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code to explain: -- Initialization game.StarterGui.ResetPlayerGuiOnSpawn = false ScreenGui.Parent = Player.PlayerGui code breakdown: ## Breakdown The provided code snippet is intended to ensure that a ScreenGui persists across player respawns in a Roblox game. Let's break it down into steps: 1. **Initialization Se...
important code input to explain step by step: --[[ Manages batch updating of tween objects. ]] local RunService = game:GetService("RunService") local Package = script.Parent.Parent local Types = require(Package.Types) local lerpType = require(Package.Animation.lerpType) local getTweenRatio = require(Package.Animatio...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[** Calls each Object's `MethodName` (or calls the Object if `MethodName == true`) and removes them from the Janitor. Also clears the namespace. This function is also called when you call a Janito...
query code to breakdown: ---------------------------------- ------------VARIABLES------------- ---------------------------------- InputService = game:GetService("UserInputService") Mouse = Player:GetMouse() TextBoxFocused = false FocusLost = false ShiftLock = false Sure. Here is a summary: ## Breakdown The provided...
Start by breaking down the code basically step by step: -- loop to handle timed state transitions and tool animations while Figure.Parent ~= nil do local _, time = wait(0.1) move(time) end output_code: ## Breakdown The provided code is a simple loop in Roblox Luau designed to handle timed state transitions and too...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[=[ @interface Extension @within Component .ShouldConstruct ExtensionConstructFn? .Constructing ExtensionFn? .Constructed ExtensionFn? .Starting ExtensionFn? .Started ExtensionFn? .Stopping ...
code instruction: --[=[ @param instance Instance @return RBXScriptConnection Attaches the trove to a Roblox instance. Once this instance is removed from the game (parent or ancestor's parent set to `nil`), the trove will automatically clean up. :::caution Will throw an error if `instance` is not a descendant ...
code instruction: ------//Sprinting Animations self.RightSprint = CFrame.new(-0.9, 1.25, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) self.LeftSprint = CFrame.new(1, 1, -0.6) * CFrame.Angles(math.rad(-45), math.rad(15), math.rad(-25)) self.RightElbowSprint = CFrame.new(0, -0.45, -0.25) * CFrame.Angles(mat...
code to explain: -- [ SETTINGS ] -- local statsName = "Minutes" -- Your stats name local maxItems = 100 -- Max number of items to be displayed on the leaderboard local minValueDisplay = 1 -- Any numbers lower than this will be excluded local maxValueDisplay = 10e15 -- (10 ^ 15) Any numbers higher than this will be exc...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --------------------------------------- tool.Unequipped:Connect(function() print("The tool was unequipped") end) tool.Deactivated:Connect(function() print("The tool has been deactivated") end) <<...
code to explain: --[[Engine]] --Torque Curve Tune.Horsepower = 200 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 7000 -- Use sliders to manipulate values Tune.Redline = 7700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 650...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --end) game:GetService("Players").PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(character_added) end) explanation of the code: ## Breakdown The provided Lua code is designed to set up a connecti...
code to explain: ---------------- debounce = false function onTouch(hit) if game.Players:FindFirstChild(hit.Parent.Name) ~= nil and debounce == false then local player = game.Players:FindFirstChild(hit.Parent.Name) local c = player.Character:GetChildren() debounce = true for i = 1, #c do if (c[i].classNa...
Breakdown this code: --Rescripted by Luckymaxer Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") Speed = 100 Duration = 1 NozzleOffset = Vector3.new(0, 0.4, -1.1) Sounds = { Fire = Handle:WaitForChild("Fire"), Reload = Handle:WaitFo...
Start by breaking down the code basically step by step: -- << Variables >> -- local Player = game:GetService("Players").LocalPlayer local Mouse = Player:GetMouse() local Camera = game:GetService("Workspace").CurrentCamera local UserInputService = game:GetService("UserInputService") local Humanoid = Player.Character:Wa...
Breakdown this code: -- Movement mode standardized to Enum.ComputerCameraMovementMode values function BaseCamera:SetCameraMovementMode(cameraMovementMode) self.cameraMovementMode = cameraMovementMode end function BaseCamera:GetCameraMovementMode() return self.cameraMovementMode end function BaseCamera:SetIsMouseLoc...
important code input to explain step by step: --// Damage Settings BaseDamage = 43 -- Torso Damage LimbDamage = 34 -- Arms and Legs ArmorDamage = 34 -- How much damage is dealt against armor (Name the armor "Armor") HeadDamage = 62 -- If you set this to 100, there's a chance the player won't die because of the heal scr...
code: --[[ Tells whether the current test we're in should be skipped. ]] function TestSession:shouldSkip() -- If our test tree had any exclusive tests, then normal tests are skipped! if self.hasFocusNodes then for i = #self.nodeStack, 1, -1 do local node = self.nodeStack[i] -- Skipped tests are still skippe...
code: --Rescripted by Luckymaxer Pie = script.Parent Players = game:GetService("Players") Debris = game:GetService("Debris") Creator = Pie:FindFirstChild("creator") BodyForce = Pie:FindFirstChild("BodyForce") BodyGyro = Pie:FindFirstChild("BodyGyro") HitSound = Pie:FindFirstChild("Hit") Stuck = false Damage = 0 ...
Breakdown this code: --// Gun Parts local SFn local ABS, HUGE, FLOOR, CEIL = math.abs, math.huge, math.floor, math.ceil local RAD, SIN, COS, TAN = math.rad, math.sin, math.cos, math.tan local VEC2, V3 = Vector2.new, Vector3.new local CF, CFANG = CFrame.new, CFrame.Angles local INSERT = table.insert local Walking = f...
Start by breaking down the code basically step by step: -- Trove -- Stephen Leitnick -- October 16, 2021 local FN_MARKER = newproxy() local THREAD_MARKER = newproxy() local RunService = game:GetService("RunService") local function GetObjectCleanupFunction(object, cleanupMethod) local t = typeof(object) if t == "fu...
input_code: -- Game Services local Configurations = require(game.ServerStorage.Configurations) local TeamManager = require(script.TeamManager) local PlayerManager = require(script.PlayerManager) local MapManager = require(script.MapManager) local TimeManager = require(script.TimeManager) local DisplayManager = require(...
important code input to explain step by step: -- ROBLOX deviation END local globsToMatchersMap = Map.new() :: Map<string, { isMatch: Matcher, negated: boolean }> local picomatchOptions = { dot = true } step by step breakdown/explanation: ## Breakdown The provided code snippet initializes a `Map` and a configuratio...
code instruction: --[[ Script Variables ]] -- while not Players.LocalPlayer do Players.PlayerAdded:wait() end local LocalPlayer = Players.LocalPlayer local Mouse = LocalPlayer:GetMouse() local PlayerGui = LocalPlayer:WaitForChild("PlayerGui") local ScreenGui = nil local ShiftLockIcon = nil local InputCn = nil local I...
query code to breakdown: --[[[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%) ControlRDZone = 5, -- Con...
Breakdown this code: --[[Drivetrain]] Tune.Config = "AWD" --"FWD" , "RWD" , "AWD" --Differential Settings Tune.FDiffSlipThres = 50 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed) Tune.FDiffLockThres = 50 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward faster ...
code: --------AUDIENCE BACK LEFT-------- game.Workspace.audiencebackleft1.Part1.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.audiencebackleft1.Part4.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.audiencebackleft1.Part7.BrickColor = BrickColor.new(game....
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- emote bindable hook script:WaitForChild("PlayEmote").OnInvoke = function(emote) -- Only play emotes when idling if pose ~= "Standing" then return end if emoteNames[emote] ~= nil then -- Default emotes playA...
code: -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- local damagetime local damagedb = false for _, zambieparts in pairs(zombie:GetChildren()) do if zambieparts:IsA("Part") and human.Health > 0 then zambieparts.Touched:connect(function(p) if p.Parent.Name == chaseName and p.Parent...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -------- OMG HAX r = game:service("RunService") local damage = 10 local slash_damage = 15 sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://s...
Start by breaking down the code basically step by step: --Determine Wheel Size local wDia = 0 for i, v in pairs(Drive) do if v.Size.x > wDia then wDia = v.Size.x end end Sure, let's break it down: ## Breakdown The code is designed to find the diameter of the largest wheel within a table called `Drive` and store ...
important code input to explain step by step: --General_Punctuation local function Touch(part) local parent = script.Parent local drop = script.Parent.Parent local h = part.Parent:FindFirstChild("Humanoid") if h ~= nil then script.Disabled = true parent.rumble:Play() drop.P.Transparency = 1 drop.p1.Transpar...
Breakdown this code: --- Generates a new Maid object -- @return Maid function Maid.new() return setmetatable({ _Tasks = {} }, Maid) end result breakdown output: ## Breakdown The provided code defines a `Maid` class with a `new` method. Here's a step-by-step breakdown of what the code does: 1. **Function Definition...
code instruction: --[[ Public API ]] -- function ShiftLockController:IsShiftLocked() return IsShiftLockMode and IsShiftLocked end function ShiftLockController:SetIsInFirstPerson(isInFirstPerson) IsInFirstPerson = isInFirstPerson end output_code: ## Breakdown The provided code snippet defines a module named `Shift...
Start by breaking down the code basically step by step: --[[ Settings Changed Connections ]] -- LocalPlayer.Changed:connect(function(property) if IsTouchDevice and property == "DevTouchMovementMode" then DevMovementMode = LocalPlayer.DevTouchMovementMode IsUserChoice = DevMovementMode == Enum.DevTouchMovementMode....
code instruction: --This script creates a leaderstat and saves it with the DataStoreService. --Put this inside of the ServerScriptService. local stat = "Points" --Change to your stat name local startamount = 0 --Change to how much points the player will start out with local DataStore = game:GetService("DataStoreServi...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Demo dynamic settings local Gui = Instance.new("ScreenGui") local CountLabel = Instance.new("TextLabel") CountLabel.Text = string.format("Leaf Count: %d Active, %d Inactive, 77760 Total", 0, 0) C...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[Status Vars]] local _IsOn = _Tune.AutoStart script.Parent.IsOn.Value = _IsOn local _GSteerT = 0 local _GSteerC = 0 local _GThrot = 0 local _GBrake = 0 local _ClutchOn = true local _ClPressing =...
code instruction: --------------------- TEMPLATE ASSAULT RIFLE WEAPON --------------------------- -- Waits for the child of the specified parent local function WaitForChild(parent, childName) while not parent:FindFirstChild(childName) do parent.ChildAdded:wait() end return parent[childName] end local GLib = requir...
input_code: --[=[ @return SIGNAL_MARKER Returns a marker that will transform the current key into a RemoteSignal once the service is created. Should only be called within the Client table of a service. See [RemoteSignal](https://sleitnick.github.io/RbxUtil/api/RemoteSignal) documentation for more info. ```lua ...
code instruction: --CasingMesh.Scale = Vector3.new(.75,.75,.75) CasingMesh.Parent = CasingBase function OnFire() if IsShooting then return end if MyHumanoid and MyHumanoid.Health > 0 then if RecoilTrack and AmmoInClip > 0 then end IsShooting = true if AmmoInClip > 0 and not Reloading then --if RecoilTr...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --sort by values newTable.vsort = function(tbl, sort) sort = sort or function(x, y) return x > y end return newTable.xsort(tbl, function(x, y) return sort(tbl[x], tbl[y]) end) end newTable.choice = function(tbl...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- A variant of the function above that returns the velocity at a given point in time. local function GetVelocityAtTime(time, initialVelocity, acceleration) return initialVelocity + acceleration * time end <<explainin...
code instruction: --[[Drivetrain]] Tune.Config = "AWD" --"FWD" , "RWD" , "AWD" --Differential Settings Tune.FDiffSlipThres = 50 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed) Tune.FDiffLockThres = 50 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward faster whe...
code to explain: --[[[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%) ControlRDZone = 5, -- Controller ...
code: ------//High Ready Animations self.RightHighReady = CFrame.new(-1.1, 0.5, -1.1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) self.LeftHighReady = CFrame.new(0.65, 0.4, -1.3) * CFrame.Angles(math.rad(-140), math.rad(30), math.rad(30)) self.RightElbowHighReady = CFrame.new(0, -0.25, -0.35) * CFrame.Ang...
Breakdown this code: --[[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 == "...
Breakdown this code: --[[ Used to set a handler for when the promise resolves, rejects, or is cancelled. Returns a new promise chained from this promise. ]] function Promise.prototype:_finally(traceback, finallyHandler, onlyOk) if not onlyOk then self._unhandledRejection = false end -- Return a promise chained ...
query code to breakdown: -- loop to handle timed state transitions and tool animations while Character.Parent ~= nil do local _, currentGameTime = wait(0.1) stepAnimate(currentGameTime) end output_code: ## Breakdown The provided code is a loop designed to handle timed state transitions and tool animations in a Rob...
query code to breakdown: -- Dropdowns function Icon:setDropdown(arrayOfIcons) -- Reset any previous icons for i, otherIcon in pairs(self.dropdownIcons) do otherIcon:leave() end -- Apply new icons if type(arrayOfIcons) == "table" then for i, otherIcon in pairs(arrayOfIcons) do otherIcon:join(self, "dropdown"...
code to explain: --[[Status Vars]] local _IsOn = _Tune.AutoStart if _Tune.AutoStart then script.Parent.IsOn.Value = true end local _GSteerT = 0 local _GSteerC = 0 local _GThrot = 0 local _GBrake = 0 local _ClutchOn = true local _ClPressing = false local _RPM = 0 local _HP = 0 local _OutTorque = 0 local _CGear = 0 l...
code to explain: --[[Weight and CG]] Tune.Weight = 3800 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6, --[[Height]] 3, --[[Length]] 10, } Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, c...
important code input to explain step by step: --[[Brakes]] Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 18 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 2000 -- Front brake force Tune.RBrakeForce = 1750 -- Rear brake force Tune.PBrakeForce = 5000 -- Handbrake force Tune.F...
important code input to explain step by step: --[[ Fired when state is left ]] function Transitions.onLeaveGame(stateMachine, event, from, to, playerComponent) PlayerGame.leave(stateMachine, playerComponent) end code breakdown: ## Breakdown The provided code defines a function named `onLeaveGame` that is intended ...
important code input to explain step by step: -- play particles + w/ custom function module.Play(data) local particle = data.particle or nil local part = data.part or nil local tim = data.tim or 1 local beam = data.beam or nil if part ~= nil then coroutine.wrap(function() for i, v in pairs(part:GetDescendant...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- and (IsServer or weaponInstance:IsDescendantOf(Players.LocalPlayer)) function WeaponsSystem.onWeaponAdded(weaponInstance) local weapon = WeaponsSystem.getWeaponForInstance(weaponInstance) if not...
query code to breakdown: -- << SETUP >> for commandName, command in pairs(module) do command.Name = commandName end return module output_code: ## Breakdown The provided Luau code snippet performs a simple operation on a table named `module` by iterating over its key-value pairs and setting the `Name` property of e...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Place this script in the model you want to be breakable wait(1) local model = script.Parent local domain = script.Parent.Parent _G.recurseBreakage(model, domain) explanation: ## Breakdown The pr...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[** "Links" this Janitor to an Instance, such that the Janitor will `Cleanup` when the Instance is `Destroyed()` and garbage collected. A Janitor may only be linked to one instance at a time, unless `AllowMultiple` i...
code instruction: -- Decompiled with the Synapse X Luau decompiler. local u1 = false local l__LocalPlayer__2 = game.Players.LocalPlayer local u3 = {} script.Parent.MouseButton1Click:Connect(function() if not u1 then u1 = true script.Parent.Text = "Show other players" local v1 = game.Players:GetChildren() for ...
Start by breaking down the code basically step by step: -- so long, ___ bowser! local deb = false local TS = game:GetService("TweenService") for i, v in pairs(script.Parent:GetChildren()) do if v.Name == "Button" then local CD = Instance.new("ClickDetector", v) CD.MaxActivationDistance = 5 CD.MouseClick:Connec...
query code to breakdown: ----- sink plug handler ----- plug.Interactive.ClickDetector.MouseClick:Connect(function() if plugged.Value == false then plugged.Value = true plug.Plug.CFrame = plug.Plug.CFrame * CFrame.new(0, -0.1, 0) else plugged.Value = false plug.Plug.CFrame = plug.Plug.CFrame * CFrame.new(0, 0...
Breakdown this code: --Instructions: Put the tools in the Team script.Parent = game.ServerScriptService game.Players.PlayerAdded:connect(function(plr) plr.CharacterAdded:connect(function(char) for _, v in pairs(game:GetService("Teams"):GetChildren()) do if v.TeamColor == plr.TeamColor then for _, v in pairs...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//-- --//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//-- --//--//--//--//--//--//--...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Bind tool events Tool.Equipped:connect(equip) Tool.Unequipped:connect(unequip) Tool.Activated:connect(OnActivated) Sure, let's break it down: ## Breakdown The provided Luau script is designed to handle specific eve...
important code input to explain step by step: -- Gets the acceleration back as a Vector3, averages it and then determines if the -- average movement is over a minimum sensitivity local function changeAcceleration(acceleration) if cooldown then return end if isInTutorial() then return end local accel = acceler...
code: --[[START]] script.Parent:WaitForChild("Car") script.Parent:WaitForChild("IsOn") script.Parent:WaitForChild("ControlsOpen") script.Parent:WaitForChild("Values") Sure, let's break it down: ## Breakdown The provided Luau script is designed to ensure that certain objects exist within the parent of the script bef...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --Steering Initial Setup-- script.Parent.HeadsUpDisplay = false script.Parent.MaxSpeed = 0 script.Parent.Torque = 0 script.Parent.TurnSpeed = 0 script.Parent.CanCollide = false lv = script.Parent.CFrame.lookVector loc...
code instruction: --- DataStore local DataStore = game:GetService("DataStoreService") local SpawnPoint1 = DataStore:GetDataStore("SpawnPoint") game.Players.PlayerAdded:connect(function(Plr) local Data = Instance.new("Folder") Data.Name = "Stats" Data.Parent = Plr --- SpawnPoint local SpawnPoint = Instance.new("St...
query code to breakdown: --[=[ Wraps a function that yields into one that returns a Promise. Any errors that occur while executing the function will be turned into rejections. :::info `Promise.promisify` is similar to [Promise.try](#try), except the callback is returned as a callable function instead of being inv...
query code to breakdown: --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 ClassInformationTable = require(game.Replicated...
input_code: ------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------- -- STATE CHANGE HANDLERS function onRunning(speed) local movedDuringEmote = userEmoteToRunThresholdChange and currentlyP...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- TableUtil -- Stephen Leitnick -- September 13, 2017 type Table = { any } type MapPredicate = (any, any, Table) -> any type FilterPredicate = (any, any, Table) -> boolean type ReducePredicate = (number, any, any, Tabl...
code to explain: --[[ All configurations are located in the "Settings" Module script. Please don't edit this script unless you know what you're doing. --]] local Tycoons = {} local Teams = game:GetService("Teams") local Settings = require(script.Parent.Settings) local BC = BrickColor local Storage = Instance.new("Fo...
code: --[[Engine]] --Torque Curve Tune.Horsepower = 2000 -- [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 = 5500 Tune.Pea...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --// Localize os = service.Localize(os) math = service.Localize(math) table = service.Localize(table) string = service.Localize(string) coroutine = service.Localize(coroutine) Instance = service.Localize(Instance) Vector...
Breakdown this code: --[[Transmission]] Tune.TransModes = { "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 default...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --- Takes an array and flips its values into dictionary keys with value of true. function Util.MakeDictionary(array) local dictionary = {} for i = 1, #array do dictionary[array[i]] = true end return dictionary en...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --For this script to work put this script and a mesh into the brick you want the mesh to be in and chnage the numbers that it asks you to to get it to work correctly. while true do script.Parent.Mes...
code: --// # key, Priority mouse.KeyDown:connect(function(key) if key == "g" then if veh.Lightbar.middle.Priority.IsPlaying == true then veh.Lightbar.middle.Wail:Stop() veh.Lightbar.middle.Yelp:Stop() veh.Lightbar.middle.Priority:Stop() script.Parent.Parent.Sirens.Priority.BackgroundColor3 = Color3.fromR...
code to explain: -- << 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:Connect(function(hit) local charact...
Breakdown this code: ------------------------------------------------------------------------------------------------------------ function configureAnimationSetOld(name, fileList) if animTable[name] ~= nil then for _, connection in pairs(animTable[name].connections) do connection:disconnect() end end animTab...
code: --[[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") local Handbrake = Buttons:WaitForChild("Handbrake") if UserInputSer...
input_code: --// F key, HornOff mouse.KeyUp:connect(function(key) if key == "h" then veh.Lightbar.middle.Airhorn:Stop() veh.Lightbar.middle.Wail.Volume = 10 veh.Lightbar.middle.Yelp.Volume = 10 veh.Lightbar.middle.Priority.Volume = 10 end end) Sure. Here is a summary: ## Breakdown The provided Luau script ...
input_code: -- TOGGLEABLE METHODS function Icon:setLabel(text, iconState) text = text or "" self:set("iconText", text, iconState) return self end function Icon:setCornerRadius(scale, offset, iconState) local oldCornerRadius = self.instances.iconCorner.CornerRadius local newCornerRadius = UDim.new(scale or oldCorn...
Start by breaking down the code basically step by step: --Show Accessory script.Parent.ChildRemoved:connect(function(child) if child:IsA("Weld") then if child.Part1.Name == "HumanoidRootPart" then player = game.Players:GetPlayerFromCharacter(child.Part1.Parent) script.Parent:SetNetworkOwner(player) for i, v...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Thourough check to see if a character is sitting local function amISitting(character) local t = character.Torso for _, part in pairs(t:GetConnectedParts(true)) do if part:IsA("Seat") or part:Is...
input_code: --[[** ensures value is a number where min <= value @param min The minimum to use @returns A function that will return true iff the condition is passed **--]] function t.numberMin(min) return function(value) local success, errMsg = t.number(value) if not success then return false, errMsg or "" ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Update game["Run Service"].Stepped:connect(function() --TurboSpool Spool() --Gauge Gauge() end) result breakdown output: ## Breakdown The provided Lua script in Roblox is designed to execute ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --For Omega Rainbow Katana thumbnail to display a lot of particles. for i, v in pairs(Handle:GetChildren()) do if v:IsA("ParticleEmitter") then v.Rate = 20 end end Tool.Grip = Grips.Up Tool.Enabl...
input_code: ------------------------- function DoorClose() if Shaft00.MetalDoor.CanCollide == false then Shaft00.MetalDoor.CanCollide = true while Shaft00.MetalDoor.Transparency > 0.0 do Shaft00.MetalDoor.Transparency = Shaft00.MetalDoor.Transparency - 0.1 wait(0.000001) end Car.BodyVelocity.velocity = V...
code instruction: --- The registry keeps track of all the commands and types that Cmdr knows about. local Registry = { TypeMethods = Util.MakeDictionary({ "Transform", "Validate", "Autocomplete", "Parse", "DisplayName", "Listable", "ValidateOnce", "Prefixes", "Default", }), CommandMethods = Util.Ma...
Start by breaking down the code basically step by step: --[[Output Scaling Factor]] local hpScaling = _Tune.WeightScaling * 10 local FBrakeForce = _Tune.FBrakeForce local RBrakeForce = _Tune.RBrakeForce local PBrakeForce = _Tune.PBrakeForce if not workspace:PGSIsEnabled() then hpScaling = _Tune.LegacyScaling * 10 FB...
code to explain: --------------------------------------------------------------- function onChildAdded(child) if child.Name == "SeatWeld" then local human = child.part1.Parent:findFirstChild("Humanoid") if human ~= nil then print("Human IN") seat.Car.CarName.Value = human.Parent.Name .. "'s Car" seat.Pare...
code instruction: --//Controller/-- Humanoid.Died:Connect(function() for i, Joint in pairs(Character:GetDescendants()) do if Joint:IsA("Motor6D") then local A0 = Instance.new("Attachment") A0.Parent = Joint.Part0 A0.CFrame = Joint.C0 local A1 = Instance.new("Attachment") A1.Parent = Joint.Part1 A1...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- local REGEX_BACKSLASH, REGEX_REMOVE_BACKSLASH, REGEX_SPECIAL_CHARS, REGEX_SPECIAL_CHARS_GLOBAL = -- Constants.REGEX_BACKSLASH, -- Constants.REGEX_REMOVE_BACKSLASH, -- Constants.REGEX_SPECIAL_CHA...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[Misc]] Tune.LoadDelay = 0.1 -- Delay before initializing chassis (in seconds) Tune.AutoStart = true -- Set to false if using manual ignition plugin Tune.AutoFlip = true -- Set to false if using manual flip plugin o...
code: -- << VARIABLES >> local subPageOrders = { ["About"] = { "Info", "Updates", "Credits" }, --["Commands"] = {"Commands", "VoiceChat", "Morphs", "Details"}; ["Commands"] = { "Commands", "Morphs", "Details" }, ["Special"] = { "Donor", "Coming soon" }, ["Admin"] = { "Ranks", "Server Ranks", "Banland" }, ["Settin...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Initialization-- xSSR.Anchored = true xSSL.Anchored = true zBRR.Anchored = true zBRL.Anchored = true weight.Rotation = alig.Rotation engine.Rotation = alig.Rotation fuel.Rotation = alig.Rotation di...
query code to breakdown: -- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage hitPart.Touched:Connect(function(hit) if debounce == true then if hit.Parent:FindFirstChild("Humanoid") then local plr = game.Players:FindFirstChild(hit.Parent.Name) if plr then debounce = false ...