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important code input to explain step by step: -- Decompiled with the Synapse X Luau decompiler. local v1 = {} for v2, v3 in ipairs((game.ReplicatedStorage.Game.Abilities:GetChildren())) do if not v2 then break end local v5 = v3:FindFirstChildOfClass("ModuleScript") if v5 then v1[v3.Name] = require(v5) end en...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ The Module ]] -- local TransparencyController = {} TransparencyController.__index = TransparencyController function TransparencyController.new() local self = setmetatable({}, TransparencyController) self.lastUpd...
important code input to explain step by step: --LIGHTS BUTTONS for _, i in pairs(lights:GetChildren()) do if i:IsA("ImageButton") and i.Name ~= "header" then if string.match(i.Name, "%l+") == "td" then i.MouseButton1Click:connect(function() script.Parent.lighty.Value = tonumber(string.match(i.Name, "%d")) ...
code to explain: --[[Wheel Alignment]] --[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = -2 Tune.RCamber = -2 Tune.FToe = 0 Tune.RToe = 0 <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided code snippet defines a configuration table named `Tune` a...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[Engine]] --Torque Curve Tune.Horsepower = 200 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 ...
input_code: --[[ This rotated region3 module is a bit different than the one I previously wrote. This uses GJK to do the collision calculations and as such does not calculate the minimum translation vector. In addition it does not calculate the intersection points anymore either. I don't think that had much place in ...
Start by breaking down the code basically step by step: ----- Service Table ----- local ProfileService = { ServiceLocked = false, -- Set to true once the server is shutting down IssueSignal = Madwork.NewScriptSignal(), -- (error_message, profile_store_name, profile_key) -- Fired when a DataStore API call throws an...
important code input to explain step by step: --Allows users to do /w displayName along with /w userName, only works if PlayerDisplayNamesEnabled is 'true' module.WhisperByDisplayName = true local ChangedEvent = Instance.new("BindableEvent") local proxyTable = setmetatable({}, { __index = function(tbl, index) retu...
Start by breaking down the code basically step by step: -- Captions DEFAULT_FORCED_GROUP_VALUES["caption"] = 1 function Icon:setCaption(text) assert(typeof(text) == "string" or text == nil, "Expected string, got " .. typeof(text)) local realText = text or "" local isVisible = realText ~= "" self.captionText = text...
Start by breaking down the code basically step by step: --- Equip/UnEquip local Tool = script.Parent Tool.Equipped:Connect(function() Tool.Equip.Value = true end) Tool.Unequipped:Connect(function() Tool.Equip.Value = false end) output_code: ## Breakdown The provided script is designed to toggle the `Equip` value...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- goro7 local plr = game.Players.LocalPlayer function update() -- Calculate scale local scale = plr.PlayerGui.MainGui.AbsoluteSize.Y / script.Parent.Parent.Size.Y.Offset if scale > 1.5 then sc...
Breakdown this code: --BasedWeld2.0 local JS = game:GetService("JointsService") function MakeWeld(x, y, type, s) if type == nil then type = "Weld" end local W = Instance.new(type, JS) W.Part0 = x W.Part1 = y W.C0 = x.CFrame:inverse() * x.CFrame W.C1 = y.CFrame:inverse() * x.CFrame if type == "Motor" and s ~= ...
code: --[[Dependencies]] local player = game:GetService("Players").LocalPlayer local mouse = player:GetMouse() local UserInputService = game:GetService("UserInputService") local car = script.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"]) local _Tune2 = car["A-Chassis Tune"].Upgrades code breakdown: ##...
Start by breaking down the code basically step by step: --------END LIGHTED RECTANGLES-------- --------SIDE DOOR-------- game.Workspace.rightsidedoor.l1.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightsidedoor.l2.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.W...
Breakdown this code: --------LEFT DOOR -------- game.Workspace.doorleft.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Val...
Breakdown this code: --[[ CameraShaker.CameraShakeInstance cameraShaker = CameraShaker.new(renderPriority, callbackFunction) CameraShaker:Start() CameraShaker:Stop() CameraShaker:StopSustained([fadeOutTime]) CameraShaker:Shake(shakeInstance) CameraShaker:ShakeSustain(shakeInstance) CameraShaker:ShakeOnce(...
Breakdown this code: -- Listeners SpawnSegway.OnServerEvent:connect(function(Player, Character, MaxSpeed, TurnSpeed, Tool, SpawnedSegway, Color) Functions.SpawnSegway(Player, Character, MaxSpeed, TurnSpeed, Tool, SpawnedSegway, Color) end) ConfigTool.OnServerEvent:connect(function(Player, Transparency, Tool, ShouldCo...
code instruction: -- Listen to level changes upgrades.Changed:Connect(function() Level.Text = upgrades.Value end) points.Changed:Connect(updateUpgrades) GameplayUi:GetPropertyChangedSignal("Enabled"):Connect(toggleEnabled) LobbyButton.Activated:Connect(toggleLobby) humanoid.Died:Connect(function() ChangeController:F...
code: ---------------------------------- -----------CONNECTIONS------------ ---------------------------------- PianoKeysConnections = {} ExitButtonConnection = nil SheetsButtonConnection = nil CapsButtonConnection = nil TransDnConnection = nil TransUpConnection = nil VolumeUpConnection = nil VolumeDownConnection = nil...
input_code: ----- NO EDITING BELOW ----- local weldedParts = {} table.insert(weldedParts, mainPart) function Weld(x, y) weld = Instance.new("Weld") weld.Part0 = x weld.Part1 = y local CJ = CFrame.new(x.Position) weld.C0 = x.CFrame:inverse() * CJ weld.C1 = y.CFrame:inverse() * CJ weld.Parent = x table.insert(we...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Place in main folder aud = script.Parent.AudibleCircuit wait(1) while true do aud.Value = 1 wait(0.5) aud.Value = 0 wait(2.5) end output_code: ## Breakdown The provided script is designed...
Breakdown this code: -- Provide an interface into the module return { -- Provide access to internal options Options = Options, -- Provide client actions API PerformAction = function(Client, ActionName, ...) -- Make sure the action exists local Action = Actions[ActionName] if not Action then return end ...
Start by breaking down the code basically step by step: --[[ Chassis Variables ]] -- local VehicleParameters = { -- These are default values in the case the package structure is broken MaxSpeed = 75 / mphConversion, ReverseSpeed = 45 / mphConversion, DrivingTorque = 30000, BrakingTorque = 70000, StrutSpringStiffne...
Start by breaking down the code basically step by step: --[[Engine]] --Torque Curve Tune.Horsepower = 290 -- [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 re...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[=[ Chains onto an existing Promise and returns a new Promise. :::warning Within the failure handler, you should never assume that the rejection value is a string. Some rejections within the Pro...
code instruction: --// Recoil Settings gunrecoil = -0.3 -- How much the gun recoils backwards when not aiming camrecoil = 0.05 -- How much the camera flicks when not aiming AimGunRecoil = -0.1 -- How much the gun recoils backwards when aiming AimCamRecoil = 0.02 -- How much the camera flicks when aiming Kickback = 3 -...
code: -- Remade by Truenus(1) wait(0.05) local car = script.Parent.Parent.Car.Value local GBrake = script.Parent.Parent.Values.Brake local lighton = BrickColor.new("Institutional white") local lightoff = BrickColor.new("Dark stone grey") function LightOn() for i, v in pairs(car.Body.Lights:GetChildren()) do if v.Nam...
Start by breaking down the code basically step by step: --[[Front]] -- Tune.FSusDamping = 10 -- Dampening Tune.FSusStiffness = 250 -- Stiffness Tune.FSusLength = 1.67 -- Suspension length (in studs) Tune.FPreComp = 0.82 -- Vehicle height, relative to your suspension settings Tune.FExtLimit = 0 -- Max Extension Travel ...
Breakdown this code: -- Get sound id get_material = function() local soundTable = footstepsModule:GetTableFromMaterial(humanoid.FloorMaterial) local randomSound = footstepsModule:GetRandomSound(soundTable) if check_repetition(randomSound) == false then return randomSound else randomSound = get_material() re...
input_code: -- Note that VehicleController does not derive from BaseCharacterController, it is a special case local VehicleController = {} VehicleController.__index = VehicleController function VehicleController.new(CONTROL_ACTION_PRIORITY) local self = setmetatable({}, VehicleController) self.CONTROL_ACTION_PRIORI...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --// Renders local L_164_ L_106_:connect(function() if L_15_ then L_159_, L_160_ = L_159_ or 0, L_160_ or 0 if L_162_ == nil or L_161_ == nil then L_162_ = L_45_.C0 L_161_ = L_45_.C1 end...
code: --[[ ROBLOX TODO: add default generic param when possible original code: export type Expect<State extends MatcherState = MatcherState> = { ]] export type Expect<State> = { -- ROBLOX deviation: no way to express __call metamethod typing -- <T = unknown>(actual: T) -> Matchers<void, T>; -- TODO: this is adde...
important code input to explain step by step: -- If you do not know how to use this or the GUI, check out my YouTube video tutorial on this. -- Replace the 0's with your ID's -- Delete what you dont use, besides the first part of the function game.StarterGui.ResetPlayerGuiOnSpawn = false old_fog = game.Lighting.FogSta...
code: ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- input.InputChanged:connect(function(inputObject) if inputObject.UserInputType == Enum.UserInputType.MouseMovement then local delta = Vector2.new(inputObject.Delta.x / Sensitivity, inputObject.Delta.y ...
input_code: --[[Weight and CG]] Tune.Weight = 3000 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 8, --[[Height]] 7.8, --[[Length]] 23, } Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can ...
input_code: --[=[ Deep copies a table including metatables @param target table -- Table to deep copy @param _context table? -- Cntext to deepCopy the value in @return table -- Result ]=] function Table.deepCopy(target, _context) _context = _context or {} if _context[target] then return _context[target] end ...
input_code: -- Function to bind to touch moved if player is on mobile local function mobileFrame(touch, processed) -- Check to see if the touch was on a UI element. If so, we don't want to update anything if not processed then -- Calculate touch position in world space. Uses Stravant's ScreenSpace Module script -...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Get translators local playerTranslator, fallbackTranslator local foundPlayerTranslator = pcall(function() playerTranslator = LocalizationService:GetTranslatorForPlayerAsync(player) end) local foun...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation ------------------------------------------------------------------------ -- Translates binary operator tokens if found, otherwise returns -- OPR_NOBINOPR. Code generation uses OPR_* style tokens. -- * used in subexpr() -...
important code input to explain step by step: -- When a player with the game pass joins, give them the admin tools local function OnPlayerAdded(player) if GamePassService:PlayerHasPass(player, GamePassIdObject.Value) then local starterGear = WaitForChild(player, "StarterGear") CloneAdminTools(starterGear) if pla...
code to explain: --[=[ Observes all children @param parent Instance @param predicate ((value: Instance) -> boolean)? -- Optional filter @return Observable<Brio<Instance>> ]=] function RxInstanceUtils.observeChildrenBrio(parent, predicate) assert(typeof(parent) == "Instance", "Bad parent") assert(type(predicate) ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[Engine]] --Torque Curve Tune.Horsepower = 500 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 900 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 8500 -- Use sliders to manipulate values Tune.Redline = 9000 ...
code: --debris script.debris.ChildAdded:Connect(function(v) game.TweenService:Create(v, TweenInfo.new(3), { Transparency = 1 }):Play() wait(debrislife) v:Destroy() end) Sure, let's break it down: ## Breakdown The provided code snippet is a Lua script designed for the Roblox platform, using the Luau language. It l...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --use this to determine if you want this human to be harmed or not, returns boolean local function boom() wait(2) Used = true Object.Anchored = false Object.Transparency = 1 Object.CanCollide = true Object.Sparks....
code: --[[ Implementation ]] local function isAlive() return maid.humanoid.Health > 0 and maid.humanoid:GetState() ~= Enum.HumanoidStateType.Dead end local function destroy() maid:destroy() end local function patrol() while isAlive() do if not attacking then local position = getRandomPointInCircle(startPosi...
Start by breaking down the code basically step by step: --[=[ Trims the string of the given pattern @param str string @param pattern string? -- Defaults to whitespace @return string ]=] function String.trim(str: string, pattern: string?): string if not pattern then return str:match("^%s*(.-)%s*$") else -- Wh...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[Sword Part Class]] -- local SwordPart = { Damage = 50, AttackTime = 0.5, CoolDown = 0, LastSwing = 0, LastHit = 0, Part = nil, Owner = nil, --player object that owns this sword OnHit =...
code instruction: --[[** <returns> Whether or not the data store is a backup data store and thus won't save during :Save() or call :AfterSave(). </returns> **--]] function DataStore:IsBackup() return self.backup ~= nil --some people haven't learned if x then yet, and will do if x == false then. end Sure. Here is ...
query code to breakdown: --[[ The Module ]] -- local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController")) local DynamicThumbstick = setmetatable({}, BaseCharacterController) DynamicThumbstick.__index = DynamicThumbstick function DynamicThumbstick.new() local self = setmetatable(Bas...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- 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(...
Breakdown this code: -- at max range script.Parent.Explosion.PlayOnRemove = false swoosh:stop() shaft:remove() explanation of the code: ## Explanation The provided Luau code is designed to perform specific cleanup actions when the parent of the script is removed, particularly in the context of an explosion effect in...
important code input to explain step by step: --[[ Adds to the velocity of the internal springs, on top of the existing velocity of this Spring. This doesn't affect position. If the type doesn't match the current type of the spring, an error will be thrown. ]] function class:addVelocity(deltaValue) local deltaTyp...
input_code: -- Connect change events for _, i in pairs(script.Parent.Parent:GetChildren()) do if i:FindFirstChild("Close") then i:GetPropertyChangedSignal("Visible"):connect(update) end end explanation of the code: ## Breakdown The provided Lua script is designed to connect a function named `update` to the `Visi...
code: --[ LOCALS ]-- local AFKStatus = {} local AFKEvent = game.ReplicatedStorage:FindFirstChild("AFK") output_code: ## Breakdown The provided code snippet initializes two local variables: `AFKStatus` and `AFKEvent`. Here's a step-by-step explanation of what each line does: 1. `local AFKStatus = {}`: - This lin...
query code to breakdown: --Tell if a seat is flipped local function isFlipped(Seat) local UpVector = Seat.CFrame.upVector local Angle = math.deg(math.acos(UpVector:Dot(Vector3.new(0, 1, 0)))) return Angle >= MIN_FLIP_ANGLE end result breakdown output: ## Breakdown The provided function `isFlipped` determines whet...
code instruction: --Similar to assert but warns instead of errors. local function assertwarn(requirement: boolean, messageIfNotMet: string) if requirement == false then warn(messageIfNotMet) end end Sure, let's break it down: ## Breakdown The provided code defines a custom function named `assertwarn` in the Luau...
important code input to explain step by step: --[[ The Module ]] -- local BaseCamera = require(script.Parent:WaitForChild("BaseCamera")) local ClassicCamera = setmetatable({}, BaseCamera) ClassicCamera.__index = ClassicCamera function ClassicCamera.new() local self = setmetatable(BaseCamera.new(), ClassicCamera) se...
Breakdown this code: ------------------------------------------------------------------------------- function tagHumanoid(humanoid) local plr = game.Players:playerFromCharacter(sp.Parent) if plr ~= nil then local tag = Instance.new("ObjectValue") tag.Value = plr tag.Name = "creator" tag.Parent = humanoid d...
Start by breaking down the code basically step by step: --[=[ @return deltaScreenPosition: Vector2 :::info Only When Mouse Locked Getting the mouse delta is only intended for when the mouse is locked. If the mouse is _not_ locked, this will return a zero Vector2. The mouse can be locked using the `mouse:Lock()` a...
Start by breaking down the code basically step by step: -- ANIMATOR export type RawAnimationIndex = { id: string, weight: number, } export type AnimationIndex = { animation: Animation, animationTrack: AnimationTrack, weight: number, } export type AnimationList = Array<AnimationIndex> export type AnimationTable...
code instruction: --// # key, Yelp mouse.KeyDown:connect(function(key) if key == "t" then if veh.Lightbar.middle.Yelp.IsPlaying == true then veh.Lightbar.middle.Wail:Stop() veh.Lightbar.middle.Yelp:Stop() veh.Lightbar.middle.Priority:Stop() script.Parent.Parent.Sirens.Yelp.BackgroundColor3 = Color3.fromR...
code instruction: --[[ Native: tween = Tween.FromService(instance, tweenInfo, properties) See Wiki page on Tween object for methods and such Custom: tween = Tween.new(tweenInfo, callbackFunction) tween.TweenInfo tween.Callback tween.PlaybackState tween:Play() tween:Pause() twee...
Breakdown this code: ------------------------------------------------------------------------ -- creates and sets a nil object -- * used only in luaK:exp2RK() ------------------------------------------------------------------------ function luaK:nilK(fs) local k, v = {}, {} -- TValue self:setnilvalue(v) -- cannot us...
Breakdown this code: --[[Engine]] --Torque Curve Tune.Horsepower = 10 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 800 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 3000 -- Use sliders to manipulate values Tune.Redline = 6000 -- Copy and paste slider values into the respective tune values Tune.EqPoint = ...
input_code: --[[Weight and CG]] Tune.Weight = 1240 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6, --[[Height]] 3.5, --[[Length]] 14, } Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can ...
Breakdown this code: --[[Wheel Alignment]] --[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = 2 Tune.RCamber = 2.5 Tune.FCaster = 0 Tune.FToe = 0 Tune.RToe = 0 Sure. Here is a summary: ## Breakdown The provided code defines a configuration table named `Tune` that stores specific ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ------------------------- function DoorClose() if Shaft00.MetalDoor.CanCollide == false then Shaft00.MetalDoor.CanCollide = true while Shaft00.MetalDoor.Transparency > 0.0 do Shaft00.MetalDoor...
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 plrData = require(game.ReplicatedStorage.Source.M...
query code to breakdown: --Unequip a title for a player function functions.UnequipTitle(plr: Player) local plrStats = plr.leaderstats local plrEquippedTitle = plrStats.EquippedTitle if plrEquippedTitle.Value ~= "" then local char = plr.Character if char.HumanoidRootPart:FindFirstChild("TITLE BILLBOARD GUI") the...
code to explain: ------------------------------------------------------------------------ -- -- * used in luaK:infix() ------------------------------------------------------------------------ function luaK:goiffalse(fs, e) local pc -- pc of last jump self:dischargevars(fs, e) local k = e.k if k == "VNIL" or k == "V...
input_code: --[[[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 steer...
code to explain: --------LEFT DOOR -------- game.Workspace.doorleft.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --// States local L_64_ = false local L_65_ = false local L_66_ = false local L_67_ = false local L_68_ = false local L_69_ = true local L_70_ = false local L_71_ = false local L_72_ = false local L_7...
code: --returns the wielding player of this tool function getPlayer() local char = Tool.Parent return game:GetService("Players"):GetPlayerFromCharacter(char) end code breakdown: ## Breakdown The provided function `getPlayer()` is designed to determine which player is currently wielding a specific tool in a Roblox ...
code instruction: --[[Rear]] -- Tune.RTireProfile = 1 -- Tire profile, aggressive or smooth Tune.RProfileHeight = 0.45 -- Profile height, conforming to tire Tune.RTireCompound = 0 -- The more compounds you have, the harder your tire will get towards the middle, sacrificing grip for wear Tune.RTireFriction = 3 -- Your ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ----- Private Functions ----- local function ProcessReceipt(receipt_info) local ProductId = receipt_info.ProductId local player = Players:GetPlayerByUserId(receipt_info.PlayerId) if player == ni...
code to explain: --Door Sound --Local Setting(Do not touch) SP = script.Parent.Parent Data = SP.Data Floor = Data.Floor Motor = Data.Motor Car = SP.Car Door = Data.Door Direction = Data.Direction TCarG = Car:GetChildren() Floors = SP.Floors TFloorsG = Floors:GetChildren() TotalFloors = 0 step by step breakdown/explan...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation ---SG Is Here--- ---Please Dont Change Anything Can Dont Work If You Change-- local repStorage = game:GetService("ReplicatedStorage") local remote = repStorage:FindFirstChild("Rebirth") remote.OnServerEvent:Connect(fu...
code instruction: --[[Wheel Alignment]] --[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = -0.2 Tune.RCamber = 0 Tune.FToe = 0 Tune.RToe = 0 output_code: ## Breakdown The provided code defines a configuration table named `Tune` and assigns specific values to four entries within t...
code instruction: -- New raycast parameters. local CastParams = RaycastParams.new() CastParams.IgnoreWater = true CastParams.FilterType = Enum.RaycastFilterType.Blacklist CastParams.FilterDescendantsInstances = {} Sure, let's break it down: ## Breakdown The provided code snippet in Luau, which is Roblox's version of...
code: -- Import relevant references Selection = Core.Selection Create = Core.Create Support = Core.Support Security = Core.Security Support.ImportServices() explanation of the code: ## Breakdown The provided Luau script is designed to import and initialize several essential services from a module named `Core` within...
code: -------------------------------------------------------------------------- local car = script.Parent.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"]) local cValues = script.Parent.Parent:WaitForChild("Values") Sure. Here is a summary: ## Breakdown The provided Luau code snippet performs a series ...
Breakdown this code: -- LOCAL local starterGui = game:GetService("StarterGui") local guiService = game:GetService("GuiService") local hapticService = game:GetService("HapticService") local runService = game:GetService("RunService") local userInputService = game:GetService("UserInputService") local tweenService = game:G...
input_code: --[=[ Folds an array of values or promises into a single value. The array is traversed sequentially. The reducer function can return a promise or value directly. Each iteration receives the resolved value from the previous, and the first receives your defined initial value. The folding will stop at the...
Breakdown this code: --[[ Assigns a new spot on a canvas for the current player. Complex logic for multiple cases, but we broke these down into a table form in Confluence. Refer to the tech spec for more information! https://confluence.rbx.com/display/SOCIAL/Surface+Art+Tech+Spec#SurfaceArtTechSpec-spot-assigning...
code instruction: -- May return NaN or inf or -inf -- This is a way of finding the angle between the two vectors: local function findAngleBetweenXZVectors(vec2, vec1) return math_atan2(vec1.X * vec2.Z - vec1.Z * vec2.X, vec1.X * vec2.X + vec1.Z * vec2.Z) end local function GetValueObject(name, defaultValue) local va...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ----------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------- local Vi...
code instruction: -- ONLY SUPPORTS ORDINAL TABLES (ARRAYS). Takes the range of entries in this table in the range [start, finish] and returns that range as a table. Table.range = function(tbl, start, finish) return table.move(tbl, start, finish, 1, table.create(finish - start + 1)) end <<explaining>> Of course, here...
Start by breaking down the code basically step by step: --[[ This loads HD Admin into your game. Require the 'HD Admin Main Module' by ForeverHD for automatic updates. You can view the HD Admin Main Module here: https://www.roblox.com/library/2686494999/HD-Admin-Main-Module --]] local loaderFolder = script.P...
input_code: --[=[ @within TableUtil @function IsEmpty @param tbl table @return boolean Returns `true` if the given table is empty. This is simply performed by checking if `next(tbl)` is `nil` and works for both arrays and dictionaries. This is useful when needing to check if a table is empty but not knowing i...
code instruction: --- Cleans up all tasks function Maid:DoCleaning() local Tasks = self.Tasks -- Disconnect all events first as we know this is safe for Index, Task in pairs(Tasks) do if typeof(Task) == "RBXScriptConnection" then Tasks[Index] = nil Task:disconnect() end end -- Clear out tasks table com...
code: --//trunk local tk = Instance.new("Motor", script.Parent.Parent.Misc.TK.SS) tk.MaxVelocity = 0.02 tk.Part0 = script.Parent.TK tk.Part1 = tk.Parent explanation of the code: ## Breakdown The provided Luau script is designed to create a `Motor` instance that connects a part named `TK` to its parent, configuring t...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Fix network issues for i, v in ipairs(script.Parent:GetDescendants()) do if v:IsA("BasePart") and v:CanSetNetworkOwnership() == true then v:SetNetworkOwner(nil) end end Sure. Here is a summary...
query code to breakdown: -- Local private variables and constants local UNIT_Z = Vector3.new(0, 0, 1) local X1_Y0_Z1 = Vector3.new(1, 0, 1) --Note: not a unit vector, used for projecting onto XZ plane local ZERO_VECTOR3 = Vector3.new(0, 0, 0) local ZERO_VECTOR2 = Vector2.new(0, 0) local TAU = 2 * math.pi <<explaining...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[Engine]] --Torque Curve Tune.Horsepower = 265 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6980 -- Use sliders to manipulate values ...
code: --[[ Helper functions ]] local random = Random.new() local function getRandomPointInCircle(centerPosition, circleRadius) local radius = math.sqrt(random:NextNumber()) * circleRadius local angle = random:NextNumber(0, math.pi * 2) local x = centerPosition.X + radius * math.cos(angle) local z = centerPositio...
important code input to explain step by step: -- Setup animation objects function scriptChildModified(child) local fileList = animNames[child.Name] if fileList ~= nil then configureAnimationSet(child.Name, fileList) end end script.ChildAdded:connect(scriptChildModified) script.ChildRemoved:connect(scriptChildModi...
code instruction: --[=[ @param fn (...: 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:Connect(fn: (...any) -> ()) ...
input_code: -- Sets the position of the falling object -- This function checks if the object is a Part or a Model, as those are positioned differently local function positionFallingObject(object) local objectCFrame = getRandomCFrameInVolume(dropZone) if object:IsA("BasePart") then object.CFrame = objectCFrame else...
Breakdown this code: -- Services local ReplicatedStorage = game:GetService("ReplicatedStorage") local ReplicatedFirst = game:GetService("ReplicatedFirst") local Players = game:GetService("Players") local CollectionService = game:GetService("CollectionService") local Conf = require(ReplicatedFirst.Configurations.MainCo...