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begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- ================================================================================ -- PUBLIC FUNCTIONS -- ================================================================================ function Eng...
Breakdown this code: --[ FUNCTION ]- function updateMusic() local id = string.gsub(music.SoundId, "rbxassetid://", "") local success, info = pcall(mps.GetProductInfo, mps, id) if success then Frame:TweenPosition(UDim2.new(0.288, 0, 0.026, 0), "Out", "Quad", 0.5, true) -- changing it to in script.Parent.Text = "...
code to explain: --Setup animation here-- setup(animation.ControlSurfaces.ElevatorL, 0.03) setup(animation.ControlSurfaces.ElevatorR, 0.03) setup(animation.ControlSurfaces.Rudder, 0.03) setupInside(animation.Wings.WFL.Aileron, 0.03) setupInside(animation.Wings.WFR.Aileron, 0.03) setupInside(animation.Gears.NG.Wheel, 0....
input_code: -- Player specific convenience variables local MyPlayer = nil local MyCharacter = nil local MyHumanoid = nil local MyTorso = nil local MyMouse = nil local RecoilAnim local RecoilTrack = nil local ReloadAnim local ReloadTrack = nil local IconURL = Tool.TextureId local DebrisService = game:GetService("Debr...
important code input to explain step by step: ---------------------------------- ------------FUNCTIONS------------- ---------------------------------- function Receive(player, action, ...) local args = { ... } if player == User and action == "play" then Connector:FireAllClients( "play", User, args[1], ...
code: --[[ Now for the rest ]] local Lighting = game:GetService("Lighting") local MarketplaceService = game:GetService("MarketplaceService") local Players = game:GetService("Players") local gamepassId = 184464896 --Put the ID of the asset here local toolNames = { "Portal Gun" } --Must be in lighting local toolsParent...
input_code: --Precalculated paths local t, f, n = true, false, {} local r = { [58] = { { 45, 44, 28, 29, 31, 32, 34, 35, 39, 41, 30, 56, 58 }, t }, [49] = { { 45, 49 }, t }, [16] = { n, f }, [19] = { { 45, 44, 28, 29, 31, 32, 34, 35, 39, 41, 30, 56, 58, 20, 19 }, t }, [59] = { { 45, 44, 28, 29, 31, 32, 34, 35, 39,...
input_code: --[=[ @interface KnitOptions .ServicePromises boolean? .Middleware Middleware? .PerServiceMiddleware PerServiceMiddleware? @within KnitClient - `ServicePromises` defaults to `true` and indicates if service methods use promises. - Each service will go through the defined middleware, unless the servic...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[_________________________________________________ !!!Put this is StarterPack OR IT WILL NOT WORK!!! _________________________________________________ --]] --Do not edit the Below unless you know...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ---WeldConstraint anything you want to move to the TargetL_Closed and TargetR_Closed MeshParts. ---TargetL_Closed and TargetR_Closed should be anchored but child welded objects that move with TargetL_...
query code to breakdown: --[[Susupension]] Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 50 -- Spring Dampening Tune.FSusStiffness = 9000 -- Spring Force Tune.FSusLength = 1 -- Suspension length (in studs) Tune.FSusMax...
input_code: -- Make signal strict setmetatable(Signal, { __index = function(_tb, key) error(("Attempt to get Signal::%s (not a valid member)"):format(tostring(key)), 2) end, __newindex = function(_tb, key, _value) error(("Attempt to set Signal::%s (not a valid member)"):format(tostring(key)), 2) end, }) return...
query code to breakdown: --[[ Performs a left-fold of the list with the given initial value and callback. ]] local function foldLeft(list, callback, initialValue) local accum = initialValue for i = 1, #list do accum = callback(accum, list[i], i) end return accum end return foldLeft output_code: ## Breakdown...
code: --[[** ensures value is an integer @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]] function t.integer(value) local success, errMsg = t.number(value) if not success then return false, errMsg or "" end if value % 1 == 0 then return true else...
code: -- ROBLOX deviation: omitted fileExists and cleanup local function toMatchSnapshot(...) local args = { ... } local this: types.Context = args[1] local received: any = args[2] local propertiesOrHint: any = args[3] local hint: ConfigPath = args[4] local matcherName = "toMatchSnapshot" local properties lo...
important code input to explain step by step: -- Current UI layout local CurrentLayout function ChangeLayout(Layout) -- Sets the UI to the given layout -- Make sure the new layout isn't already set if CurrentLayout == Layout then return end -- Set this as the current layout CurrentLayout = Layout -- Reset ...
input_code: --model.Part.Touched:Connect(function(player) wait(10) if triggered == false then triggered = true leftTweenOpen:Play() rightTweenOpen:Play() model.Part.DoorStart:Play() wait(4) model.Part.DoorStart:Stop() model.Part.DoorStop:Play() wait(7.5) --leftTweenClose:Play() --rightTweenClose:Play() --mod...
important code input to explain step by step: --[=[ @param ... any @return args: table Serializes the arguments and returns the serialized values in a table. ]=] function Ser.SerializeArgs(...: any): Args local args = table.pack(...) for i, arg in ipairs(args) do if type(arg) == "table" then local ser = Ser.C...
input_code: --- Drag this into "StarterCharacterScripts" function OnDeath() for _, p in pairs(game.Players:GetPlayers()) do local Gui = script.DNGui:Clone() Gui.Parent = p.PlayerGui Gui.TextLabel.Text = script.Parent.Name .. " was killed." Gui.Script.Disabled = false end end script.Parent.Humanoid.Died:Conne...
query code to breakdown: --------------------------------------------------- function module:CreateRanks() coroutine.wrap(function() local ranksInfo = main.signals.RetrieveRanksInfo:InvokeServer() local permRanksInfo = ranksInfo.PermRanks local ranksToSort = ranksInfo.Ranks local permissions = ranksInfo.Permis...
code instruction: -- K is a tunable parameter that changes the shape of the S-curve -- the larger K is the more straight/linear the curve gets local k = 0.35 local lowerK = 0.8 local function SCurveTranform(t: number) t = math.clamp(t, -1, 1) if t >= 0 then return (k * t) / (k - t + 1) end return -((lowerK * -t) ...
important code input to explain step by step: --// # key, ManOff mouse.KeyUp:connect(function(key) if key == "h" then veh.Lightbar.middle.Man:Stop() veh.Lightbar.middle.Wail.Volume = 10 veh.Lightbar.middle.Yelp.Volume = 10 veh.Lightbar.middle.Priority.Volume = 10 script.Parent.Parent.Sirens.Man.BackgroundCol...
code to explain: --// SS3 controls for AC6 by Itzt, originally for 2014 Infiniti QX80. i don't know how to tune ac lol wait(0.1) local player = game.Players.LocalPlayer local HUB = script.Parent.HUB local limitButton = HUB.Name local FE = game.Workspace.FilteringEnabled local lightOn = false local Camera = game.Works...
input_code: --[[ CameraModule - This ModuleScript implements a singleton class to manage the selection, activation, and deactivation of the current camera controller, character occlusion controller, and transparency controller. This script binds to RenderStepped at Camera priority and calls the Update() methods on ...
important code input to explain step by step: --[[ The following represents a raycast function suitable for guns. The ray passes through all CanCollide = false parts unless they belong to a Humanoid. --]] local Utils = require(script.Parent.Parent) local FindCharacterAncestor = Utils.Misc.GetCharacterFromPart fun...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Called when character is about to be removed function BaseOcclusion:CharacterRemoving(char: Model, player: Player) end function BaseOcclusion:OnCameraSubjectChanged(newSubject) end Sure. Here is...
code instruction: -- We want to be able to override outputFunction in tests, so the shape of this -- module is kind of unconventional. -- -- We fix it this weird shape in init.lua. local prettyPrint = require(script.Parent.prettyPrint) local loggerMiddleware = { outputFunction = print, } function loggerMiddleware.mid...
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...
query code to breakdown: -- If promise debugging is on, use a version of pcall that warns on failure. -- This is useful for finding errors that happen within Promise itself. local wpcall if PROMISE_DEBUG then wpcall = function(f, ...) local result = { pcall(f, ...) } if not result[1] then warn(result[2]) end...
code: --[=[ @return Promise Returns a promise that is resolved once Knit has started. This is useful for any code that needs to tie into Knit services but is not the script that called `Start`. ```lua Knit.OnStart():andThen(function() local MyService = Knit.Services.MyService MyService:DoSomething() end):cat...
query code to breakdown: -- 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.AttachmentList...
query code to breakdown: -- Constants local DEBUG = false -- Whether or not to use debugging features of FastCast, such as cast visualization. local BULLET_SPEED = 100 -- Studs/second - the speed of the bullet local BULLET_MAXDIST = 1000 -- The furthest distance the bullet can travel local BULLET_GRAVITY = Vector3.new(...
query code to breakdown: -- Modified By GraphicsSettings, Original is unknown -- Removed Unnessecary code and improved the syntax -- Better than toObjectSpace? local Tool = script.Parent.Parent local update = script.Parent:WaitForChild("Update") local Neck_Original = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) ...
query code to breakdown: --// F key, Horn mouse.KeyUp:connect(function(key) if key == "f" then if Rumbler == false then veh.Lightbar.middle.WailR.Volume = 0 veh.Lightbar.middle.YelpR.Volume = 0 veh.Lightbar.middle.PriorityR.Volume = 0 veh.Lightbar.middle.Wail.Volume = 1 veh.Lightbar.middle.Yelp.Volume...
code to explain: -- Decompiled with the Synapse X Luau decompiler. function Click() script.Parent.ScrollingFrame.Visible = true script.Parent.CloseButton.Visible = true end script.Parent.MouseButton1Down:connect(Click) <<explaining>> Of course, here is a step by step summary: ## Breakdown 1. **Function Definition...
important code input to explain step by step: -- script.Parent:WaitForChild("A-Chassis Interface") script.Parent:WaitForChild("Plugins") script.Parent:WaitForChild("README") local car = script.Parent.Parent local _Tune = require(script.Parent) local Drive = car.Wheels:GetChildren() for _, v in pairs(Drive) do for _...
code to explain: --Made by ?!?!?!?!, just group with the model to get it to work. This button also works for planes. --Do not change anything besides the lines mentioned below.Again,Group it to anything you want(Cars,Trains,Planes Etc.) model = script.Parent.Parent --Indicates that the script interacts with the model...
query code to breakdown: -- << RETRIEVE FRAMEWORK >> local main = _G.HDAdminMain local load = main.loadModule local cf = load("cf") local credits = load("Credits") local updates = load("Updates") explanation: ## Breakdown 1. **Retrieve Framework Reference:** - `local main = _G.HDAdminMain` - This line assign...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Put this script in a Part or a ServerScriptService local scriptToDestroy = game.Workspace.Map6.Badge.Nodead game.Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(character) local...
code instruction: --Mobile support local mobileGui = script.MobileGui if userInputService.TouchEnabled then userInputService.ModalEnabled = true mobileGui.Parent = player.PlayerGui mobileGui.DrivePad.Up.MouseButton1Down:connect(function() movement = Vector2.new(movement.X, 1) end) mobileGui.DrivePad.Up.MouseBut...
code: --Made by Luckymaxer Figure = script.Parent BasePart = Instance.new("Part") BasePart.Material = Enum.Material.Plastic BasePart.Shape = Enum.PartType.Block BasePart.TopSurface = Enum.SurfaceType.Smooth BasePart.BottomSurface = Enum.SurfaceType.Smooth BasePart.FormFactor = Enum.FormFactor.Custom BasePart.Size = V...
important code input to explain step by step: -- Modules local Data = ServerScriptService.Data local Data_Modules = Data.Modules local DataStore = require(Data_Modules.DataStore) local ModuleScripts = ReplicatedStorage:WaitForChild("ModuleScripts") local GameSettings = require(ModuleScripts:WaitForChild("GameSettings")...
Start by breaking down the code basically step by step: --// Bullet Physics BulletPhysics = Vector3.new(0, 55, 0) -- Drop fixation: Lower number = more drop BulletSpeed = 1500 -- Bullet Speed BulletSpread = 0 -- How much spread the bullet has ExploPhysics = Vector3.new(0, 20, 0) -- Drop for explosive rounds ExploSpeed...
Start by breaking down the code basically step by step: -- VERTICE INDEX ARRAYS local BLOCK = { 1, 2, 3, 4, 5, 6, 7, 8 } local WEDGE = { 1, 2, 5, 6, 7, 8 } local CORNERWEDGE = { 4, 5, 6, 7, 8 } result breakdown output: ## Breakdown The provided Luau code defines and initializes arrays that represent the indices of ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation ------------ Player.Character.Torso["Right Hip"]:destroy() glue1 = Instance.new("Glue", Player.Character.Torso) glue1.Part0 = Player.Character.Torso glue1.Part1 = rightleg glue1.Name = "Right leg" collider1 = Instance.ne...
input_code: -- / Settings / -- local Settings = { TweenTime = 1, } while true do for _, Color in pairs(Colors) do TweenService:Create(Highlight, TweenInfo.new(Settings.TweenTime, Enum.EasingStyle.Linear), { FillColor = Color, }):Play() task.wait(Settings.TweenTime + 0.5) end end code breakdown: ## Break...
code: -- Update position of all confetti. svcRun.RenderStepped:Connect(function() for _, val in pairs(confetti) do if confettiColors then val:SetColors(confettiColors) end val.Enabled = confettiActive val:Update() end end) local fire = function(paramColors) confettiColors = paramColors spawn(function() ...
important code input to explain step by step: --Listen for new seat CollectionService:GetInstanceAddedSignal(SeatTag):Connect(function(seat) Seats[seat] = seat end) CollectionService:GetInstanceRemovedSignal(SeatTag):Connect(function(seat) Seats[seat] = nil end) result breakdown output: ## Breakdown The provided ...
code instruction: --[[ Pickup visualizer implementation ]] local pickupVisualizer = {} function pickupVisualizer.start() for _, instance in pairs(CollectionService:GetTagged(PICKUP_SPAWNER_TAG)) do pickupAdded(instance) end maid.pickupAddedConnection = CollectionService:GetInstanceAddedSignal(PICKUP_SPAWNER_TA...
code to explain: --[[Engine]] --Torque Curve Tune.Horsepower = 1825 -- [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...
Breakdown this code: ------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------- -- STATE CHANGE HANDLERS function onRunning(speed) if speed > 0.5 then local scale = 16.0 playAnimation("walk...
code instruction: --Made by Luckymaxer Tool = script.Parent Handle = Tool:WaitForChild("Handle") Light = Handle:WaitForChild("Light") Players = game:GetService("Players") Debris = game:GetService("Debris") CastLaser = Tool:WaitForChild("CastLaser"):Clone() Modules = Tool:WaitForChild("Modules") Functions = require(...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ------------------------- function onClicked() R.Function1.Disabled = true R.Function2.Disabled = false R.BrickColor = BrickColor.new("Institutional white") N.One1.BrickColor = BrickColor.new("Rea...
code to explain: --[[ This is a simple signal implementation that has a dead-simple API. local signal = createSignal() local disconnect = signal:subscribe(function(foo) print("Cool foo:", foo) end) signal:fire("something") disconnect() ]] local function createSignal() local connections = {} local s...
code to explain: -- Reparents an instance and outputs helpful logging information so we can see -- where instances are going at runtime. local function move(instance: Instance, newParent: Instance) instance.Parent = newParent log("move", ("%s -> %s"):format(instance.Name, instance:GetFullName())) end output_code: #...
input_code: --- Shows Cmdr window function Cmdr:Show() if not self.Enabled then return end Interface.Window:Show() end explanation: ## Breakdown The provided code defines a method `Show` for a class named `Cmdr`. This method is responsible for displaying a user interface element, specifically the Cmdr window, ...
important code input to explain step by step: --------RIGHT DOOR 7-------- game.Workspace.doorright.l73.BrickColor = BrickColor.new(135) game.Workspace.doorright.l72.BrickColor = BrickColor.new(135) game.Workspace.doorright.l71.BrickColor = BrickColor.new(135) game.Workspace.doorright.l63.BrickColor = BrickColor.new(13...
code instruction: -- ScreenSize -> WorldSize function ScreenSpace.ScreenWidthToWorldWidth(screenWidth, depth) local aspectRatio = ScreenSpace.AspectRatio() local hfactor = math.tan(math.rad(workspace.CurrentCamera.FieldOfView) / 2) local wfactor = aspectRatio * hfactor local sx = ScreenSpace.ViewSizeX() -- return...
input_code: --[[ Package link auto-generated by Rotriever ]] local PackageIndex = script.Parent._Index return require(PackageIndex["roact-fit-components-d6c8b1ec-a4a29eae"].Packages["roact-fit-components"]) Sure. Here is a summary: ## Breakdown The provided script is designed to return the `Roact-Fit-Components` p...
input_code: --CHANGE THE NAME, COPY ALL BELOW, AND PAST INTO COMMAND BAR local TycoonName = "Batman tycoon" if game.Workspace:FindFirstChild(TycoonName) then local s = nil local bTycoon = game.Workspace:FindFirstChild(TycoonName) local zTycoon = game.Workspace:FindFirstChild("Zednov's Tycoon Kit") local new_Colle...
code: -- Right Legs character.RagdollRig.ConstraintRightUpperLeg.Attachment0 = RUL character.RagdollRig.ConstraintRightUpperLeg.Attachment1 = RULRig character.RagdollRig.ConstraintRightLowerLeg.Attachment0 = RLL character.RagdollRig.ConstraintRightLowerLeg.Attachment1 = RLLRig character.RagdollRig.ConstraintRightFoot.A...
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 worksp...
query code to breakdown: --[[ To make another trader, duplicate a trader and change the proximity prompt text in their UpperTorso ActionText: "FinalItemName" ObjectText = "ItemRequired: 0/AmountRequired" ]] local function trade(PP) local char = plr.Character if not char then return end local tool = char:FindFirst...
input_code: --Rescripted by Luckymaxer Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Animations = {} ClientControl = Tool:WaitForChild("ClientControl") ClientControl.OnClientInvoke = function(Mode, Value) if Mode == "PlayAnimation" then for i, v in pairs(Animatio...
Breakdown this code: --[=[ Token to use for deleting. @server @class DataStoreDeleteToken ]=] local require = require(script.Parent.loader).load(script) local Symbol = require("Symbol") return Symbol.named("dataStoreDeleteToken") Sure, let's break it down: ## Breakdown The provided Luau script defines a class ...
important code input to explain step by step: --EDIT BELOW---------------------------------------------------------------------- settings.PianoSoundRange = 100 settings.KeyAesthetics = true settings.PianoSounds = { "269058581", --C/C# "269058744", --D/D# "269058842", --E/F "269058899", --F#/G "269058974", --G#/A...
Start by breaking down the code basically step by step: -- Public Methods function CheckboxLabelClass:GetValue() return self.Button.Checkmark.Visible end function CheckboxLabelClass:SetValue(bool) bool = not not bool local container = self.Frame.CheckContainer local colorA = container.BackgroundColor3 local col...
Start by breaking down the code basically step by step: -- Decompiled with the Synapse X Luau decompiler. local v1 = {} local l__ReplicatedStorage__2 = game.ReplicatedStorage local v3 = require(game.ReplicatedStorage.Modules.Xeno) local v4 = require(game.ReplicatedStorage.Modules.CameraShaker) local l__TweenService__5...
code instruction: ------------------------- function onClicked() R.BrickColor = BrickColor.new("Really red") C.One.BrickColor = BrickColor.new("Really black") C.Two.BrickColor = BrickColor.new("Really black") C.Three.BrickColor = BrickColor.new("Really black") C.Four.BrickColor = BrickColor.new("Really black") C....
important code input to explain step by step: --// # key, Spotlight mouse.KeyDown:connect(function(key) if key == "." then veh.Lightbar.middle.SpotlightSound:Play() veh.Lightbar.Remotes.SpotlightEvent:FireServer(true) end end) output_code: ## Breakdown The provided code is a Lua function designed to respond to...
Breakdown this code: -- local bindModule = require(script.Parent.Parent.bind) -- type EachTests = bindModule.EachTests type EachTests = any local interpolationModule = require(script.Parent.interpolation) type Headings = interpolationModule.Headings type Template = interpolationModule.Template type Templates = interpol...
input_code: --magenta 12 if k == "m" and ibo.Value == true then bin.Blade.BrickColor = BrickColor.new("Magenta") bin.Blade2.BrickColor = BrickColor.new("Institutional white") bin.Blade.White.Enabled = false colorbin.white.Value = false bin.Blade.Blue.Enabled = false colorbin.blue.Value = false bin.Blade.Green.En...
code: -- // NAMELESS SETTINGS settings.IgnoreAdonisAdmins = true settings.UseDiscordWebhook = false settings.DiscordWebhookLink = "" settings.Whitelist = {} -- Use UserIds, not player names return settings Sure, let's break it down: ## Breakdown The provided code snippet defines a configuration table named `settin...
Breakdown this code: -- periodically re-join the studs to the center while true do wait(30) local cf = center.CFrame rebuildStud(top, cf * CFrame.new(0, 3, 0)) rebuildStud(bottom, cf * CFrame.new(0, -3, 0)) rebuildStud(left, cf * CFrame.new(3, 0, 0)) rebuildStud(right, cf * CFrame.new(-3, 0, 0)) rebuildStud(fron...
code: --Tune-- local StockHP = 550 --Power output desmos: https://www.desmos.com/calculator/wezfve8j90 (does not come with torque curve) local TurboCount = 2 --(1 = SingleTurbo),(2 = TwinTurbo),(if bigger then it will default to 2 turbos) local TurboSize = 80 --bigger the turbo, the more lag it has local WasteGatePress...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Roblox character sound script local SetState = script:WaitForChild("SetState") local Players = game:GetService("Players") local RunService = game:GetService("RunService") local SOUND_DATA = { C...
code instruction: --[[ Set up initial values. ]] function BaseSystem:_init(model) self._isActive = true self._connections = {} self._health = DEFAULT_STARTING_HEALTH self._maxHealth = DEFAULT_STARTING_HEALTH self._model = model return self end output_code: ## Breakdown The provided code defines a function `...
Breakdown this code: --Commands and Sounds local function updateSettings() for a, b in pairs(pages.custom:GetChildren()) do local settingName = string.sub(b.Name, 5) if b:FindFirstChild("SettingValue") then b.SettingName.TextLabel.Text = settingName .. ":" local settingValue = main.pdata[settingName] b.Se...
code instruction: --[=[ @class Option Represents an optional value in Lua. This is useful to avoid `nil` bugs, which can go silently undetected within code and cause hidden or hard-to-find bugs. ]=] local Option = {} Option.__index = Option function Option._new(value) local self = setmetatable({ ClassName = CLA...
Start by breaking down the code basically step by step: --Main function local function AttachAuraControl(source_part, eff_cont) --(source_part, effect_container) local AnimObj local function Start() AnimObj = {} AnimObj["MainPart"] = EFFECT_LIB.NewInvisiblePart() AnimObj["Emitter"] = script.ConspiracyEff:clon...
input_code: -------------------------------------------------------------------------------------------------------------------------- ----------------------------------------------GRENADES--------------------------------------------------------------- -------------------------------------------------------------------...
code instruction: -- Call AddStamina or RemoveStamina and add a number into the brackets between 0-100 to add/deduct stamina. local StaminaSystem = {} StaminaSystem.StaminaValue = script.Parent.StaminaValue StaminaSystem.StaminaCanRegen = true function StaminaSystem.AddStamina(value) local newStamina = math.min(Stam...
code instruction: --// Services local ReplicatedStorage = game:GetService("ReplicatedStorage") local UserInputService = game:GetService("UserInputService") local TweenService = game:GetService("TweenService") local RunService = game:GetService("RunService") local Players = game:GetService("Players") step by step brea...
code: -- Legacy implementation renamed function CameraUtils.GetAngleBetweenXZVectors(v1, v2) return math.atan2(v2.X * v1.Z - v2.Z * v1.X, v2.X * v1.X + v2.Z * v1.Z) end function CameraUtils.RotateVectorByAngleAndRound(camLook, rotateAngle, roundAmount) if camLook.Magnitude > 0 then camLook = camLook.unit local c...
code instruction: -- TUNE SpeedType = "KPH" -- MPH or KPH local Smoothness = 0.89 local TurboSmoothness = 0.87 local autoscaling = true --Estimates top speed local UNITS = { --Click on speed to change units --First unit is default { units = "MPH", scaling = (10 / 12) * (60 / 88), -- 1 stud : 10 inches | ft/s to ...
input_code: -- https://stackoverflow.com/a/5732390 type Range = { number } local function mapRange(n: number, input: Range, output: Range): number assert(input[1] ~= input[2], "input min and max must be different numbers to avoid dividing by zero") local slope = (output[2] - output[1]) / (input[2] - input[1]) ret...
Breakdown this code: --[=[ Executes upon pending stop @param func function @return Promise<T> ]=] function Promise:Finally(func) return self:Then(func, func) end code breakdown: ## Breakdown The provided code snippet defines a method named `Finally` for a `Promise` class. This method is designed to ensure that ...
code instruction: --[[ Constants ]] -- local TOUCH_CONTROLS_SHEET = "rbxasset://textures/ui/Input/TouchControlsSheetV2.png" local MIDDLE_TRANSPARENCIES = { 1 - 0.89, 1 - 0.70, 1 - 0.60, 1 - 0.50, 1 - 0.40, 1 - 0.30, 1 - 0.25, } local NUM_MIDDLE_IMAGES = #MIDDLE_TRANSPARENCIES local TOUCH_IS_TAP_TIME_THRESHOLD...
Start by breaking down the code basically step by step: --Weld stuff here MakeWeld(car.Misc.Hinges.Hinge, car.DriveSeat, "Motor", 0).Name = "ENGINE" ModelWeld(misc.Hinges.Parts, misc.Hinges.Hinge) MakeWeld(car.Misc.ActualCam.Hinge, car.Misc.Hinges.Parts.Hinge2, "Motor", 0).Name = "ENGINE" ModelWeld(misc.ActualCam.Part...
Breakdown this code: --[[ Updates the value stored in this State object. If `force` is enabled, this will skip equality checks and always update the state object and any dependents - use this with care as this can lead to unnecessary updates. ]] function class:set(newValue: any, force: boolean?) local oldValue = ...
Breakdown this code: --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 = ...
code: -- // Vars local TweenService = game:GetService("TweenService") local frame = script.Parent.Parent local button = script.Parent local onPosition = UDim2.new(0, 0, 0, 0) local onColor = Color3.new(0.333333, 1, 0) local offPosition = UDim2.new(0.519, 0, 0, 0) local offColor = Color3.new(1, 0, 0) local debounce ...
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 string.sub(msg, 1, 3) == "/e " then emote = string.sub(msg, 4) elseif string.sub(msg, 1, 7) == "/emote " then emote = string.sub(msg, 8) end ...
Breakdown this code: ----------------- --| Constants |-- ----------------- local ROCKET_MESH_ID = "http://www.roblox.com/asset/?id=94690081" local ROCKET_MESH_SCALE = Vector3.new(1, 1, 1) local ROCKET_SHOW_TIME = 1.5 -- Seconds after animation begins to show the rocket local ROCKET_HIDE_TIME = 2.2 -- Seconds after an...
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...
Start by breaking down the code basically step by step: --edit the below function to execute code when this response is chosen OR this prompt is shown --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data return function(player, dialogueFolder) local plrData = r...
Breakdown this code: --global functions ai.Move = function(loc, mustSee, humanoid) goalHumanoid = humanoid if goalPos then goalPos = loc else goalPos = loc spawn(function() ai.State = "Tracking" local lastGoal local lastTime = time() while goalPos and ai.Humanoid do local gp = goalPos if pc...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[Weight and CG]] Tune.Weight = 6000 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 5, --[[Height]] 8, --[[Length]] 17, } Tune.W...
Breakdown this code: --- Returns a new Maid object function Maid.new() local self = {} self.Tasks = {} return setmetatable(self, Maid) end Maid.MakeMaid = Maid.new output_code: ## Breakdown The provided code defines a Lua class named `Maid` and includes a constructor function to create instances of this class. ...
query code to breakdown: --HUB.Default.Lock.MouseButton1Click:connect(function() -- if carSeat.Seatlock.Value == false then -- handler:FireServer('seatlock',true,0) -- else -- handler:FireServer('seatlock',false,12) -- end --end) radio.Buttons.Play.MouseButton1Click:connect(function() handler:FireServer("updateSong...