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code instruction: --Save data to DataStore local function savePlayerData(player, playerLeaving) local pdata = main.pd[player] if pdata and (pdata.DataToUpdate or playerLeaving) then return main:GetModule("DataStores"):DataStoreRetry(datastoreRetries, function() return playerDataStore:UpdateAsync(player.UserId, f...
Start by breaking down the code basically step by step: -- << PERMISSION TYPES >> --[[ auto Owner -- Can use all commands & set all permissions 4 HeadAdmin -- Can use all commands & set all permissions (except from 'Owner') 3 Admin -- Can ban & set Moderators/VIP 2 Mod -- Can kick, mute, & use most c...
Breakdown this code: -- ================================================================================ -- SETTINGS -- ================================================================================ GameSettings.intermissionDuration = 10 -- Duration of intermission in seconds GameSettings.roundDuration = 60 -- Durati...
Start by breaking down the code basically step by step: --// This module is for stuff specific to cross server communication --// NOTE: THIS IS NOT A *CONFIG/USER* PLUGIN! ANYTHING IN THE MAINMODULE PLUGIN FOLDERS IS ALREADY PART OF/LOADED BY THE SCRIPT! DO NOT ADD THEM TO YOUR CONFIG>PLUGINS FOLDER! return function(Va...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --> functions script.Parent.MouseButton1Click:connect(function() fovCamera.FieldOfView = fovCode.Text fovCode.Text = "FOV Number" end) code breakdown: ## Breakdown The provided Luau script is designed to interact wi...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- See if I have a tool local spawner = script.Parent local tool = nil local region = Region3.new( Vector3.new( spawner.Position.X - spawner.Size.X / 2, spawner.Position.Y + spawner.Size.Y / 2, ...
query code to breakdown: --Dupes a part from the template. local function MakeFromTemplate(template: BasePart, currentCacheParent: Instance): BasePart local part: BasePart = template:Clone() -- ^ Ignore W000 type mismatch between Instance and BasePart. False alert. part.CFrame = CF_REALLY_FAR_AWAY part.Anchored = ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ------------------------------------------------------------------------------------------------------------------------------------------------------- local P = script.Parent local Run = game:GetServ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[=[ Pushes an entry to the right of the queue @param value T ]=] function Queue:PushRight(value) self._last = self._last + 1 self[self._last] = value end Sure, let's break it down: ## Breakdow...
Breakdown this code: --NOTICE: If converting to an AF, uncomment any of the commented codes below ButtonAlert.ProximityPrompt.Triggered:Connect(function() Events:Fire("signal", 1) ButtonAlert.Click:Play() end) ButtonAttack.ProximityPrompt.Triggered:Connect(function() Events:Fire("signal", 2) ButtonAttack.Click:Pl...
code instruction: --s.Pitch = 0.7 while s.Pitch < 1.1 do s.Pitch = s.Pitch + 0.012 s:Play() if s.Pitch > 1.1 then s.Pitch = 1.1 end wait(0.001) end output_code: ## Breakdown The provided Luau script is designed to incrementally increase the pitch of a sound object in Roblox, ensuring that the pitch does not e...
important code input to explain step by step: -- js https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String/charCodeAt -- lua http://www.lua.org/manual/5.4/manual.html#pdf-utf8.codepoint return function(str: string, index: number): number if typeof(index) ~= "number" then index = 1 ...
code instruction: -- Basic settings local MAXIMUM_DIFFERENT_ITEMS = 6 local plr = game.Players.LocalPlayer function getItemTable() -- Formulate and return a table of items local items = {} for _, i in pairs(script.Parent:GetChildren()) do if i.Name == "Item" then for _ = 1, i.Count.Value do table.insert(i...
Start by breaking down the code basically step by step: -- Types -- Stephen Leitnick -- December 20, 2021 export type Args = { n: number, [any]: any, } export type FnBind = (Instance, ...any) -> ...any export type ServerMiddlewareFn = (Instance, Args) -> (boolean, ...any) export type ServerMiddleware = { ServerMid...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ------------------ ------------------ function waitForChild(parent, childName) while true do local child = parent:findFirstChild(childName) if child then return child end parent.ChildAdde...
Start by breaking down the code basically step by step: --// Processing return function(Vargs, GetEnv) local env = GetEnv(nil, { script = script }) setfenv(1, env) local _G, game, script, getfenv, setfenv, workspace, getmetatable, setmetatable, loadstring, coroutine, rawequal, typeof, print, math, warn, error, pcal...
Start by breaking down the code basically step by step: --- local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Tawny", Paint) end) Sure. Here is a summary: ## Breakdown The provided Lua script is designed to run within the Roblox environment and is attache...
Breakdown this code: --[[* * A class that generates the CLI status of currently running tests * and also provides an ANSI escape sequence to remove status lines * from the terminal. ]] export type Status = { onChange: (self: Status, callback: () -> ()) -> (), runStarted: (self: Status, aggregatedResults: Aggregat...
input_code: --[[ Local functionality ]] -- local function isDynamicThumbstickEnabled() return ThumbstickFrame and ThumbstickFrame.Visible end local function enableAutoJump(humanoid) if humanoid and isDynamicThumbstickEnabled() then local shouldRevert = humanoid.AutoJumpEnabled == false shouldRevert = shouldReve...
important code input to explain step by step: --edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data return function(player, dialogueFolder) local plrData = require(game.Repli...
input_code: --> Main local function UpdateHeatBar() heatBar.Visible = heldGunHeat.Value > 0.025 heatBar.Heat.Size = UDim2.new(heldGunHeat.Value, 0, 1, 0) end local function SetupGUIForHeldGun(gun) for i, image in ipairs(images:GetChildren()) do if image.Name == gun.Name then image.ImageTransparency = 0 els...
code to explain: -- Hook up ShopRegion parts to open and close the merch booth local TAG_NAME = "ShopRegion" local DEBOUNCE_TIME = 1 local lastClose = 0 function hookupRegionPart(regionPart) regionPart.Touched:Connect(function(otherPart) -- Debounce the shop from opening too soon after being closed if os.clock() <...
code instruction: --[[Transmission]] Tune.TransModes = { "Auto", "Semi" } --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is de...
code: ------------------------- function onClicked() R.Function1.Disabled = true FX.CRUSH.BrickColor = BrickColor.new("Really red") FX.CRUSH.loop.Disabled = true FX.JET.BrickColor = BrickColor.new("Really red") FX.JET.loop.Disabled = true FX.LPF.BrickColor = BrickColor.new("Really red") FX.LPF.loop.Disabled = ...
code instruction: --[[Run]] --Print Version local ver = require(car["A-Chassis Tune"].README) print("//INSPARE: AC6 Loaded - Build " .. ver) --Runtime Loops -- ~60 c/s game["Run Service"].Stepped:connect(function() --Steering Steering() --RPM RPM() --Update External Values _IsOn = script.Parent.IsOn.Value _...
Start by breaking down the code basically step by step: --[=[ Retrieves the manager @return PlayerDataStoreManager ]=] function PlayerDataStoreService:PromiseManager() if self._dataStoreManagerPromise then return self._dataStoreManagerPromise end self._dataStoreManagerPromise = self._started :Then(function() ...
input_code: --[[Wheel Alignment]] --[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = -15 Tune.RCamber = -15 Tune.FToe = 0 Tune.RToe = 0 Sure. Here is a summary: ## Breakdown The provided code snippet defines a configuration table named `Tune` that holds wheel alignment settings f...
Breakdown this code: ---------------------------------- ------------FUNCTIONS------------- ---------------------------------- function IsBlack(note) if note % 12 == 2 or note % 12 == 4 or note % 12 == 7 or note % 12 == 9 or note % 12 == 11 then return true end end function HighlightPianoKey(note1) if not Settings...
code to explain: --ColourRand --------------------------------------------- script.Parent.Configuration.ColorRand.Changed:connect(function() while script.Parent.Configuration.ColorRand.Value == 1 do wait(0.1) r = math.random(1, 255) / 255 g = math.random(1, 255) / 255 b = math.random(1, 255) / 255 script.P...
Start by breaking down the code basically step by step: --You can change the values below to suit your needs local max_mode = 10 --The maximum amount of modes forwards. Set to 0 to disable forwards motion. local min_mode = -10 --The minimum amount of modes backwards. Set to 0 to disable backwards motion. local incre...
code instruction: --[[ Wait in parallel for all RemoteEvents and RemoteFunctions defined in RemoteNames to replicate into the remoteFolder. Used to ensure all remotes exist before the client Network module finishes initializing. --]] local ReplicatedStorage = game:GetService("ReplicatedStorage") local Sift = requ...
input_code: --[[ AnimateKey(note1,px,py,pz,ox,oy,oz,Time) --note1(1-61), position x, position y, position z, orientation x, orientation y, orientation z, time local obj = --object or gui or wahtever goes here local Properties = {} Properties.Size = UDim2.new() Tween(obj,Properties,2,true,Enum.EasingStyle.Linear,Enum.E...
query code to breakdown: --------------------------------------------------- local tweenService = game:GetService("TweenService") This = script.Parent Lift = This.Parent.Parent.Parent CustomLabel = require(Lift.CustomLabel) Characters = require(script.Characters) CustomText = CustomLabel["CUSTOMFLOORLABEL"] for i, v...
query code to breakdown: --- Get (or create) BindableFunction function GetFunc(funcName) --- Variables funcName = string.lower(funcName) local func = funcs[funcName] --- Check if function already exists if not func then func = Instance.new("BindableFunction") func.Name = funcName funcs[funcName] = func end...
input_code: --//THROTTLE PATCHER//-- GEAR = 1 Wrpm = 3 Gear1 = 52 Idle = "dsaBETA_LIMIT" FinalDrive = "GearTest" RPMLimiter = 4.3 rpm = BrickColor sconfig = math.min(42) rwd = script.Parent Gear2 = 4 Gear3 = "ying" Gear4 = "yan" Gear5 = "34" config = 14.4 scale = 41 hp = script.Parent size = 14 th = 54 Sure. Here is ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ TEXT CHANGER ]] -- while true do script.Parent.TextLabel.Text = "Teleporting." wait(0.5) script.Parent.TextLabel.Text = "Teleporting.." wait(0.5) script.Parent.TextLabel.Text = "Teleporting...
Start by breaking down the code basically step by step: -- Public Constructors function RotatedRegion3.new(cframe, size) local self = setmetatable({}, RotatedRegion3) self.CFrame = cframe self.Size = size self.Shape = "Block" self.Set = Vertices.Block(cframe, size / 2) self.Support = Supports.PointCloud self....
Start by breaking down the code basically step by step: --!strict local LuauPolyfill = script.Parent.Parent local types = require(LuauPolyfill.types) type Array<T> = types.Array<T> type Object = types.Object return function(t: Object | Array<any>): boolean return table.isfrozen(t) end output_code: ## Breakdown The...
important code input to explain step by step: --[=[ @class Symbol Represents a unique object. Symbols are often used as unique keys in tables. This is useful to avoid possible collisions with a key in a table, since the symbol will always be unique and cannot be reconstructed. :::note All Unique Every creati...
input_code: -- Config variables local castLimit = 4 -- Number of times the module will recast if a non collided part is hit local castDebug = false -- Creates red dots where raycasts hit local dir = {} local lastResult local players = game:GetService("Players") local defaultParams = RaycastParams.new() defaultParams....
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --local Energia = PastaVar.Energia local Ferido = PastasStan.Ferido local Caido = PastasStan.Caido local Ragdoll = require(game.ReplicatedStorage.ACS_Engine.Modulos.Ragdoll) local configuracao = require(game.ReplicatedS...
code instruction: --// Hash: 3c31d814e610c566c5bb39cdf2a4c1a58462fc9807524adfec0f0d743e6a3543423cabf7f8115130be5cd265da00a8a0 -- Decompiled with the Synapse X Luau decompiler. local v1 = {} for v2, v3 in pairs(script:GetChildren()) do v1[v3.Name] = v3 end local u1 = require(script.Parent:WaitForChild("getLastWordFrom...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- declarations local Figure = script.Parent local Head = Figure:WaitForChild("Head") local Humanoid = Figure:WaitForChild("Humanoid") local regening = false Sure. Here is a summary: ## Breakdown The provided Luau scr...
input_code: --script.Parent.CanCollide = true function onTouched(hit) local humanoid = hit.Parent:findFirstChild("Humanoid") if humanoid ~= nil then tagHumanoid(humanoid) humanoid.Health = humanoid.Health - 10 untagHumanoid(humanoid) connection:disconnect() else damage = damage / 2 if damage < 2 then ...
Start by breaking down the code basically step by step: --// Event Connections L_118_.OnClientEvent:connect(function(L_332_arg1, L_333_arg2) if L_332_arg1 ~= L_2_ then local L_334_ = L_332_arg1.Character local L_335_ = L_334_.AnimBase.AnimBaseW local L_336_ = L_335_.C1 if L_333_arg2 then L_133_(L_335_, nil,...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- @moduledescription Manage all the player, if they are ready or not local module = {} local System = require(game.ReplicatedStorage.System) :: any module.OnReady = System.Signal.new() function module.Init() System.R...
Start by breaking down the code basically step by step: -- Class local MaidClass = {} MaidClass.__index = MaidClass MaidClass.__type = "Maid" function MaidClass:__tostring() return MaidClass.__type end step by step breakdown/explanation: ## Breakdown The provided code defines a basic `Maid` class in Luau, which i...
query code to breakdown: -- Check when player is typing in chat or typing in general (this was originally setting _L.Typing instead of _L.Variables.Typing for 2 years LMFAO oops) _L.Services.UserInputService.TextBoxFocused:Connect(function(textBox) _L.Variables.Typing = true if textBox:IsDescendantOf(_L.Player.Chat)...
Breakdown this code: -- NOTE: To me, this appears a bit 'hackish' so I can't -- promise that it will always work! local noJump = script.NoJump:Clone() script.NoJump:Destroy() function CharacterSpawned(char) local noJ = noJump:Clone() noJ.Parent = char delay(0.2, function() noJ.Disabled = false end) end functio...
code to explain: -- Every valid configuration value should be non-nil in the config table. function Config.new(defaultConfig) local self = {} self.defaultConfig = defaultConfig self.defaultConfigKeys = {} for key in pairs(defaultConfig) do table.insert(self.defaultConfigKeys, key) end self._currentConfig = se...
code to explain: --- Skill local UIS = game:GetService("UserInputService") local plr = game.Players.LocalPlayer local Mouse = plr:GetMouse() local Debounce = true Player = game.Players.LocalPlayer UIS.InputBegan:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.V and Debounce == true and Tool.Equip.Value...
Breakdown this code: --- if script.Parent.Parent.Parent.IsOn.Value then script.Parent.Parent:TweenPosition( UDim2.new(0, 0, 0, 0), Enum.EasingDirection.InOut, Enum.EasingStyle.Quad, 1, true ) end script.Parent.Parent.Parent.IsOn.Changed:connect(function() if script.Parent.Parent.Parent.IsOn.Value then s...
code instruction: ------------------------- 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.Hum...
input_code: --Variable for the Camera you want for the menu local pc = workspace.PlayCam -- change "playcam" to the object you want to use as the camera (make sure you know the front face) wait(0.001) --waits for .001 seconds, its required dont delete output_code: ## Breakdown The provided Luau script sets up a var...
Start by breaking down the code basically step by step: --DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!! local hitPart = script.Parent local debounce = true local tool = game.ServerStorage.MintIceCream -- Change "Sword" to the na...
important code input to explain step by step: -- SETTINGS ---------------------------------------------------- local hasFire = false -- Exhaust has fire? local hasSmoke = true -- Exhaust has smoke? local lightColor_on = BrickColor.new("Institutional white") local lightColor_off = headlights[1].BrickColor -- Grab your e...
input_code: -------- OMG HAX r = game:service("RunService") local damage = 15 local slash_damage = 15 sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/asset/?id=10548112" SlashSound.Parent = sword SlashSound.Volume = 1 local Uns...
input_code: -- Make all the Hotbar Slots for i = 1, NumberOfHotbarSlots do local slot = MakeSlot(HotbarFrame, i) slot.Frame.Visible = false if not LowestEmptySlot then LowestEmptySlot = slot end end InventoryIcon.selected:Connect(function() if not GuiService.MenuIsOpen then CanHover = false BackpackScript....
input_code: -- @preconditions: vec should be a unit vector, and 0 < rayLength <= 1000 function RayCast(startPos, vec, rayLength) local hitObject, hitPos = game.Workspace:FindPartOnRay(Ray.new(startPos + (vec * 0.01), vec * rayLength), Handle) if hitObject and hitPos then local distance = rayLength - (hitPos - start...
query code to breakdown: -- Given the cameraCFrame and vertical mouse delta, a cframe will be returned to be used for recoiling the camera -- @param CFrame -- @Returns CFrame function RecoilSimulator:GetRecoilCFrame(cameraCFrame) local verticalRecoil = self.weaponDefinition:GetVerticalRecoilVector() local randomVerti...
code to explain: -- A state object whose value is derived from other objects using a callback. export type Computed<T> = StateObject<T> & Dependent & { -- kind: "Computed" (add this when Luau supports singleton types) } code breakdown: ## Breakdown The provided Luau code defines a type alias named `Computed` that i...
query code to breakdown: -- [[ENIIQZ' MOBILE SUPPORT]] local Buttons = script.Parent:WaitForChild("Buttons") local Left = Buttons:WaitForChild("Left") local Right = Buttons:WaitForChild("Right") local Brake = Buttons:WaitForChild("Brake") local Gas = Buttons:WaitForChild("Gas") if UserInputService.TouchEnabled then ...
code: --Reset First LeftHip.C1 = CFrame.new(3, 0, 0) RightHip.C1 = CFrame.new(-3, 0, 0) print("Completed") while true do LeftHip.C1 = CFrame.new(3, 0, 0 - 5) RightHip.C1 = CFrame.new(-3, 0, 0 + 5) for i = 1, 10 do LeftHip.C1 = LeftHip.C1 * CFrame.new(0, -0.5, 0.5) RightHip.C1 = RightHip.C1 * CFrame.new(0, 0.5,...
query code to breakdown: -- Overrides Keyboard:UpdateMovement(inputState) to conditionally consider self.wasdEnabled and let OnRenderStepped handle the movement function ClickToMove:UpdateMovement(inputState) if FFlagUserClickToMoveFollowPathRefactor then if inputState == Enum.UserInputState.Cancel then self.keyb...
Start by breaking down the code basically step by step: -- NOTE: To use properly please make sure to reject the promise for proper GC if the object requiring -- this value is GCed. return function(instance, propertyName) assert(typeof(instance) == "Instance", "Bad instance") assert(type(propertyName) == "string", "Ba...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- See if I have a tool local spawner = script.Parent local tool = nil local region = Region3.new( Vector3.new( spawner.Position.X - spawner.Size.X / 2, spawner.Position.Y + spawner.Size.Y / 2, spawner.Position.Z ...
code: --[[ Renderer that deals in terms of Roblox Instances. This is the most well-supported renderer after NoopRenderer and is currently the only renderer that does anything. ]] local Binding = require(script.Parent.Binding) local Children = require(script.Parent.PropMarkers.Children) local ElementKind = require(s...
input_code: -- << SETUP >> -- Donor Commands local donorCommands = {} for _, command in pairs(main.commandInfo) do if command.RankName == "Donor" then table.insert(donorCommands, command) end end explanation: ## Breakdown The provided Lua script is designed to filter and collect commands from a table named `main...
code instruction: ----------------------------------------------------------------------------------------------- script.Parent:WaitForChild("Speedo") script.Parent:WaitForChild("Tach") script.Parent:WaitForChild("ln") script.Parent:WaitForChild("Gear") script.Parent:WaitForChild("Speed") local player = game.Players....
code instruction: --Change sound id to the id you want to play debounce = false script.Parent.Touched:connect(function(hit) debounce = true script.Parent.Parent.Map3:Destroy() game.Lighting.FogColor = Color3.fromRGB(29, 29, 0) game.Lighting.FogEnd = 500 end) explanation of the code: ## Breakdown The provided s...
code: -- Call this from a function bound to Renderstep with Input Priority function VehicleController:Update(moveVector: Vector3, cameraRelative: boolean, usingGamepad: boolean) if self.vehicleSeat then if cameraRelative then -- This is the default steering mode moveVector = moveVector + Vector3.new(self.steer...
code instruction: --[[ Generates symbols used to denote property change handlers when working with the `New` function. ]] local function OnChange(propertyName: string) return { type = "Symbol", name = "OnChange", key = propertyName, } end return OnChange step by step breakdown/explanation: ## Breakdown T...
input_code: -- script.Parent.OnServerEvent:Connect(function(p) local Character = p.Character local Humanoid = Character.Humanoid local RootPart = Character.HumanoidRootPart local anim = Humanoid:LoadAnimation(script.Anim) anim:Play() Humanoid.AutoRotate = false script.Parent.Parent.Parent.Handle2.sfx:Play() loc...
Start by breaking down the code basically step by step: -- See if I have a tool local spawner = script.Parent local tool = nil local region = Region3.new( Vector3.new( spawner.Position.X - spawner.Size.X / 2, spawner.Position.Y + spawner.Size.Y / 2, spawner.Position.Z - spawner.Size.Z / 2 ), Vector3.new( spa...
code to explain: -- you can add a minimum size (optional) minimumSize = Vector2.new(240, 160) resizer.makeResizable(frameToResize, minimumSize) resizer.makeDraggable(frameToResize) output_code: ## Breakdown The provided script is designed to make a given frame in Roblox resizable and draggable. Here’s a step-by-st...
code: --!strict local startAngle = -15 local endAngle = 15 local function Map(n: number, oldMin: number, oldMax: number, min: number, max: number): number return (min + ((max - min) * ((n - oldMin) / (oldMax - oldMin)))) end local function run(LightChanger) local lights = LightChanger:GetLights("Numbered") LightCh...
code to explain: --------------| SYSTEM SETTINGS |-------------- Prefix = ";" -- The character you use before every command (e.g. ';jump me'). SplitKey = " " -- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me'). BatchKey = "" -- The character inbetween batch comman...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --// Connections L_8_.InputBegan:connect(function(L_89_arg1, L_90_arg2) if not L_90_arg2 then if L_89_arg1.KeyCode == L_7_.StartupKey then if not L_14_ and L_15_ then L_15_ = false L_35_...
query code to breakdown: -- Function to shake the screen local function shakeScreen(magnitude, duration) local shakeOffset = Vector3.new( math.random(-magnitude * 100, magnitude * 100) / 100, math.random(-magnitude * 100, magnitude * 100) / 100, math.random(-magnitude * 100, magnitude * 100) / 100 ) local shak...
important code input to explain step by step: --[=[ @param predicate (value: any) -> boolean @return Option Returns `self` if this option has a value and the predicate returns `true. Otherwise, returns None. ]=] function Option:Filter(predicate) if self:IsNone() or not predicate(self._v) then return Option.None ...
input_code: -- same as jump for now function moveFreeFall() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 3.14 LeftShoulder.DesiredAngle = -3.14 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveSit() RightShoulder.MaxVelocity = 0.15 LeftShoulder...
Breakdown this code: -- Called to update all of the look-angles being tracked -- on the client, as well as our own client look-angles. -- This is called during every RunService Heartbeat. function CharacterRealism:UpdateLookAngles(delta) -- Update our own look-angles with no latency local pitch, yaw = self:ComputeLo...
code instruction: -- camera settings player.CameraMaxZoomDistance = 0.5 -- force first person camera.FieldOfView = 90 humanoid.CameraOffset = Vector3.new(0, 0, -0.5) code breakdown: ## Breakdown The provided Lua code snippet configures the camera settings in a Roblox game to achieve a first-person view with a specif...
Breakdown this code: --[=[ @within TableUtil @function Reverse @param tbl table @return table Reverses the array. ```lua local t = {1, 5, 10} local tReverse = TableUtil.Reverse(t) print(tReverse) --> {10, 5, 1} ``` :::note Arrays only This function works on arrays, but not dictionaries. ]=] local functio...
code instruction: --[[Steering]] Tune.SteerInner = 36 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 37 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = 0.03 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = 0.1 -- Steering increment per tick (in degrees) Tune.SteerDecay = 150 -- ...
code: -- Reset the camera look vector when the camera is enabled for the first time local SetCameraOnSpawn = true local hasGameLoaded = false local GestureArea = nil local GestureAreaManagedByControlScript = false local function layoutGestureArea(portraitMode) if GestureArea and not GestureAreaManagedByControlScrip...
Start by breaking down the code basically step by step: --- Handles initial preparation of the game server-side. return function(cmdr) local ReplicatedRoot, RemoteFunction, RemoteEvent local function Create(class, name, parent) local object = Instance.new(class) object.Name = name object.Parent = parent or Rep...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- helpers local Networking = require(Src.Http.Networking) local getFullPath = require(Src.Util.getFullPath) Sure, let's break it down: ## Breakdown The provided code snippet is written in Luau, which is a statically ...
important code input to explain step by step: --Misc Tune.RevAccel = 470 -- RPM acceleration when clutch is off Tune.RevDecay = 486 -- RPM decay when clutch is off Tune.RevBounce = 170 -- RPM kickback from redline Tune.IdleThrottle = 0 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (hig...
important code input to explain step by step: ------------------------- 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 ...
code to explain: -- CONSTANTS local SIMPSON_N = 16 local NEWTON_N = 6 local ZERO = Vector3.new(0, 0, 0) Sure, let's break it down: ## Breakdown The provided Luau code defines three constants that are used in mathematical and computational contexts, particularly within numerical methods and 3D space calculations. Le...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ------------------------------------ function onTouched(part) if part.Parent ~= nil then local h = part.Parent:findFirstChild("Humanoid") if h ~= nil then local teleportfrom = script.Parent.E...
code to explain: -- Constants local Settings = { -- Rate: How many droplets spawn per second Rate = 8, -- Size: How large the droplets roughly are (in studs) Size = 0.1, -- Tint: What color the droplets are tinted (leave as nil for a default realistic light blue) Tint = Color3.fromRGB(226, 244, 255), -- Fade:...
code: --[[** ensures value is a table and all keys pass keyCheck and all values pass valueCheck @param keyCheck The function to use to check the keys @param valueCheck The function to use to check the values @returns A function that will return true iff the condition is passed **--]] function t.map(keyCheck, valu...
Breakdown this code: -- These controllers handle only walk/run movement, jumping is handled by the -- TouchJump controller if any of these are active local ClickToMove = require(script:WaitForChild("ClickToMoveController")) local TouchJump = require(script:WaitForChild("TouchJump")) local VehicleController = require(s...
Start by breaking down the code basically step by step: -- Decompiled with the Synapse X Luau decompiler. local v1 = require(script.Parent:WaitForChild("VRBaseCamera")) local v2 = require(script.Parent:WaitForChild("CameraInput")) local v3 = require(script.Parent:WaitForChild("CameraUtils")) local v4 = require(script....
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- FEATURE METHODS function Icon:bindEvent(iconEventName, eventFunction) local event = self[iconEventName] assert( event and typeof(event) == "table" and event.Connect, "argument[1] must be a valid topbarplus icon ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --Leonlai Fog Script. :D game.Lighting.FogStart = 10 game.Lighting.FogEnd = 100 game.Lighting.FogColor = Color3.new(0, 0, 0) game.Lighting.TimeOfDay = "00:00" <<explaining>> Of course, here is a step by step summary: ...
important code input to explain step by step: -- Sometimes, e.g. when comparing two numbers, the output from jest-diff -- does not contain more information than the 'Expected:' / 'Received:' already gives. -- In those cases, we do not print a diff to make the output shorter and not redundant. function shouldPrintDiff(...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --//Main repeat wait() Camera.CameraType = Enum.CameraType.Scriptable until Camera.CameraType == Enum.CameraType.Scriptable Camera.CFrame = workspace.CameraPart.CFrame PlayButton.MouseButton1Click:...