code input to explain step by step: -- local script inside a TextLabel local player = game.Players.LocalPlayer local goldValue = player.leaderstats.Gold local textLabel = script.Parent local function updateText() local gold = goldValue.Value if gold > 999 then if gold >= 1000000 then textLabel.Text = ...
important code input to explain step by step: --[=[ Shows the pane @param doNotAnimate boolean? -- True if this visiblity should not animate ]=] function BasicPane:Show(doNotAnimate) self:SetVisible(true, doNotAnimate) end step by step breakdown/explanation: ## Breakdown The provided code defines a method named `...
code instruction: --///////////////-- --Helping Methods-- --///////////////-- local function InvokeVector(Vector, Function) return Vector3.new(Function(Vector.X), Function(Vector.Y), Function(Vector.Z)) end local function GetOffset(Region, Position) local Center = Region.Center local Rotation = Region.Rotation l...
code to explain: --Listen to seat enter/exit VehicleSeating.AddSeat(DriverSeat, onEnterSeat, onExitSeat) for _, seat in ipairs(AdditionalSeats) do VehicleSeating.AddSeat(seat, onEnterSeat, onExitSeat) end local function playerAdded(player) local playerGui = player:WaitForChild("PlayerGui") if not playerGui:FindFi...
input_code: -- A table to prevent users from equipping multiple clothing items that go in the same "slot". GroupedAccessoryTypes = {} GroupedAccessoryTypes[1] = { Enum.AccessoryType.Pants, Enum.AccessoryType.Shorts, Enum.AccessoryType.DressSkirt, Enum.AccessoryType.Waist, } GroupedAccessoryTypes[2] = { Enum.Access...
Breakdown this code: -- Inputs local KEY_W = Enum.KeyCode.W local KEY_A = Enum.KeyCode.A local KEY_S = Enum.KeyCode.S local KEY_D = Enum.KeyCode.D local KEY_UP = Enum.KeyCode.Up local KEY_DOWN = Enum.KeyCode.Down local KEY_LEFT = Enum.KeyCode.Left local KEY_RIGHT = Enum.KeyCode.Right local KEY_RIGHTSHIFT = Enum.KeyCode...
code: --[[ Creates a number of different collision groups, and sets their interaction ]] function CollisionGroupsController.init() PhysicsService:CreateCollisionGroup(Constants.CollisionGroup.Door) PhysicsService:CreateCollisionGroup(Constants.CollisionGroup.Monster) PhysicsService:CreateCollisionGroup(Constants.Co...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------- function onSwim...
Breakdown this code: --[[Weight and CG]] Tune.Weight = 3600 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6, --[[Height]] 3, --[[Length]] 10, } Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheel...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation ---------------------------------- ------------FUNCTIONS------------- ---------------------------------- function Receive(player, action, ...) local args = { ... } if player == User and action == "play" then Connect...
input_code: --[=[ Holds constants for resource retrieval. @class ResourceConstants @private ]=] local require = require(script.Parent.loader).load(script) local Table = require("Table") return Table.readonly({ REMOTE_EVENT_STORAGE_NAME = "RemoteEvents", REMOTE_FUNCTION_STORAGE_NAME = "RemoteFunctions", }) exp...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Disconnect all handlers. Since we use a linked list it suffices to clear the -- reference to the head handler. function Signal:DisconnectAll() self._handlerListHead = false if self.connectionsCh...
query code to breakdown: -- * Fires when the local player begins input. Ignores all input except if -- the user presses `KEY`. If `KEY` is pressed opens the game GUI unless -- player already interacting with the game -- -- Arguments: -- actionName - Name of the ContextActionService action -- userInputState - State...
query code to breakdown: -- FUNCTIONS -- return function(Action, ...) local Args = { ... } if Action == "Splash" then local TargetPosition = Args[1] local oceanHeight = Args[2] local splashPos = Vector3.new(TargetPosition.X, oceanHeight + 1, TargetPosition.Z) local splashAttachment = Instance.new("Attachme...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- map a value from one range to another local function map(x: number, inMin: number, inMax: number, outMin: number, outMax: number): number return (x - inMin) * (outMax - outMin) / (inMax - inMin) +...
query code to breakdown: -- Add scripts into game. local ButterflyManagerScript = script.ButterflyManager if not game.StarterGui:FindFirstChild("ButterflyManager") then local NewScript = ButterflyManagerScript:Clone() NewScript.Parent = game.StarterGui NewScript.Disabled = false -- Give players scripts for _, Pla...
code: -- PUT ME IN SERVERSCRIPTSERVICE local players = game:GetService("Players") local serverScriptService = game:GetService("ServerScriptService") local chatService = require(serverScriptService:WaitForChild("ChatServiceRunner"):WaitForChild("ChatService")) chatService.SpeakerAdded:Connect(function(player) local...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Define setting instances local IsOn = Configuration:WaitForChild("IsOn") local ShouldEmitSound = Configuration:WaitForChild("ShouldEmitSound") local MaxVolume = Configuration:WaitForChild("MaxVolume") output_code: #...
code to explain: -- @Description Automatically Profile the given %Function. Arguments that will be passed to the %Function can be added after ... -- @Arg1 ProfilerString -- @Arg2 Function -- @Arg3 ... function Debug.Profiler(ProfilerString, Callback, ...) debug.profilebegin(ProfilerString) local Results = table.pack(...
Start by breaking down the code basically step by step: --returns all of the instances of a specific instance in a model function GetSpecificInstances(model, type) local tab = {} for _, v in pairs(model:GetChildren()) do if v:IsA(type) then table.insert(tab, v) end end return tab end explanation of the cod...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --------------- -- Constants -- --------------- local FADE_TARGET = 0.75 local FADE_RATE = 0.1 local MODE = { CUSTOM = 1, -- Whatever you want! LIMBS = 2, -- Track limbs MOVEMENT = 3, -- Track mo...
code: --wr2.MaxVelocity = 0.007 --wr2.Part0 = script.Parent.Parent.Misc.RR.Door.WD --wr2.Part1 = wr2.Parent sw.MaxVelocity = 0.1 sw.Part0 = script.Parent.SW sw.Part1 = sw.Parent TK.MaxVelocity = 0.03 TK.Part0 = script.Parent.TK TK.Part1 = TK.Parent code breakdown: ## Steps 1. **Commented-out Code for `wr2`:** -...
important code input to explain step by step: -------- OMG HAX r = game:service("RunService") local damage = 10 local slash_damage = 12 local lunge_damage = 24 sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/asset/?id=11998777" ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --Made by Luckymaxer Debris = game:GetService("Debris") Character = script.Parent Humanoid = Character:FindFirstChild("Humanoid") Duration = script:FindFirstChild("Duration") Rate = (1 / 60) function DestroyScript()...
code to explain: ------------------------------------------------------------ local TwinService = game:GetService("TweenService") local AnimationHighLight = TweenInfo.new(1.5, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut) local Info1 = { Position = Vector3.new(pos1, Positionn, pos3) } local Info2 = { Position = Ve...
code: --Stickmasterluke sp = script.Parent framerate = 30 frames = 1 running = false direction = 1 function waitForChild(instance, name) while not instance:FindFirstChild(name) do instance.ChildAdded:wait() end end waitForChild(sp, "Bottom") waitForChild(sp.Bottom, "OpenDoor") waitForChild(sp.Bottom, "Configura...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Make the HotbarFrame, which holds only the Hotbar Slots HotbarFrame = NewGui("Frame", "Hotbar") HotbarFrame.BackgroundTransparency = 0.7 local grad = script.UIGradient:Clone() grad.Parent = Hotbar...
input_code: --------SIDE SQUARES-------- game.Workspace.sidesquares.l11.BrickColor = BrickColor.new(1023) game.Workspace.sidesquares.l12.BrickColor = BrickColor.new(1023) game.Workspace.sidesquares.l21.BrickColor = BrickColor.new(1023) game.Workspace.sidesquares.l31.BrickColor = BrickColor.new(1023) game.Workspace.ri...
important code input to explain step by step: -- Function to preload audio assets AudioPlayer.preloadAudio = function(assetArray) local audioAssets = {} -- Add new "Sound" assets to "audioAssets" array for name, audioID in pairs(assetArray) do local audioInstance = Instance.new("Sound") audioInstance.SoundId = ...
input_code: -- KEYBINDS HERE local bind1 = Enum.KeyCode.LeftShift -- This is the keybind this script is set to by default local bind2 = Enum.KeyCode.RightShift -- This is the second keybind this script is set to by default Sure, let's break it down: ## Breakdown The provided code snippet is a simple initialization ...
input_code: --BasedWeld2.0 function MakeWeld(x, y, type, s) local W = Instance.new(type) W.Part0 = x W.Part1 = y W.C0 = x.CFrame:inverse() * x.CFrame W.C1 = y.CFrame:inverse() * x.CFrame W.Parent = x if type == "Motor" and s ~= nil then W.MaxVelocity = s end return W end function ModelWeld(a, b) if a:IsA("B...
code instruction: --[[Engine]] --Torque Curve Tune.Horsepower = 580 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 55...
important code input to explain step by step: -- Variables local b_close = script.Parent local tpMenu = script.Parent.Parent result breakdown output: ## Breakdown The provided code snippet defines two local variables, `b_close` and `tpMenu`, and assigns them references to specific parts of the Roblox hierarchy bas...
important code input to explain step by step: --Feel free to change other properties trail.Parent = script.Parent.HumanoidRootPart att0.Parent = script.Parent.HumanoidRootPart att1.Parent = script.Parent.HumanoidRootPart trail.Attachment0 = att0 trail.Attachment1 = att1 trail.Enabled = true att0.Position = Vector3.new(...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -----RandomDebris----- local Colors = { Color3.fromRGB(91, 91, 91), } local Materials = { Enum.Material.Plastic, } output: ## Breakdown The provided code defines two tables, `Colors` and `Materia...
important code input to explain step by step: -- Regular :WaitForChild had issues with order (remoteevents were going through before waitforchild resumed) function WaitForChild(parent, name) local remote = parent:FindFirstChild(name) if not remote then local thread = coroutine.running() local con con = parent...
important code input to explain step by step: --[[ Function called when leaving the state ]] function PlayerPostGame.onLeave(stateMachine, serverPlayer, event, from, to) end return PlayerPostGame step by step breakdown/explanation: ## Breakdown The provided code defines a function named `onLeave` within a module c...
code instruction: -- Builds a set of runnable Tweens from a table of instances and values local function BuildTweens(root, tweenTable) local tweens = {} VisitAllInstances(root, tweenTable, function(instance, props) for prop, values in pairs(props) do local keyframes = values.Keyframes local lastTime = 0 f...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- OTHER VARIABLES -- local player = game:GetService("Players").LocalPlayer local char = player.Character or player.CharacterAdded:Wait() local hrp = char:WaitForChild("HumanoidRootPart") local humanoid = char:WaitForChi...
code: --[[Weight and CG]] Tune.Weight = 100000 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6, --[[Height]] 3.5, --[[Length]] 14, } Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <...
code to explain: --// Set up for L_18_forvar1, L_19_forvar2 in pairs(game.Players:GetChildren()) do if L_19_forvar2:IsA("Player") and L_19_forvar2.Character and L_19_forvar2.Character.Head and L_19_forvar2.Character.Humanoid and L_19_forvar2.Character.Humanoid.Health > 0 then if L_19_forvar2.TeamColor == ...
code to explain: --[[ Performs property validation if the static method validateProps is declared. validateProps should follow assert's expected arguments: (false, message: string) | true. The function may return a message in the true case; it will be ignored. If this fails, the function will throw the error. ]] f...
important code input to explain step by step: --[=[ An observable that never completes. @prop NEVER Observable<()> @readonly @within Rx ]=] local Rx = { EMPTY = Observable.new(function(sub) sub:Complete() end), NEVER = Observable.new(function(_) end), } Sure, let's break it down: ## Breakdown The provided L...
query code to breakdown: -- Colors local FriendlyReticleColor = Color3.new(0, 1, 0) local EnemyReticleColor = Color3.new(1, 0, 0) local NeutralReticleColor = Color3.new(1, 1, 1) local Spread = MinSpread local AmmoInClip = ClipSize local Tool = script.Parent local Handle = WaitForChild(Tool, "Handle") local WeaponGui ...
code: --[=[ @return Mouse Constructs a new mouse input capturer. ```lua local mouse = Mouse.new() ``` ]=] function Mouse.new() local self = setmetatable({}, Mouse) self._trove = Trove.new() self.LeftDown = self._trove:Construct(Signal) self.LeftUp = self._trove:Construct(Signal) self.RightDown = self._tro...
code to explain: --[[ Calls the bound function every interval until shouldContinueCallback doesn't return true ]] return function(interval, boundFunction, shouldContinueCallback) spawn(function() while shouldContinueCallback do boundFunction() wait(interval) end end) end output_code: ## Breakdown The pr...
important code input to explain step by step: --gman9544-- pod = script.Parent function onTouched(part) part.BrickColor = BrickColor.new("Medium blue") wait(0) part.Reflectance = 1 wait(0) part.Reflectance = 1 wait(0) part.Reflectance = 1 wait(0) part.Reflectance = 1 part.Anchored = true part.Material = "Ic...
important code input to explain step by step: --[[ CameraShakePresets.Bump CameraShakePresets.Explosion CameraShakePresets.Earthquake CameraShakePresets.GentleSway CameraShakePresets.BadTrip CameraShakePresets.HandheldCamera CameraShakePresets.Vibration CameraShakePresets.RoughDriving --]] local CameraShak...
code to explain: --------RIGHT DOOR -------- game.Workspace.doorright.l53.BrickColor = BrickColor.new(106) game.Workspace.doorright.l32.BrickColor = BrickColor.new(1023) game.Workspace.doorright.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) output_code: ## Breakdown The provided code is wr...
code: -- Compare two arrays of strings line-by-line. Format as comparison lines. local function diffLinesUnified( aLines: { [number]: string }, bLines: { [number]: string }, options: DiffOptions? ): string if isEmptyString(aLines) then aLines = {} end if isEmptyString(bLines) then bLines = {} end return pr...
important code input to explain step by step: -- 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 l__TweenService__5 = game.Tween...
Breakdown this code: ------------------------- function DoorClose() if Shaft00.MetalDoor.CanCollide == false then Shaft00.MetalDoor.CanCollide = true while Shaft00.MetalDoor.Transparency > 0.0 do Shaft00.MetalDoor.Transparency = Shaft00.MetalDoor.Transparency - 0.1 wait(0.000001) end Car.BodyVelocity.vel...
input_code: --[=[ @within TableUtil @function Shuffle @param tbl table @param rngOverride Random? @return table Shuffles the table. ```lua local t = {1, 2, 3, 4, 5, 6, 7, 8, 9} local shuffled = TableUtil.Shuffle(t) print(shuffled) --> e.g. {9, 4, 6, 7, 3, 1, 5, 8, 2} ``` :::note Arrays only This functio...
Start by breaking down the code basically step by step: -- Initialize: Player.CameraMode = Enum.CameraMode.LockFirstPerson RunService.Stepped:Connect(function() end) return nil explanation of the code: ## Breakdown The provided Luau script performs two main actions: setting the player's camera mode and connecting ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --------------------------------------------------------------# function Tween(instance, tweeninformation, goals) TweenService:Create(instance, tweeninformation, goals):Play() end LightGroup = script...
important code input to explain step by step: --Rescripted by Luckymaxer Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") Speed = 100 Duration = 99 NozzleOffset = Vector3.new(0, 0.4, -1.1) Sounds = { Fire = Handle:WaitForChild("Fire"...
code instruction: -- Management of which options appear on the Roblox User Settings screen do local PlayerScripts = Players.LocalPlayer:WaitForChild("PlayerScripts") PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Default) PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMove...
important code input to explain step by step: -- LIGHT SETTINGS --[[ LIGHT TYPES: - Halogen - LED ]] -- local Low_Beam_Brightness = 2.25 local High_Beam_Brightness = 3.15 local Fog_Light_Brightness = 0.7 local Rear_Light_Brightness = 1.5 local Brake_Light_Brightness = 2.5 local Reverse_Light_Brightness = 1 ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ LOWGames Studios Date: 27 October 2022 by Elder ]] -- local v1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library")) while not v1.Loaded do game:GetService("RunService").Heartbe...
Start by breaking down the code basically step by step: --- Parses all of the command arguments into ArgumentContexts -- Called by the command dispatcher automatically -- allowIncompleteArguments: if true, will not throw an error for missing arguments function Command:Parse(allowIncompleteArguments) local hadOptional ...
code to explain: -- Services local TweenService = game:GetService("TweenService") local UserInputService = game:GetService("UserInputService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local Players = game:GetService("Players") Sure, let's break it down: ## Breakdown The provided code initialize...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ -------------------------------------------- ]] -- local lplr = game:getService("Players").LocalPlayer local r = game:service("RunService") local mouse = lplr:GetMouse() local sp = script.Parent ...
Start by breaking down the code basically step by step: --- RUNTIME --- UserInputService.InputBegan:Connect(Input) UserInputService.InputEnded:Connect(Input) code breakdown: ## Breakdown The provided code snippet is written in Luau, a dialect of Lua used in Roblox for scripting. The code connects two events from th...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[Run]] --Print Version local ver = require(car["A-Chassis Tune"].README) print("//INSPARE: AC6 Loaded - Build " .. ver) --Runtime Loop while wait() do --Steering Steering() --Powertrain Engi...
important code input to explain step by step: --[[** <description> Run this once to combine all keys provided into one "main key". Internally, this means that data will be stored in a table with the key mainKey. This is used to get around the 2-DataStore2 reliability caveat. </description> <parameter name = "mai...
important code input to explain step by step: --Adds a rocket to the buffer. local function AddBufferRocket() local NewRocket = RocketCreator:CreateRocket(true) CurrentRocket = NewRocket RocketBuffer:AddItem(NewRocket) end AddBufferRocket() result breakdown output: ## Breakdown The provided Luau code defines a fu...
input_code: --[[Engine]] --Torque Curve Tune.Horsepower = 610 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 5000 -- Use sliders to manipulate values Tune.Redline = 6800 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tun...
Start by breaking down the code basically step by step: --[[ Module that can be used to ragdoll arbitrary R6/R15 rigs or set whether players ragdoll or fall to pieces by default --]] local EVENT_NAME = "Event" local RAGDOLLED_TAG = "__Ragdoll_Active" local Players = game:GetService("Players") local RunService = game...
Breakdown this code: --- Alias of self:SendEvent(self.Executor, "AddLine", text) function Command:Reply(...) return self:SendEvent(self.Executor, "AddLine", ...) end output_code: ## Breakdown The provided code defines a method named `Reply` for a class called `Command`. This method serves as an alias for another me...
Start by breaking down the code basically step by step: -- << FUNCTIONS >> function module:ToggleBar(keyCode) if keyCode == Enum.KeyCode.Quote then local cmdBar = main.gui.CmdBar if cmdBar.Visible then main:GetModule("CmdBar"):CloseCmdBar() else main:GetModule("CmdBar"):OpenCmdBar() end elseif keyCode =...
Start by breaking down the code basically step by step: -- The optional property of matcher context is true if undefined. function isExpand(expand: boolean?) return expand ~= false end local PRINT_LIMIT = 3 local NO_ARGUMENTS = "called with 0 arguments" function printExpectedArgs(expected: Array<any>): string if #...
code instruction: --[[ Functions overridden from BaseCamera ]] -- function LegacyCamera:SetCameraToSubjectDistance(desiredSubjectDistance) return BaseCamera.SetCameraToSubjectDistance(self, desiredSubjectDistance) end function LegacyCamera:Update(dt: number): (CFrame?, CFrame?) -- Cannot update until cameraType has ...
important code input to explain step by step: -- A unique symbolic value. export type Symbol = { type: string, -- replace with "Symbol" when Luau supports singleton types name: string, } output: ## Breakdown The provided code defines a type in Luau, which is a statically typed dialect of Lua used in Roblox for bet...