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Start by breaking down the code basically step by step: -- Keyboard controller is really keyboard and mouse controller local computerInputTypeToModuleMap = { [Enum.UserInputType.Keyboard] = Keyboard, [Enum.UserInputType.MouseButton1] = Keyboard, [Enum.UserInputType.MouseButton2] = Keyboard, [Enum.UserInputType.Mous...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Function to bind to Unequip event local function unequip() if connection then connection:disconnect() end mouse.Icon = oldIcon neck.C0 = oldNeckC0 shoulder.C0 = oldShoulderC0 end <<explaining>> Of course, h...
code instruction: --------------------) Settings Damage = 0 -- the ammout of health the player or mob will take Cooldown = 0.5 -- cooldown for use of the tool again ZoneModelName = "Random homing bone" -- name the zone model MobHumanoidName = "Humanoid" -- the name of player or mob u want to damage output: ## Brea...
input_code: ----------//Render Functions\\---------- Run.RenderStepped:Connect(function(step) HeadMovement() renderGunRecoil() renderCam() if ViewModel and LArm and RArm and WeaponInHand then --Check if the weapon and arms are loaded local mouseDelta = User:GetMouseDelta() SwaySpring:accelerate(Vector3.new(mou...
Start by breaking down the code basically step by step: -- functions function onDied() sDied:Play() end function onState(state, sound) if state then sound:Play() else sound:Pause() end end function onRunning(speed) if speed > 0 then sRunning:Play() else sRunning:Pause() end end explanation of the co...
important code input to explain step by step: --[=[ Intended for classes that extend BaseObject only @class PromiseRemoteFunctionMixin ]=] local require = require(script.Parent.loader).load(script) local promiseChild = require("promiseChild") local PromiseRemoteFunctionMixin = {} explanation: ## Breakdown The p...
query code to breakdown: --edit the below function to execute code when this response is chosen OR this prompt is shown --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data return function(player, dialogueFolder) local plrData = require(game.ReplicatedStorage.S...
Start by breaking down the code basically step by step: --Plot Current Supercharger Horsepower function GetSCurve(x, gear) local hp = (math.max(CurveS(x) / (PeakCurveS / HP_S), 0)) * 100 return hp, ((hp * (EQ / x)) * _Tune.Ratios[gear + 2] * fFD * hpScaling) * 1000 end step by step breakdown/explanation: ## Breakdo...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[Misc]] Tune.LoadDelay = 0.2 -- Delay before initializing chassis (in seconds) Tune.AutoStart = false -- Set to false if using manual ignition plugin Tune.AutoFlip = true -- Set to false if using manual flip plugin ...
Start by breaking down the code basically step by step: --Left lean Multiplier ZR15RightLegLeftLeanM = 1 XR15RightLegLeftLeanM = 1 YR15RightLegLeftLeanM = 1 R15RightKneeLeftLeanM = 1 ZR15RightArmLeftLeanM = 1 XR15RightArmLeftLeanM = 1 YR15RightArmLeftLeanM = 1 R15RightElbowLeftLeanM = 1 ZR15LeftLegLeftLeanM = 1 XR15L...
input_code: -- Create target box pool local SelectionBoxPool = InstancePool.new(60, function() return Make("SelectionBox")({ Name = "BTSelectionBox", Parent = GetCore().UI, LineThickness = 0.025, Transparency = 0.5, Color = Selection.Color, }) end) <<explaining>> Of course, here is a step by step summary:...
code to explain: -- We get the initial shop size for opening the shop frame. local initialShopSize = shopFrame.Size isOpen.Changed:Connect(function() if isOpen.Value == true then -- open shopFrame.Visible = true shopFrame.Size = UDim2.new(0, 0, 0, 0) local shopTweenInfo = TweenInfo.new(0.15, Enum.EasingStyl...
code instruction: -- ONLY SUPPORTS ORDINAL TABLES (ARRAYS). Selects a random object out of tbl Table.random = function(tbl) return tbl[RNG:NextInteger(1, #tbl)] end Sure. Here is a summary: ## Breakdown The provided code defines a new function named `random` for the `Table` library in Roblox Luau. This function is ...
code instruction: --[[ if your changing the DataStore name from LB to anything else you should change it inside the saving script too ]] -- local LeaderBoardStore = DataStore:GetOrderedDataStore("LB") local function Arrange() -- pcall can help us to indentify and silence the errors local success, errormessage =...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --character welds local larmw local rarmw local llegw local rlegw local headw local torsow <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided code snippet is a segm...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- play the buzz sound followed by the zap sound when the orb is touched -- stop both sounds after 1 second orb.Touched:connect(function() buzzSound:Play() wait(1) zapSound:Play() wait(1) buzzSou...
code to explain: --[[ Returns a dictionary containing all keys and their associated objects ]] function Registry:getAll() local tab = {} for key, object in pairs(self.objects) do tab[key] = object end return tab end Sure, let's break it down: ## Breakdown The provided code defines a method named `getAll` f...
Start by breaking down the code basically step by step: --[[Driver Handling]] --Driver Sit car.DriveSeat.ChildAdded:connect(function(child) if child.Name == "SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent) ~= nil then --Distribute Client Interface local p = game.P...
Breakdown this code: ----------------------------------------------- function findAllFlagStands(root) local c = root:children() for i = 1, #c do if c[i].className == "Model" or c[i].className == "Part" then findAllFlagStands(c[i]) end if c[i].className == "FlagStand" then table.insert(stands, c[i]) end...
code to explain: -- Also set this to true if you want the thumbstick to not affect throttle, only triggers when a gamepad is conected local onlyTriggersForThrottle = false local function onThrottleAccel(actionName, inputState, inputObject) MasterControl:AddToPlayerMovement(Vector3.new(0, 0, -CurrentThrottle)) Curren...
important code input to explain step by step: ---------------------------------- ------------FUNCTIONS------------- ---------------------------------- function UnDigify(digit) if digit < 1 or digit > 61 then return "" elseif digit == 1 then return "1" elseif digit == 2 then return "!" elseif digit == 3 then ...
code to explain: --[[Transmission]] -- Tune.Clutch = true -- Implements a realistic clutch. Tune.TransModes = { "Auto" } --[[ [Modes] "Manual" ; Traditional clutch operated manual transmission "DCT" ; Dual clutch transmission, where clutch is operated automatically "Auto" ; Automatic transmission that shifts...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Shapes -- local shapes = {} for _, v in pairs(script:GetChildren()) do table.insert(shapes, v) end local colors = { [1] = Color3.fromRGB(255, 255, 255), [2] = Color3.fromRGB(255, 0, 0), [3] = ...
query code to breakdown: ---Controller local Controller = false local UserInputService = game:GetService("UserInputService") local LStickX = 0 local RStickX = 0 local RStickY = 0 local RTriggerValue = 0 local LTriggerValue = 0 local ButtonX = 0 local ButtonY = 0 local ButtonL1 = 0 local ButtonR1 = 0 local ButtonR3 = 0...
code: --------LEFT DOOR -------- game.Workspace.doorleft.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.defa...
input_code: -- probably not a good idea but whatever local function updateSelected() for _, button in next, activeButtons._tasks do button:SetSelected(isWearing(button.AssetId)) end end Sure. Here is a summary: ## Breakdown The provided Lua function `updateSelected` is designed to update the selected state of bu...
query code to breakdown: --[[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 = nil, OnHitHumanoid = nil, OnAttackReady = nil, OnAttack = nil, SwingSound = nil, HitSoun...
important code input to explain step by step: --edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data return function(player, dialogueFolder) local plrData = require(game.Repli...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ Issues a warning like `Logging.warn`, but only outputs once per call site. This is useful for marking deprecated functions that might be called a lot; using `warnOnce` instead of `warn` will reduce output noise ...
code to explain: --// Bullet Physics BulletPhysics = Vector3.new(-10, 55, 0) -- Drop fixation: Lower number = more drop BulletSpeed = 2725 -- Bullet Speed BulletSpread = 2.5 -- How much spread the bullet has ExploPhysics = Vector3.new(0, 20, 0) -- Drop for explosive rounds ExploSpeed = 600 -- Speed for explosive round...
Start by breaking down the code basically step by step: --Unmute players across different servers local unmuteConnection = ms:SubscribeAsync(unmuteTopic, function(message) local targetId = message.Data[1] for i, plr in pairs(game.Players:GetPlayers()) do if plr.UserId == targetId then channel:UnmuteSpeaker(plr.N...
important code input to explain step by step: --// Aim|Zoom|Sensitivity Customization ZoomSpeed = 0.25 -- The lower the number the slower and smoother the tween AimZoom = 50 -- Default zoom AimSpeed = 0.45 UnaimSpeed = 0.35 CycleAimZoom = 50 -- Cycled zoom MouseSensitivity = 0.5 -- Number between 0.1 and 1 SensitivityI...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspar...
code instruction: -- Preload animations function playAnimation(animName, transitionTime, humanoid) local roll = math.random(1, animTable[animName].totalWeight) local origRoll = roll local idx = 1 while roll > animTable[animName][idx].weight do roll = roll - animTable[animName][idx].weight idx = idx + 1 end --...
code to explain: --[[ Constants ]] -- local ZERO_VECTOR3 = Vector3.new(0, 0, 0) local USE_STACKING_TRANSPARENCY = true -- Multiple items between the subject and camera get transparency values that add up to TARGET_TRANSPARENCY local TARGET_TRANSPARENCY = 0.75 -- Classic Invisicam's Value, also used by new invisicam for...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --- local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Gold", Paint) end) Sure, let's break it down: ## Breakdown The provided Luau script is designed to fu...
code instruction: --// Positioning RightArmPos = CFrame.new(-0.902175903, 0.295501232, -1.32277012, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08) LeftArmPos = CFrame.new( 1.06851184, 0.973718464, -2.29667926, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934...
Start by breaking down the code basically step by step: -- Decompiled with the Synapse X Luau decompiler. local l__ReplicatedStorage__1 = game.ReplicatedStorage function getLevel(p1) local v1 = 0 local l__Value__2 = l__ReplicatedStorage__1.Pets.Settings.MaxPetLevel.Value local v3 = 0 - 1 while true do if 100 * v...
Breakdown this code: -- Called once when the realism client is starting. -- This is intended for compatibility with AeroGameFramework modules, -- but the function will automatically be called if executed from a LocalScript. function CharacterRealism:Start() assert(not _G.DefineRealismClient, "Realism can only be star...
query code to breakdown: -- If at 0, audio player will start right away because audio starts at 0 time position -- Open to alternatives local startingTimePositionValue = 0 function Clock.new(timeId) local timePosition = Instance.new("NumberValue") -- Could this be slow, does that matter timePosition.Name = timeId t...
code instruction: --Automatic Gauge Scaling if autoscaling then local Drive = {} if _Tune.Config == "FWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("FL") ~= nil then table.insert(Drive, car.Wheels.FL) end if car.Wheels:FindFirstChild("FR") ~= nil then table.insert(Drive, car.Wheels.FR) ...
important code input to explain step by step: -- 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 currentAnimKeyfra...
code instruction: --[[ Constants ]] -- local SHIFT_LOCK_OFF = "rbxasset://textures/ui/mouseLock_off.png" local SHIFT_LOCK_ON = "rbxasset://textures/ui/mouseLock_on.png" local SHIFT_LOCK_CURSOR = "rbxasset://textures/MouseLockedCursor.png" explanation of the code: ## Breakdown The provided code defines constants in L...
code: --------------------) Settings Damage = 0 -- the ammout of health the player or mob will take Cooldown = 5 -- cooldown for use of the tool again ZoneModelName = "hate soul" -- name the zone model MobHumanoidName = "Humanoid" -- the name of player or mob u want to damage <<explaining>> Of course, here is a st...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation ------------------------------------------------------------------------------------------------------------------------- upgradeStuff = model:clone() wait(1) model:remove() owner = script.Parent.Parent.Parent.OwnerName ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[Manage Plugins]] script.Parent["A-Chassis Interface"].Car.Value = car for i, v in pairs(script.Parent.Plugins:GetChildren()) do for _, a in pairs(v:GetChildren()) do if a:IsA("RemoteEvent") or a:IsA("RemoteFuncti...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspar...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[Rear]] -- Tune.RSusDamping = 50 -- Dampening Tune.RSusStiffness = 1000000 -- Stiffness Tune.RSusLength = 0 -- Suspension length (in studs) Tune.RPreComp = 0 -- Vehicle height, relative to your su...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Used to sanitize user-supplied functions local function AssertTypes(param, ...) local allowedTypes = {} local typeString = "" for _, typeName in pairs({ ... }) do allowedTypes[typeName] = true typeString = type...
input_code: --------------MADE BY Radioaktiivinen --------------Should be configurable with some crappy configuration tool of roblox >_> local seat = script.Parent local data = seat.Configuration local owner = nil local running = false local x = 0 local y = 0 seat.ChildAdded:connect(function(w) if w.className == "Wel...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Represents a tree of tests that have been loaded but not necessarily executed yet. TestPlan objects are produced by TestPlanner. ]] local TestEnum = require(script.Parent.TestEnum) local Exp...
code: --Function For Making New Ray Bricks function makeRay(cframe, size) local p = Instance.new("Part") p.Name = "RayPart" p.BrickColor = BrickColor.new("New Yeller") p.Material = "Neon" p.Transparency = 0.5 p.Anchored = true p.CanCollide = false p.TopSurface = Enum.SurfaceType.Smooth p.BottomSurface = Enum.S...
important code input to explain step by step: -- Unequip logic here function OnUnequipped() LeftButtonDown = false Reloading = false MyCharacter = nil MyHumanoid = nil MyTorso = nil MyPlayer = nil MyMouse = nil if OnFireConnection then OnFireConnection:disconnect() end if OnReloadConnection then OnReloadC...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Local Functions ]] -- local function onShiftLockToggled() IsShiftLocked = not IsShiftLocked if IsShiftLocked then ShiftLockIcon.Image = SHIFT_LOCK_ON Mouse.Icon = SHIFT_LOCK_CURSOR else ...
query code to breakdown: --[=[ @param tbl table @param name string @param inboundMiddleware ServerMiddleware? @param outboundMiddleware ServerMiddleware? @return RemoteFunction Binds a function to a table method. The name must match the name of the method in the table. The same name will be used on the client ...
input_code: --print("Shot") parts = script.Parent ignoreList = { script.Parent } dealingDamage = 160 makeRays = false explanation of the code: ## Breakdown The provided Luau script initializes a set of variables that will be used in a Roblox game, likely for a mechanic involving dealing damage through rays. Here’s...
query code to breakdown: --//Declarations Camera = game.Workspace.CurrentCamera Last = Camera.CFrame.lookVector Blur = Instance.new("BlurEffect", Camera) step by step breakdown/explanation: ## Breakdown The provided Luau script performs a series of actions to set up a `BlurEffect` on the current camera in a Roblox g...
input_code: --helpfully checks a table for a specific value function contains(t, v) for _, val in pairs(t) do if val == v then return true end end return false end output_code: ## Walkthrough The provided Lua function named `contains` is designed to determine whether a specific value exists within a given ...
important code input to explain step by step: -- emote bindable hook if FFlagAnimateScriptEmoteHook then script:WaitForChild("PlayEmote").OnInvoke = function(emote) -- Only play emotes when idling if pose ~= "Standing" then return end if emoteNames[emote] ~= nil then -- Default emotes playAnimation(e...
code instruction: -- Colors local FriendlyReticleColor = Color3.new(0, 1, 0) local EnemyReticleColor = Color3.new(1, 0, 0) local NeutralReticleColor = Color3.new(1, 1, 1) local Spread = MinSpread local AmmoInClip = ClipSize local Camera = workspace.CurrentCamera local Tool = script.Parent local Handle = WaitForChild...
query code to breakdown: -- Sound CEs.PlaySound.OnClientEvent:connect(function(Sound, Rchr) if not Sound then return end if not Rchr then if Sound:IsDescendantOf(plr.Character) then return end else if plr.Character == Rchr then return end end local newSound = Instance.new("Sound", Sound.Parent) ...
Start by breaking down the code basically step by step: -- Special Effects local EffectsFolder = ReplicatedStorage:WaitForChild("Effects") local Explosion = EffectsFolder:WaitForChild("Explode") step by step breakdown/explanation: ## Breakdown The code provided is written in Luau, a scripting language used in Roblox...
Start by breaking down the code basically step by step: -- Teleport error logging function Lobby._onTeleportFailure(player, status, message) Log.Error.Lobby("Teleport Failed: %s (%s)", player.UserId, message) -- Send error back to the server local data = { type = "FAILURE", status = status, message = message,...
code to explain: --[[Weight and CG]] Tune.Weight = 1000 -- 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 = 55 -- Weight distribution (0 - on rear wheels, 100 - on front wheels,...
code instruction: -- Smart Circle mode needs the intersection of 2 rays that are known to be in the same plane -- because they are generated from cross products with a common vector. This function is computing -- that intersection, but it's actually the general solution for the point halfway between where -- two skew l...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Weld stuff here misc:WaitForChild("Spoiler") MakeWeld(car.DriveSeat, misc.Spoiler:WaitForChild("A1")).Name = "W" MakeWeld(misc.Spoiler.A1, misc.Spoiler:WaitForChild("A2"), "Motor", 0.01).Name = "W"...
input_code: -- Please don't edit this script L1 = script.Parent.LED1.Scripts.on L2 = script.Parent.LED2.Scripts.on L3 = script.Parent.LED3.Scripts.on L4 = script.Parent.LED4.Scripts.on L5 = script.Parent.LED5.Scripts.on R1 = script.Parent.Parent.Relays.Relay1 R2 = script.Parent.Parent.Relays.Relay2 R3 = script.Parent...
Breakdown this code: -- Here be dragons local Players = game:GetService("Players") local Player = Players.LocalPlayer return function(Cmdr) local Util = Cmdr.Util local Window = require(script:WaitForChild("Window")) Window.Cmdr = Cmdr local AutoComplete = require(script:WaitForChild("AutoComplete"))(Cmdr) Win...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[=[ Extracts the locale from the name @param localeId string -- the defaultlocaleId @param dataTable table -- Data table to load from @return LocalizationTable ]=] function JsonToLocalizationTable.loadTable(localeI...
input_code: --[[ Local Functions ]] -- function MouseLockController:OnMouseLockToggled() self.isMouseLocked = not self.isMouseLocked if self.isMouseLocked then local cursorImageValueObj = script:FindFirstChild("CursorImage") if cursorImageValueObj and cursorImageValueObj:IsA("StringValue") and cursorImageValueOb...
code: --- Impulse the spring with a change in velocity -- @param velocity The velocity to impulse with function Spring:Impulse(velocity) self.Velocity = self.Velocity + velocity end output_code: ## Breakdown The provided code defines a method named `Impulse` for a class called `Spring`. This method is designed to a...
Start by breaking down the code basically step by step: -- Decompiled with the Synapse X Luau decompiler. local l__Players__1 = game:GetService("Players") local v2 = require(script.Parent:WaitForChild("BaseCharacterController")) local v3 = setmetatable({}, v2) v3.__index = v3 function v3.new() local v4 = setmetatable...
Start by breaking down the code basically step by step: --Variables local SeatInteractionCount = {} local VehicleSeating = {} local function getVehicleObject() return script.Parent.Parent end local function carjackingEnabled(obj) return obj:GetAttribute("AllowCarjacking") end local function getEffectsFolderFromSe...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --//sw local sw = Instance.new("Motor", script.Parent.Parent.Misc.SW.SS) sw.MaxVelocity = 0.167 sw.Part0 = script.Parent.SW sw.Part1 = sw.Parent <<explaining>> Of course, here is a step by step summ...
code to explain: --------------------) Settings Damage = 0 -- the ammout of health the player or mob will take Cooldown = 20 -- cooldown for use of the tool again ZoneModelName = "Big star" -- name the zone model MobHumanoidName = "Humanoid" -- the name of player or mob u want to damage result breakdown output: ##...
Start by breaking down the code basically step by step: --// No-opt connect Server>Client RemoteEvents to ensure they cannot be called --// to fill the remote event queue. local function emptyFunction() --intentially empty end local function GetObjectWithNameAndType(parentObject, objectName, objectType) for i, child...
code instruction: --Suspension Placement-- local SFL = FL:Clone() SFL.Name = "FL" SFL.CanCollide = false SFL.Parent = script.Parent.Parent SFL.CFrame = SFL.CFrame + (Vector3.new(SFL.Size.X, SFL.Size.X, SFL.Size.X) * SFL.CFrame.upVector) SFL.Attachment.Rotation = Vector3.new(0, 0, 90) local SFR = FR:Clone() SFR.Name =...
Breakdown this code: -- Implements Javascript's `Array.prototype.reduce` as defined below -- https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/reduce -- TODO Luau: when Luau supports overloads, use them here so that reduceFn can correctly use T when initialValue (U) isn't supplied r...
Breakdown this code: --Made by Stickmasterluke sp = script.Parent damage = 0 -- +/- 10% damagewindow = 1 --after clicking, how long does the player have to hit the opponent wioth their weapon to deal damage swingrate = 0.65 clashsounds = { 91154405, 91154446, 91154471, 91154503, 91154521 } swooshsounds = { 89357340...
code to explain: ----- Script ----- Button.Activated:Connect(function() Events.LolipopEvent:FireServer() Frame.Visible = false end) <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided script is designed to perform two actions when a button is activated in a Roblox game environment:...
Breakdown this code: --returns the wielding player of this tool function getPlayer() local char = Tool.Parent return game:GetService("Players"):GetPlayerFromCharacter(Character) end function Toss(direction) local OriginalWalkSpeed = Humanoid.WalkSpeed OriginalWalkSpeed = OriginalWalkSpeed Humanoid.WalkSpeed = 0 ...
input_code: --[=[ @within Plasma @function button @tag widgets @param label string -- The label for the checkbox @return ButtonWidgetHandle A text button. Returns a widget handle, which has the field: - `clicked`, a function you can call to check if the checkbox was clicked this frame ![A button](https://i...
code: --Services local pathfindingService = game:GetService("PathfindingService") local runService = game:GetService("RunService") local modules = script.Parent local core = require(modules.CoreModule) local status = require(modules.Status) local troubleshoot = require(modules.Troubleshoot) local marine = script.Pare...
Breakdown this code: --//BRAKES//-- local FLDisk = Instance.new("Part") FLDisk.Anchored = true FLDisk.Name = "FLDisk" FLDisk.TopSurface = Enum.SurfaceType.SmoothNoOutlines FLDisk.BottomSurface = Enum.SurfaceType.SmoothNoOutlines FLDisk.FrontSurface = Enum.SurfaceType.SmoothNoOutlines FLDisk.BackSurface = Enum.SurfaceTy...
code: --[[ Returns a new promise that: * is resolved when all input promises resolve * is rejected if ANY input promises reject ]] function Promise._all(traceback, promises, amount) if type(promises) ~= "table" then error(string.format(ERROR_NON_LIST, "Promise.all"), 3) end -- We need to check that each valu...
Start by breaking down the code basically step by step: --Main function local function AttachAuraControl(source_part, eff_cont) --(source_part, effect_container) local AnimObj local function Start() AnimObj = {} AnimObj["LastUpdate"] = tick() AnimObj["Parts"] = {} for i = 1, 6 do local np = EFFECT_LIB.N...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Remeber to select the animtion object and set the id to your own! local walkAnim = script:WaitForChild("Walk") local walkAnimTrack = humanoid.Animator:LoadAnimation(walkAnim) local idleAnim = script:WaitForChild("Idl...
query code to breakdown: --[[ Used to set a handler for when the promise resolves, rejects, or is cancelled. ]] function Promise.prototype:_finally(traceback, finallyHandler) self._unhandledRejection = false local promise = Promise._new(traceback, function(resolve, reject, onCancel) local handlerPromise onCan...
important code input to explain step by step: ---SG Is Here--- ---Please Dont Change Anything Can Dont Work If You Change-- function onClick() script.Parent.Parent.Active = false script.Parent.Parent.Visible = false script.Parent.Parent.Parent.ReFrame.Active = true script.Parent.Parent.Parent.ReFrame.Visible = t...
input_code: --[=[ @param ignorePlayer Player -- The client to ignore @param ... any -- Arguments passed to the other clients Fires the signal to all clients _except_ the specified client. :::note Outbound Middleware All arguments pass through any outbound middleware (if any) before being sent to the clients. :...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Decompiled with the Synapse X Luau decompiler. local l__HDAdminGUIs__1 = game.Players.LocalPlayer.PlayerGui:WaitForChild("HDAdminGUIs") l__HDAdminGUIs__1.MainFrame.Pages.Admin.Changed:connect(func...
code: -- ================================================================================ -- LOCAL FUNCTIONS -- ================================================================================ local function GetMass(parent) local mass = 0 for _, v in pairs(parent:GetChildren()) do if v:IsA("BasePart") or v:IsA("Mes...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Modules Utils = require(SharedModules:WaitForChild("Utilities")) Ragdoll = require(ServerStorage.Modules.Ragdoll) code breakdown: ## Breakdown The provided Lua code performs the task of loading ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ 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 cam...
code instruction: -- Signal:Fire(...) implemented by running the handler functions on the -- coRunnerThread, and any time the resulting thread yielded without returning -- to us, that means that it yielded to the Roblox scheduler and has been taken -- over by Roblox scheduling, meaning we have to make a new coroutine r...
Breakdown this code: --------------------) Settings Damage = 0 -- the ammout of health the player or mob will take Cooldown = 10 -- cooldown for use of the tool again ZoneModelName = "Error insanity big bone" -- name the zone model MobHumanoidName = "Humanoid" -- the name of player or mob u want to damage Sure, le...
input_code: --- Constants used to decide when to notify that the chat filter is having issues filtering messages. local FILTER_NOTIFCATION_THRESHOLD = 3 --Number of notifcation failures before an error message is output. local FILTER_NOTIFCATION_INTERVAL = 60 --Time between error messages. local FILTER_THRESHOLD_TIME =...
important code input to explain step by step: --// Ammo Settings Ammo = 25 StoredAmmo = 33 MagCount = math.huge -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge; ExplosiveAmmo = 3 output_code: ## Breakdown The provided Lua code initializes and sets up variables that define the settings for am...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation ---------------------------------- local mouse = player:GetMouse() local car = script.Parent:WaitForChild("Car").Value local enabled = false local char = car.DriveSeat.SeatWeld.Part1 <<explaining>> Of course, here is ...
query code to breakdown: ------------------------------------------------------------------------ -- check whether list has any jump that do not produce a value -- (or produce an inverted value) -- * return value changed to boolean -- * used only in luaK:exp2reg() -------------------------------------------------------...