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code instruction: -------------------------------------------------------------------- if backfire == true then mouse.KeyDown:connect(function(key) if key == camkey and enabled == false then local children = car.Body.Exhaust:GetChildren() for index, child in pairs(children) do if child.Name == "Backfire1"...
query code to breakdown: --Variable local MovementMap = { [Enum.KeyCode.W] = Vector3.new(0, 0, -1), [Enum.KeyCode.A] = Vector3.new(-1, 0, 0), [Enum.KeyCode.S] = Vector3.new(0, 0, 1), [Enum.KeyCode.D] = Vector3.new(1, 0, 0), } local Maid local MovementController = {} function MovementController:GetInput() local ...
Breakdown this code: -- ==================== -- BASIC -- A basic settings for the gun -- ==================== Auto = false MuzzleOffset = Vector3.new(0, 0.625, 1.25) BaseDamage = 20 FireRate = 0.15 --In second ReloadTime = 2 --In second AmmoPerClip = 17 --Put "math.huge" to make this gun has infinite ammo and never re...
code: --[=[ Yields until the promise is complete, then returns a boolean indicating the result, followed by the values from the promise. @yields @return boolean, T ]=] function Promise:Yield() if self._fulfilled then return true, unpack(self._fulfilled, 1, self._valuesLength) elseif self._rejected then retur...
important code input to explain step by step: -- Don't edit below unless you know what you're doing. function onClicked() Option() end script.Parent.MouseButton1Down:connect(onClicked) result breakdown output: ## Breakdown The provided code is written in Luau, a variant of Lua used in Roblox for scripting. Here's ...
code instruction: --[[** Adds an `Object` to Janitor for later cleanup, where `MethodName` is the key of the method within `Object` which should be called at cleanup time. If the `MethodName` is `true` the `Object` itself will be called instead. If passed an index it will occupy a namespace which can be `Remove()`d or...
code: --[[ When the player plays a chord, this method will deduce which animation to play based on the chord number ]] local function GetAnimationFromChord(chord: number, hold: boolean): Animation if hold then return AnimationsDB.Sustain end if chord == 1 then return AnimationsDB.SpecialA elseif chord == 2 t...
important code input to explain step by step: -- simple if statements, decides where the Tool will spawn -- depending on the generated number. if BlockPosition == 1 then Block.CFrame = Pos1 end if BlockPosition == 2 then Block.CFrame = Pos2 end if BlockPosition == 3 then Block.CFrame = Pos3 end if BlockPosition =...
code instruction: --Zombie.Humanoid.Running:Connect(d) Zombie.Humanoid.Died:Connect(function() script.Parent:Destroy() end) Zombie.Humanoid.HealthChanged:Connect(function() Zombie.Damage = math.ceil((script.Parent.Humanoid.Health * 1.2) / 2) end) result breakdown output: ## Breakdown The provided code snippet se...
query code to breakdown: --------LEFT DOOR -------- game.Workspace.doorleft.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l31.BrickColor = BrickColor.new(game.Works...
code to explain: --// # key, ally mouse.KeyDown:connect(function(key) if key == "m" then veh.Lightbar.middle.Beep:Play() veh.Lightbar.Remotes.AllyEvent:FireServer(true) end end) explanation: ## Breakdown The provided Luau script is designed to perform specific actions when the "m" key on the keyboard is presse...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --spawn(function() while game:GetService("RunService").Heartbeat:wait() and car:FindFirstChild("DriveSeat") and character.Humanoid.SeatPart == car.DriveSeat do --game:GetService("RunService").Rend...
code: -------------------------------------------------------------------------------- while true do while Humanoid.Health < Humanoid.MaxHealth do local dt = wait(REGEN_STEP) local dh = dt * REGEN_RATE * Humanoid.MaxHealth Humanoid.Health = math.min(Humanoid.Health + dh, Humanoid.MaxHealth) end Humanoid.Healt...
query code to breakdown: -- Define the function to open or close the window with gene-alike effect local function toggleWindow(button) local windowName = button.Name -- Find the corresponding frame in the AppManager using the window name local window = gui:FindFirstChild(windowName) if window then if window.Visi...
input_code: --//Suspension//-- RideHeightFront = 1.4 --{This value will increase the ride height for front} RideHeightRear = 1.4 --{This value will increase the ride height for rear} StiffnessFront = 3 --[0-10]{HIGHER STIFFNESS DECREASES SPAWNING STABILITY} StiffnessRear = 4 --[0-10]{This value will increase the stiff...
code instruction: --- Swaps keys with values, overwriting additional values if duplicated -- @tparam table orig original table -- @treturn table function Table.swapKeyValue(orig) local tab = {} for key, val in pairs(orig) do tab[val] = key end return tab end Sure, let's break it down: ## Breakdown The provided...
code instruction: --[[ Render the child component so that ExternalEventConnections can be nested like so: Roact.createElement(ExternalEventConnection, { event = UserInputService.InputBegan, callback = inputBeganCallback, }, { Roact.createElement(ExternalEventConnection, { event = UserInputService.Inp...
input_code: --[[Steering]] Tune.SteerInner = 45 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 41 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = 0.05 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = 0.1 -- Steering increment per tick (in degrees) Tune.SteerDecay = 320 -- Speed ...
important code input to explain step by step: --[=[ @param fn (...: any) -> any @return Connection Connects a function to the remote signal. The function will be called anytime the equivalent server-side RemoteSignal is fired at this specific client that created this client signal. ]=] function ClientRemoteSignal:...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Miscellaneous Settings FADE_TIME, FADE_TWNSTYLE, FADE_TWNDIRECTION = nil IND_TICK_TIME = nil L_BEAM_COLOR, L_BEAM_RANGE, L_BEAM_BRIGHTNESS = nil H_BEAM_COLOR, H_BEAM_RANGE, H_BEAM_BRIGHTNESS = nil T...
query code to breakdown: --[[Engine]] --Torque Curve Tune.Horsepower = 600 -- [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.EqPoi...
code to explain: -- This function selects the lowest number gamepad from the currently-connected gamepad -- and sets it as the active gamepad function Gamepad:GetHighestPriorityGamepad() local connectedGamepads = UserInputService:GetConnectedGamepads() local bestGamepad = NONE -- Note that this value is higher than a...
important code input to explain step by step: -------- function Handler:add(hitboxObject) assert( typeof(hitboxObject) ~= "Instance", "Make sure you are initializing from the Raycast module, not from this handler." ) table.insert(ActiveHitboxes, hitboxObject) end function Handler:remove(object) for i in ipairs...
important code input to explain 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.Floral -- Change "Sword" to the name of your tool,...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ Creates a new copy of the list with the given elements appended to it. ]] function Immutable.Append(list, ...) local new = {} local len = #list for key = 1, len do new[key] = list[key] end for i = 1, selec...
query code to breakdown: ----------------------------------------------------------------------------------------------- local player = game.Players.LocalPlayer local mouse = player:GetMouse() local car = script.Parent.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"]) local gauges = script.Parent local v...
code instruction: -- (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 = "2006 Visor" p.Parent = h p.Position = hit.Parent:findFirstChild("...
important code input to explain step by step: -- Handle joining general channel first. for i, channelData in pairs(initData.Channels) do if channelData[1] == ChatSettings.GeneralChannelName then HandleChannelJoined(channelData[1], channelData[2], channelData[3], channelData[4], true, false) end end for i, channelD...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ CONSTRUCTOR ]] -- function Path.new(agent, agentParameters, override) if not (agent and agent:IsA("Model") and agent.PrimaryPart) then output(error, "Pathfinding agent must be a valid Model Instance with a set Pr...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Connect to all Players so we can ignore their Characters PlayersService.ChildRemoved:connect(OnPlayersChildRemoved) PlayersService.ChildAdded:connect(OnPlayersChildAdded) for _, player in pairs(Pla...
input_code: --[=[ Observes for the key @param key TKey @return Observable<TEmit> ]=] function ObservableSubscriptionTable:Observe(key) assert(key ~= nil, "Bad key") return Observable.new(function(sub) if not self._subMap[key] then self._subMap[key] = { sub } else table.insert(self._subMap[key], sub) e...
code to explain: -- This script works with any part, feel free to move it into a different part if needed. local parentPart = script.Parent parentPart.Touched:Connect(function(hit) local human = hit.Parent:FindFirstChild("Humanoid") if human then human:TakeDamage(human.MaxHealth) end end) Sure. Here is a summa...
input_code: -- Roblox User Input Control Modules - each returns a new() constructor function used to create controllers as needed local Keyboard = require(script:WaitForChild("Keyboard")) local Gamepad = require(script:WaitForChild("Gamepad")) local DynamicThumbstick = require(script:WaitForChild("DynamicThumbstick")) ...
code to explain: -- Create a FormatByKey() function that uses a fallback translator if the first fails to load or return successfully function TranslationHelper.translateByKey(key, arguments) local translation = "" local foundTranslation = false -- First tries to translate for the player's language (if a translato...
Breakdown this code: -- Unequip logic here function OnUnequipped() LeftButtonDown = false Reloading = false MyCharacter = nil MyHumanoid = nil MyTorso = nil MyPlayer = nil if OnFireConnection then OnFireConnection:disconnect() end if OnReloadConnection then OnReloadConnection:disconnect() end if FlashHol...
query code to breakdown: -- Import relevant references Selection = Core.Selection Support = Core.Support Security = Core.Security Support.ImportServices() <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided Luau code is designed to import and initialize essential services and referenc...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation ------------------------------------------------------------------------ -- returns current 'pc' and marks it as a jump target (to avoid wrong -- optimizations with consecutive instructions not in the same basic block). ...
query code to breakdown: -- CONSTRUCTOR function Signal.new(createConnectionsChangedSignal) local self = setmetatable({}, Signal) if createConnectionsChangedSignal then self.connectionsChanged = Signal.new() end self.connections = {} self.totalConnections = 0 self.waiting = {} self.totalWaiting = 0 return ...
code to explain: --[[ Creates a new controller associated with the specified vehicle. ]] function VehicleLightsComponent.new(model) local component = { model = model, state = { headLights = false, brakeLights = false, }, } setmetatable(component, { __index = VehicleLightsComponent }) component:setu...
code to explain: -- Emits valid links in format Brio.new(link, linkValue) function RxLinkUtils.observeValidLinksBrio(linkName, parent) assert(type(linkName) == "string", "linkName should be 'string'") assert(typeof(parent) == "Instance", "parent should be 'Instance'") return RxInstanceUtils.observeChildrenBrio(pare...
code: --////////////////////////////// Methods --////////////////////////////////////// local methods = {} methods.__index = methods function methods:AddChannel(channelName, autoJoin) if self.ChatChannels[channelName:lower()] then error(string.format("Channel %q alrady exists.", channelName)) end local function ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation ---Buttons for _, v in pairs(script.Parent.ShopFrame.ButtonsFrame:GetChildren()) do if v:IsA("TextButton") then v.MouseButton1Click:Connect(function() v.Parent.Visible = false script.Parent.ShopFrame.Boxes.Weapo...
Start by breaking down the code basically step by step: -- Decompiled with the Synapse X Luau decompiler. local l__HDAdminMain__1 = _G.HDAdminMain local u1 = { Phone = 1, Tablet = 0.8, Computer = 0.6, } local u2 = { [l__HDAdminMain__1.gui.MainFrame] = 0.78, [l__HDAdminMain__1.gui.MenuTemplates.Template5] = 0.78, ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --skip stage product id: 940704785 MarketplaceService = Game:GetService("MarketplaceService") MarketplaceService.ProcessReceipt = function(receiptInfo) players = game.Players:GetPlayers() currenc...
query code to breakdown: -- useless comment here function waitForChild(parent, child) while not parent:FindFirstChild(child) do parent.ChildAdded:wait() end end local model = script.Parent local doorOpenTime = 3 local weld1RelativePosition = CFrame.new() + Vector3.new(0, -1.1, 0.55) local weld2RelativePosition =...
query code to breakdown: --// Handling Settings Firerate = 60 / 720 -- 60 = 1 Minute, 700 = Rounds per that 60 seconds. DO NOT TOUCH THE 60! FireMode = 1 -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive output: ## Breakdown The provided code snippet defines configuration settings for a wea...
Start by breaking down the code basically step by step: -- << MAIN >> --Touch Pad for a, b in pairs(script.Parent:GetChildren()) do local touchPart = b:FindFirstChild("TouchPart") if touchPart then local touchDe = {} local originalColor = touchPart.Color local particles = touchPart.Particles touchPart.Touched...
Start by breaking down the code basically step by step: --Stickmasterluke sp = script.Parent local bv = sp:WaitForChild("BodyVelocity") wait(0.5 + math.random()) bv.velocity = bv.velocity * Vector3.new(1, 0, 1) for _ = 1, 100 do bv.velocity = bv.velocity + Vector3.new(math.random() - 0.5, math.random() - 0.5, math....
Breakdown this code: ------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------- local toolAnimName = "" local toolAnimTrack = nil local toolAnimInstance = nil local currentToolAnimKeyframeHandle...
Breakdown this code: --------RIGHT DOOR -------- game.Workspace.doorright.l11.BrickColor = BrickColor.new(1023) game.Workspace.doorright.l23.BrickColor = BrickColor.new(1023) game.Workspace.doorright.l32.BrickColor = BrickColor.new(1023) game.Workspace.doorright.l53.BrickColor = BrickColor.new(1023) game.Workspace.door...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --------------------) i = true script.Parent[BoneModelName]:MoveTo(Vector3.new(0, 10000, 0)) script.Parent[BoneModelName]:Clone().Parent = game.ServerStorage script.Parent.RemoteEvent.OnServerEvent:Co...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --// Renders local L_161_ L_103_:connect(function() if L_15_ then L_156_, L_157_ = L_156_ or 0, L_157_ or 0 if L_159_ == nil or L_158_ == nil then L_159_ = L_45_.C0 L_158_ = L_45_.C1 end...
input_code: --[[** ensures value is a number where min <= value <= max @param min The minimum to use @param max The maximum to use @returns A function that will return true iff the condition is passed **--]] function t.numberConstrained(min, max) assert(t.number(min) and t.number(max)) local minCheck = t.number...
query code to breakdown: --[=[ The same as [Promise.new](/api/Promise#new), except execution begins after the next `Heartbeat` event. This is a spiritual replacement for `spawn`, but it does not suffer from the same [issues](https://eryn.io/gist/3db84579866c099cdd5bb2ff37947cec) as `spawn`. ```lua local function ...
input_code: --Made by Luckymaxer Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") RunService = game:GetService("RunService") ContentProvider = game:GetService("ContentProvider") RbxUtility = LoadLibrary("RbxUtility") Create = RbxUtility.Create Animations = {} ServerCon...
code: --[[Steering]] Tune.SteerInner = 36 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 37 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = 0.05 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = 0.1 -- Steering increment per tick (in degrees) Tune.SteerDecay = 320 -- Speed of gra...
query code to breakdown: --////////////////////////////// Methods --////////////////////////////////////// local methods = {} methods.__index = methods local function CreateGuiObjects() local BaseFrame = Instance.new("Frame") BaseFrame.Selectable = false BaseFrame.Size = UDim2.new(1, 0, 1, 0) BaseFrame.BackgroundT...
input_code: -- -- -- -- -- -- -- --DIRECTION SCROLL-- -- -- -- -- -- -- -- Elevator:WaitForChild("Direction").Changed:connect(function(val) if val == 1 then This.Display.ARW1.U.Color = DisplayColor This.Display.ARW1.M.Color = DisplayColor This.Display.ARW1.D.Color = DisabledColor This.Display.ARW1.U.Material ...
Breakdown this code: -- CONSTRUCTOR function Signal.new(trackConnectionsChanged) local self = setmetatable({}, Signal) self._bindableEvent = Instance.new("BindableEvent") if trackConnectionsChanged then self.connectionsChanged = Signal.new() end return self end explanation: ## Breakdown The provided code de...
query code to breakdown: --[[ Gamepad Support ]] -- local THUMBSTICK_DEADZONE = 0.2 local r3ButtonDown = false local l3ButtonDown = false local currentZoomSpeed = 1 -- Multiplier, so 1 == no zooming local function clamp(value, minValue, maxValue) if maxValue < minValue then maxValue = minValue end return math.cla...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[Drivetrain]] Tune.Config = "FWD" --"FWD" , "RWD" , "AWD" --Differential Settings Tune.FDiffSlipThres = 50 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed) Tune.FDiffLockThr...
Breakdown this code: --Automatic Settings Tune.AutoShiftMode = "Speed" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point...
input_code: -- ROBLOX deviation: matcher does not have RawMatcherFn type annotation and the -- the function return is not annotated with ThrowingMatcherFn function makeThrowingMatcher( matcher: RawMatcherFn, isNot: boolean, promise: string, actual: any, err: JestAssertionError? ): ThrowingMatcherFn return functio...
code instruction: -- t: a runtime typechecker for Roblox local t = {} function t.type(typeName) return function(value) local valueType = type(value) if valueType == typeName then return true else return false end end end function t.typeof(typeName) return function(value) local valueType = typeof(v...
code instruction: --[[ Main RenderStep Update. The camera controller and occlusion module both have opportunities to set and modify (respectively) the CFrame and Focus before it is set once on CurrentCamera. The camera and occlusion modules should only return CFrames, not set the CFrame property of CurrentCamera di...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[=[ Like [GetRemoteEvent] but in promise form. @function PromiseGetRemoteEvent @within PromiseGetRemoteEvent @param name string @return Promise<RemoteEvent> ]=] if not RunService:IsRunning() t...
code to explain: --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response) outpu...
input_code: --[[ Remove the range from the list starting from the index. ]] local function removeRange(list, startIndex, endIndex) assert(startIndex <= endIndex, "startIndex must be less than or equal to endIndex") local new = {} local index = 1 for i = 1, math.min(#list, startIndex - 1) do new[index] = list[i...
Breakdown this code: --------------------------------------------------- This = script.Parent Elevator = This.Parent.Parent.Parent.Parent.Parent Characters = require(script.Characters) CustomLabel = require(Elevator.CustomLabel) CustomText = CustomLabel["CUSTOMFLOORLABEL"] This.Parent.Parent.Parent.Parent.Parent:Wai...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --// Recoil Settings gunrecoil = -0.5 -- How much the gun recoils backwards when not aiming camrecoil = 0.5 -- How much the camera flicks when not aiming AimGunRecoil = -0.5 -- How much the gun recoils backwards when aim...
code instruction: -- functions function stopAllAnimations() local oldAnim = currentAnim -- return to idle if finishing an emote if emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false then oldAnim = "idle" end currentAnim = "" currentAnimInstance = nil if currentAnimKeyframeHandler ~= nil then curr...
Start by breaking down the code basically step by step: --Precalculated paths local t, f, n = true, false, {} local r = { [58] = { { 72, 71, 61, 59, 41, 30, 56, 58 }, t }, [49] = { { 72, 71, 61, 59, 41, 39, 35, 34, 32, 31, 29, 28, 44, 45, 49 }, t }, [16] = { n, f }, [19] = { { 72, 71, 61, 59, 41, 30, 56, 58, 20, 19...
query code to breakdown: -- map a value from one range to another function CameraUtils.map(x, inMin, inMax, outMin, outMax) return (x - inMin) * (outMax - outMin) / (inMax - inMin) + outMin end output: ## Breakdown The provided Luau function, `CameraUtils.map`, is used to transform a value from one range to another...
code: --//Controller//-- Trigger.MouseClick:Connect(function(Player) if not Settings.OnCD then local Backpack = Player.Backpack local StarterGear = Player.StarterGear for _, Tool in pairs(Backpack:GetChildren()) do if Tool then Tool:Destroy() end end for _, Tool in pairs(StarterGear:GetChildren()...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[Transmission]] Tune.TransModes = { "Semi" } --"Auto", "Semi", or "Manual". Can have more than one; order from first to last --Automatic Settings Tune.AutoShiftMode = "Speed" --"Speed" or "RPM" Tun...
Breakdown this code: ------------------------- while true do R.BrickColor = BrickColor.new("CGA brown") wait(0.3) R.BrickColor = BrickColor.new("Really black") wait(0.3) end Sure, let's break it down: ## Breakdown The provided Luau script is designed to continuously change the `BrickColor` property of an object ...
query code to breakdown: -- Roblox character sound script local Players = game:GetService("Players") local RunService = game:GetService("RunService") local SOUND_DATA = { Climbing = { SoundId = "rbxasset://sounds/action_footsteps_plastic.mp3", Looped = true, }, Died = { SoundId = "rbxasset://sounds/uuhhh.mp3...
query code to breakdown: --[[Engine]] --Torque Curve Tune.Horsepower = 1400 Tune.IdleRPM = 600 Tune.PeakRPM = 7000 Tune.Redline = 8100 Tune.EqPoint = 7000 Tune.PeakSharpness = 9.4 Tune.CurveMult = 0 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90...
code to explain: --// All global vars will be wiped/replaced except script return function(data, env) if env then setfenv(1, env) end local gui = client.UI.Prepare(script.Parent.Parent) -- Change it to a TextLabel to avoid chat clearing local playergui = service.PlayerGui local frame = gui.Frame local msg = g...
Breakdown this code: -- Helper functions function angleBetweenPoints(p0, p1) local p = p0 - p1 return -math.atan2(p.z, p.x) end function getCameraAngle(camera) local cf, f = camera.CoordinateFrame, camera.Focus return angleBetweenPoints(cf.p, f.p) end output: ## Breakdown The provided code consists of two func...
important code input to explain step by step: -- ROBLOX deviation: alias for internal React$ flow types export type React_Node = nil | boolean | number | string | React_Element<any> -- ROBLOX TODO: only include this once it's more specific than `any` -- | React_Portal | Array<React_Node?> -- ROBLOX TODO Luau: ...
code to explain: --// Dump log on disconnect local isStudio = game:GetService("RunService"):IsStudio() game:GetService("NetworkClient").ChildRemoved:Connect(function(p) if not isStudio then warn("~! PLAYER DISCONNECTED/KICKED! DUMPING ADONIS CLIENT LOG!") dumplog() end end) local unique = {} local origEnv = getf...
code to explain: --!strict local function defaultFilter(...: any) return true end local function onSpawned<U>(parent: Instance, callback: (child: U) -> (), filter: ((child: Instance) -> boolean)?) local filterer = (filter or defaultFilter) :: (Instance) -> boolean for _, child in parent:GetChildren() :: { any } do...
code to explain: --[[Controls]] local _CTRL = _Tune.Controls local Controls = Instance.new("Folder", script.Parent) Controls.Name = "Controls" for i, v in pairs(_CTRL) do local a = Instance.new("StringValue", Controls) a.Name = i a.Value = v.Name a.Changed:connect(function() if i == "MouseThrottle" or i == "Mous...
important code input to explain step by step: --[[ for a,b in pairs(game.ServerScriptService.MainModule.Server.Morphs:GetDescendants()) do if b:IsA("Decal") and b.Name ~= "face" and b.Parent.Name == "Head" then print("CHANGED: ".. b.Name.." | "..b.Parent.Parent.Name) b.Name = "face" end end --]] local bundleCach...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Get references to the DockShelf and its children local dockShelf = script.Parent.Parent.Parent.Parent.Parent.DockShelf local shlf = script.Parent.Parent.Parent.Parent.Parent.WindowManager.CtxtMenu local aFinderButton ...
Breakdown this code: --[[Susupension]] Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.FSusLength ...
code to explain: --PUT THIS SCRIPT IN STARTERPACK, STOP DISLIKING IT BECAUSE YOU DIDN'T USE IT RIGHT local sounds = game:GetService("SoundService") local runtime = game:GetService("RunService") script:WaitForChild("FootstepSounds").Parent = sounds local materials = sounds:WaitForChild("FootstepSounds") local plr = gam...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- [[ Flags ]] local FFlagUserCameraGamepadZoomFix do local success, result = pcall(function() return UserSettings():IsUserFeatureEnabled("UserCameraGamepadZoomFix") end) FFlagUserCameraGamepadZoomFix = success and ...
Start by breaking down the code basically step by step: --//wipers local wpr = Instance.new("Motor", script.Parent.Parent.Misc.WPR.SS) wpr.MaxVelocity = 0.05 wpr.Part0 = script.Parent.WPR wpr.Part1 = wpr.Parent local wpr2 = Instance.new("Motor", script.Parent.Parent.Misc.WPR2.SS) wpr2.MaxVelocity = 0.05 wpr2.Part0 = s...
query code to breakdown: -- Don't edit below unless you know what you're doing. local O = true function onClicked() if O == true then O = false One() elseif O == false then O = true Two() end end script.Parent.MouseButton1Down:connect(onClicked) step by step breakdown/explanation: ## Breakdown The provi...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- 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 va...
input_code: -- The script needs this to check the state to not update the Last Standing Y Position Variable. local function getHumanoidState(h) return h:GetState() end output_code: ## Breakdown The provided code defines a function named `getHumanoidState` that takes one parameter, `h`, which is expected to be a Hum...
code: -- Gets the closest player within range to the given mob. If the closest player is the player the mob is already following, distance is 2x. -- Note: If streaming is enabled, MoveTo may produce undesired results if the max distance is ever higher than streaming minimum, such as the enemy -- appearing to 'idle' if ...
query code to breakdown: --///////////////////////// Constructors --////////////////////////////////////// function module.new() local obj = setmetatable({}, methods) obj.MessageIdCounter = 0 obj.ChatChannels = {} obj.Speakers = {} obj.FilterMessageFunctions = Util:NewSortedFunctionContainer() obj.ProcessComm...
Breakdown this code: --[=[ Counts the number of times a char appears in a string. :::note Note that this is not UTF8 safe ::: @param str string @param char string @return number ]=] function String.checkNumOfCharacterInString(str: string, char: string): number local count = 0 for _ in string.gmatch(str, char...
important code input to explain step by step: -- Make variables for the player and camera local player = Players.LocalPlayer local character = player.Character or player.CharacterAdded:wait() local humanoidRootPart = character:FindFirstChild("HumanoidRootPart", true) local camera = game.Workspace.CurrentCamera output...
code: -- Overloads BaseCamera:GetSubjectPosition() with -- the GetSubjectPosition function of the FpsCamera. function FpsCamera:MountBaseCamera(BaseCamera) local base = BaseCamera.GetSubjectPosition self.GetBaseSubjectPosition = base if base then BaseCamera.GetBaseSubjectPosition = base BaseCamera.GetSubjectPo...
input_code: -------- OMG HAX r = game:service("RunService") local damage = 99999999999999999999999999999999999999 local slash_damage = 99999999999999999999999999999999 local lunge_damage = 99999999999999999999999999999999 sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") Sl...
code instruction: --// F key, HornOff mouse.KeyUp:connect(function(key) if key == "h" then veh.Lightbar.middle.Airhorn:Stop() veh.Lightbar.middle.Wail.Volume = 8 veh.Lightbar.middle.Yelp.Volume = 8 veh.Lightbar.middle.Priority.Volume = 8 veh.Lightbar.HORN.Transparency = 1 end end) step by step breakdown/e...