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Breakdown this code: -- Decompiled with the Synapse X Luau decompiler. local l__LocalPlayer__1 = game:GetService("Players").LocalPlayer local l__SoundService__1 = game:GetService("SoundService") if l__LocalPlayer__1.Character then l__SoundService__1:SetListener(Enum.ListenerType.ObjectPosition, (l__LocalPlayer__1.Cha...
important code input to explain step by step: -- * Fires when the local player's MouseButton1 interacts with the -- `ExitButton` GUI. Sets `Interacting` BoolValue to false. -- -- Arguments: None -- Return: None -- * function hide() MainFrame.Visible = false InteractionButton.Visible = false -- Unfreeze the playe...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[Susupension]] Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 400 -- Spring Dampening Tune.FSusS...
input_code: --[[ defib.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local Sangrando = Human.Parent.Saude.Stances.Sangrando local MLs = Human.Parent.Saude.Variaveis.MLs local Caido = Human.Parent.Saude.Stances.Caido local Ferido ...
Breakdown this code: --[[Steering]] Tune.SteerInner = 70 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 70 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = 0.05 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = 0.1 -- Steering increment per tick (in degrees) Tune.SteerDecay = 320 ...
Start by breaking down the code basically step by step: --[[ CameraModule - This ModuleScript implements a singleton class to manage the selection, activation, and deactivation of the current camera controller, character occlusion controller, and transparency controller. This script binds to RenderStepped at Camera...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Endgame gui local endgameGui = EndgameGui.new() local endgameGuiFrame = endgameGui:createFrame(Endgame) return nil code breakdown: ## Breakdown The provided code initializes an endgame GUI using a class named `End...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --///////////////////////// Constructors --////////////////////////////////////// function module.new() local obj = setmetatable({}, methods) obj.GuiObject = nil obj.GuiObjects = {} obj.ChannelTabs = {} obj.NumTa...
code: --[[ Returns true if value exists in array. Functions.SearchArray( array, <-- |REQ| Array to search through search, <-- |REQ| Search value ) --]] return function(array, search) --- Scan array for _, value in ipairs(array) do if value == search then --- Matching value! return true...
important code input to explain step by step: --only works for R6 game.Players.PlayerAdded:connect(function(player) player.CharacterAdded:connect(function(character) player.Character.Animate.walk.WalkAnim.AnimationId = "http://www.roblox.com/asset/?id=6866085991" -- Insert your animation's ID here or leave this one,...
Start by breaking down the code basically step by step: ------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------- function onRunning(speed) if speed > 0.01 then local scale = 16.0 playAnim...
code instruction: --------------------------UTIL LIBRARY------------------------------- local Utility = {} do local Signal = {} function Signal.Create() local sig = {} local mSignaler = Instance.new("BindableEvent") local mArgData = nil local mArgDataCount = nil function sig:fire(...) mArgData = { .....
query code to breakdown: --[[Manage Plugins]] script.Parent.Interface:WaitForChild("Bike").Value = bike script.Parent.Interface:WaitForChild("Car").Value = bike for i, v in pairs(script.Parent.Plugins:GetChildren()) do for _, a in pairs(v:GetChildren()) do if a:IsA("RemoteEvent") or a:IsA("RemoteFunction") then ...
code to explain: -- Functions players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(character) local rootPart = character:WaitForChild("HumanoidRootPart") local footstepsSound = Instance.new("Sound") footstepsSound.Name = "Footsteps" footstepsSound.RollOffMaxDistance = 22.5 foo...
input_code: -- True ...... Synchronized -- False ..... Free Run val = script.Parent.Parent.Parent.Parent.AudibleCircuit val2 = script.Parent.Parent.Parent.Parent.VisualCircuit horn = script.Parent.horn strobe = script.Parent.Parent.Strobe alarm = false salarm = false horn.Pitch = math.random(80, 107) / 100 if candel...
Start by breaking down the code basically step by step: --[=[ Sort of equivalent of promise.then() This takes a stream of observables @param project (value: T) -> Observable<U> @param resultSelector ((initialValue: T, outputValue: U) -> U)? @return (source: Observable<T>) -> Observable<U> ]=] function Rx.flatMap...
input_code: ----------------- --| Variables |-- ----------------- local PlayersService = game:GetService("Players") local Camera = nil local CameraChangeConn = nil local SubjectPart = nil local PlayerCharacters = {} -- For ignoring in raycasts local VehicleParts = {} -- Also just for ignoring local LastPopAmount =...
query code to breakdown: --[[Engine]] --Torque Curve Tune.Horsepower = 448 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoi...
code to explain: --////////////////////////////// Methods --////////////////////////////////////// local methods = {} methods.__index = methods function methods:AddChannel(channelName, autoJoin) if self.ChatChannels[channelName:lower()] then error(string.format("Channel %q alrady exists.", channelName)) end loca...
input_code: -- 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 self.instances.captionLabel.Text = realTex...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --// UI Tween Info local L_163_ = TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.Out, 0, false, 0) local L_164_ = { TextTransparency = 1, } <<explaining>> Of course, here is a step b...
Start by breaking down the code basically step by step: --Made by Stickmasterluke sp = script.Parent speedboost = 0 --100% speed bonus speedforsmoke = math.huge --smoke apears when character running >= 10 studs/second. local tooltag = script:WaitForChild("ToolTag", 2) if tooltag ~= nil then local tool = tooltag.Va...
Breakdown this code: -- for offset calc local A1 = cloth:FindFirstChild("A1", true) local A1P = physicsParts:WaitForChild("A1") local offset = A1P.Position - A1.WorldPosition local parts = {} local function indexParts() for iterator, part: BasePart in physicsParts:GetChildren() do parts[part.Name] = part if iter...
code instruction: -------- OMG HAX r = game:service("RunService") local damage = 5 local slash_damage = 16 local lunge_damage = 25 sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" SlashSound.Parent = sword SlashSound...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- regeneration function regenHealth() if regening then return end regening = true while Humanoid.Health < Humanoid.MaxHealth do local s = wait(1) local health = Humanoid.Health if health...
input_code: -- TableWatcher -- Stephen Leitnick -- April 29, 2022 type AnyTable = { [any]: any } type Watcher = { Changes: AnyTable, Tbl: AnyTable, } local Util = require(script.Parent.Util) local watchers: { [TableWatcher]: Watcher } = {} setmetatable(watchers, { __mode = "k" }) local WatcherMt = {} function W...
code: --[[ Intended for use in tests. Similar to await(), but instead of yielding if the promise is unresolved, _unwrap will throw. This indicates an assumption that a promise has resolved. ]] function Promise.prototype:_unwrap() if self._status == Promise.Status.Started then error("Promise has not resolved or ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Right Arms character.Constraint.ConstraintRightUpperArm.Attachment0 = RUA character.Constraint.ConstraintRightUpperArm.Attachment1 = RUARig character.Constraint.ConstraintRightLowerArm.Attachment0 ...
important code input to explain step by step: --------------------) Settings Damage = 0 -- the ammout of health the player or mob will take Cooldown = 30 -- cooldown for use of the tool again ZoneModelName = "DJ Disco" -- name the zone model MobHumanoidName = "Humanoid" -- the name of player or mob u want to damage ...
query code to breakdown: -- initialize to idle playAnimation("idle", 0.1, Humanoid) pose = "Standing" while Figure.Parent ~= nil do task.wait(0.1) move(os.clock()) end explanation of the code: ## Breakdown The provided script is designed to handle the initialization and maintenance of an idle animation for a huma...
Breakdown this code: --// Events local L_28_ = L_6_:WaitForChild("Equipped") local L_29_ = L_6_:WaitForChild("ShootEvent") local L_30_ = L_6_:WaitForChild("DamageEvent") local L_31_ = L_6_:WaitForChild("CreateOwner") local L_32_ = L_6_:WaitForChild("Stance") local L_33_ = L_6_:WaitForChild("HitEvent") code breakdown:...
code: -------------------------------------------------------------------------- local _WHEELTUNE = { --[[ SS6 Presets [Eco] WearSpeed = 1, TargetFriction = .7, MinFriction = .1, [Road] WearSpeed = 2, TargetFriction = .7, MinFriction = .1, [Sport] WearSpeed = 3, TargetFriction = .79, Mi...
code instruction: --[[ Modules ]] -- local CurrentControlModule = nil local ClickToMoveTouchControls = nil local ControlModules = {} if IsTouchDevice then ControlModules.Thumbstick = require(script:WaitForChild("Thumbstick")) ControlModules.Thumbpad = require(script:WaitForChild("Thumbpad")) ControlModules.DPad = re...
code: -- Engine Sound Parameters local RPM_CROSSOVER = 250 -- How much more engine power is needed to crossover to the next engine audio track local ENGINE_GAIN_ACCEL = 0.1 -- Exponent that builds the engine RPM when accelerating (gives the engine sound more oomph the higher the value) local ENGINE_GAIN_DECCEL = 0.5 --...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation ---[[ Message Settings ]] module.MaximumMessageLength = 200 module.DisallowedWhiteSpace = { "\n", "\r", "\t", "\v", "\f" } module.ClickOnPlayerNameToWhisper = true module.ClickOnChannelNameToSetMainChannel = true module....
input_code: --Tune-- local StockHP = 200 --Power output desmos: https://www.desmos.com/calculator/wezfve8j90 (does not come with torque curve) local TurboCount = 1 --(1 = SingleTurbo),(2 = TwinTurbo),(if bigger then it will default to 2 turbos) local TurboSize = 20 --bigger the turbo, the more lag it has (actually be r...
query code to breakdown: -- ROBLOX deviation START: adding default colors since we don't currently support colors type Colors = typesModule.Colors local DEFAULT_COLORS: Colors = { comment = { close = "", open = "" }, content = { close = "", open = "" }, prop = { close = "", open = "" }, tag = { close = "", open = "...
Breakdown this code: -- Decompiled with the Synapse X Luau decompiler. wait(0.1) local l__Value__1 = script.Parent.Parent.Car.Value script.Parent:Play() while wait() do if l__Value__1.Body.Left.on.Value == true or l__Value__1.Body.Right.on.Value == true then script.Parent.Volume = 1 else script.Parent.Volume = 0...
input_code: --// All global vars will be wiped/replaced except script return function(data) local playergui = service.PlayerGui local localplayer = service.Players.LocalPlayer local ping = script.Parent.Parent local frame = ping.Frame local ms = ping.Frame.Ms local close = ping.Frame.Close gTable:Ready() ms....
code to explain: --Settings-- script.Parent.Activated:Connect(function() if debounce == false then debounce = true RS.Events.SelfDestruct:FireServer() task.wait(Cooldown) debounce = false end end) RS.Events.SelfDestruct.OnClientEvent:Connect(function(char) local Shakes = script.ShakeScript:Clone() Shakes....
input_code: -- ROBLOX deviation END export type MutableSourceVersion = ReactTypes.MutableSourceVersion export type MutableSourceGetSnapshotFn<Source, Snapshot> = ReactTypes.MutableSourceGetSnapshotFn<Source, Snapshot> export type MutableSourceSubscribeFn<Source, Snapshot> = ReactTypes.MutableSourceSubscribeFn<Source, S...
code: -------------------------------------------------------------------------- local car = script.Parent.Parent.Car.Value local _WHEELTUNE = { --[[ SS6 Presets [Eco] WearSpeed = 1, TargetFriction = .7, MinFriction = .1, [Road] WearSpeed = 2, TargetFriction = .7, MinFriction = .1, [Sport] W...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --allows players to send that they are in water local s = workspace:WaitForChild("Values").swimidle.Swim.Swim.Swim.Swim.Swim.Swim.Swim.HumanoidSwimmingModules script.Parent.Start.MouseButton1Click:Connect(function() l...
code: ------------------------DO NOT EDIT------------------------ local click = Instance.new("ClickDetector", script.Parent) local g = Instance.new("BillboardGui", script.Parent) g.Size = UDim2.new(4, 0, 2, 0) g.AlwaysOnTop = true local c = Instance.new("TextLabel", script.Parent:WaitForChild("BillboardGui")) c.Backgro...
Breakdown this code: -- Services local replicatedStorage = game:GetService("ReplicatedStorage") local status = replicatedStorage:WaitForChild("Status") step by step breakdown/explanation: ## Breakdown 1. **Accessing Services**: - The first line of code, `local replicatedStorage = game:GetService("ReplicatedStor...
input_code: -- ROBLOX FIXME: Can we define ClientChatModules statically in the project config pcall(function() ChatLocalization = require((game:GetService("Chat") :: any).ClientChatModules.ChatLocalization :: any) end) function CreateWelcomeMessageLabel(messageData, channelName) local message = messageData.Message ...
code instruction: --Make New Model For Rays If Enabled if makeRays then m = Instance.new("Model") m.Name = "Rays" m.Parent = workspace end Sure. Here is a summary: ## Breakdown The provided Luau script checks a boolean variable named `makeRays` and conditionally creates a new Model object named "Rays" in the Work...
input_code: --[[ @class Blend.story ]] local require = require(game:GetService("ServerScriptService"):FindFirstChild("LoaderUtils", true).Parent).load(script) local RunService = game:GetService("RunService") local Blend = require("Blend") local Maid = require("Maid") return function(target) local maid = Maid.new(...
code: -- the random part/tool spawn positions. Pos1 = script.Parent.Pos1.CFrame Pos2 = script.Parent.Pos2.CFrame <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided code snippet is written in the Luau programming language, which is used in Roblox to define behaviors and interactions w...
code to explain: --[[** <description> Saves the data to the data store. Called when a player leaves. </description> **--]] function DataStore:Save() if not self.valueUpdated then return end if RunService:IsStudio() and not SaveInStudio then if not SaveInStudioObject then end return end if self.backup ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --local Screen = carSeat.Parent.AudioPlayerScreen.SurfaceGui <-- soon local Song = script.Parent.AudioPlayerGui.Song local Audio = carSeat.Audio vol = 0.2 function playSong() local id = player.PlayerGui.AudioPlayer.Au...
code to explain: --------------------[ EXTERNAL DATA LOCATING FUNCTIONS ]----------------------------- function removeElement(Table, Element) --removes the first instance of Element from Table for i, v in pairs(Table) do if v == Element then table.remove(Table, i) break end end return Table end function ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation ----------------- --| Variables |-- ----------------- local GamePassService = Game:GetService("GamePassService") local PlayersService = Game:GetService("Players") local InsertService = Game:GetService("InsertService") lo...
query code to breakdown: -- FUNCTIONS -- for i, v in pairs(CS:GetTagged(Tag)) do if v:IsA("Model") then v:SetAttribute("Status", 0) RagdollModule:Setup(v) end end Sure. Here is a summary: ## Breakdown The provided Luau script performs a series of actions to manipulate tagged objects within a Roblox game. Here'...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --aytuls game.ReplicatedStorage.AytulsNoTouch.Event:Connect(function(typeoftest, color) for i, v in pairs(game.Workspace.Lights:GetDescendants()) do for a, b in pairs(v:GetDescendants()) do if b...
code: --blue 5 if k == "b" and ibo.Value == true then bin.Blade.BrickColor = BrickColor.new("Bright blue") bin.Blade2.BrickColor = BrickColor.new("Institutional white") bin.Blade.White.Enabled = false colorbin.white.Value = false bin.Blade.Blue.Enabled = true colorbin.blue.Value = true bin.Blade.Green.Enabled = ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Utility function to create an instance of the given instanceName setting its parent after its properties have been set ]] return function(instanceName, parent, properties) local instance...
important code input to explain step by step: --// Weapon Parts local L_53_ = L_1_:WaitForChild("AimPart") local L_54_ local L_55_ = L_1_:WaitForChild("Grip") local L_56_ = L_1_:WaitForChild("FirePart") local L_57_ local L_58_ = L_1_:WaitForChild("Mag") local L_59_ = L_1_:WaitForChild("Bolt") explanation of the code:...
query code to breakdown: --------SIDE SQUARES-------- game.Workspace.sidesquares.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.sidesquares.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.sidesquares.l13.BrickColor = BrickColor.new(game.Workspace.L...
input_code: --[[ Renomeie os blocos dentro de uma pasta para o nome relativo ao material, esse script tem que estar na raiz da pasta. --]] local tab = { "Ground", "CrackedLava", "Limestone", "Sandstone", "Basalt", "Asphalt", "LeafyGrass", "Salt", "WoodPlanks", "Slate", "Concrete", "Sand", "Water", "Pavem...
query code to breakdown: --[[ Initialization ]] -- -- TODO: Remove when safe! ContextActionService crashes touch clients with tupele is 2 or more if not UserInputService.TouchEnabled then initialize() if isShiftLockMode() then InputCn = UserInputService.InputBegan:connect(onShiftInputBegan) IsActionBound = true ...
Breakdown this code: --Left.InputChanged:Connect(LeftTurn) local function RightTurn(Touch, GPE) if Touch.UserInputState == Enum.UserInputState.Begin then _GSteerT = 1 _SteerR = true else if _SteerL then _GSteerT = -1 else _GSteerT = 0 end _SteerR = false end end Right.InputBegan:Connect(RightTurn)...
Breakdown this code: -- Container for temporary connections (disconnected automatically) local Connections = {} function ResizeTool.Equip() -- Enables the tool's equipped functionality -- Start up our interface ShowUI() ShowHandles() BindShortcutKeys() end function ResizeTool.Unequip() -- Disables the tool's e...
code to explain: --Rear Suspension Tune.RSusDamping = 300 -- Spring Dampening Tune.RSusStiffness = 8000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2 -- Suspension length (in studs) Tune.RPreCompress = 0.25 -- Pre-compression adds resting length force Tune.RExtensionLim = 0.3 --...
Start by breaking down the code basically step by step: -- RAGDOLL A R6 CHARACTER. local function getAttachment0(attachmentName, char) for _, child in next, char:GetChildren() do local attachment = child:FindFirstChild(attachmentName) if attachment then return attachment end end end local function ragdollP...
important code input to explain step by step: --[[ The Context object implements a write-once key-value store. It also allows for a new Context object to inherit the entries from an existing one. ]] local Context = {} function Context.new(parent) local meta = {} local index = {} meta.__index = index if parent t...
Start by breaking down the code basically step by step: --- if script.Parent.Parent.Parent.IsOn.Value then script.Parent.Parent:TweenPosition( UDim2.new(0, 0, 0, 0), Enum.EasingDirection.InOut, Enum.EasingStyle.Quad, 1, true ) end script.Parent.Parent.Parent.IsOn.Changed:connect(function() if script.Paren...
code to explain: -- Management of which options appear on the Roblox User Settings screen do local PlayerScripts = Players.LocalPlayer:WaitForChild("PlayerScripts") PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Default) PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovem...
code instruction: --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 9000 -- Spring Force Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FSusMaxExt = 0.3 -- Max Extension Travel (in studs) Tune.FSusMaxComp = 0.1 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspen...
Breakdown this code: -- << SETUP >> --Player added, setup playerMain game.Players.PlayerAdded:Connect(function(player) playerAdded(player) end) <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided Luau script is designed to handle the event of a new player joining the game in Roblox. ...
important code input to explain step by step: --// J key, Stages mouse.KeyDown:connect(function(key) if key == "j" then veh.Lightbar.middle.Beep:Play() veh.Lightbar.Remotes.StageEvent:FireServer(true) end end) Sure. Here is a summary: ## Breakdown The provided code is a Luau script designed to perform specific...
important code input to explain step by step: --local obj = --object or gui or wahtever goes here --local Properties = {} --Properties.Size = UDim2.new() --Tween(obj,Properties,2,true,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,false) --Obj,Property,Time,wait,Easingstyle,EasingDirection,RepeatAmt,Reverse functi...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Hide Avatar script.Parent.ChildAdded:connect(function(child) if child:IsA("Weld") then if child.Part1.Name == "HumanoidRootPart" then player = game.Players:GetPlayerFromCharacter(child.Part1.P...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Interpolates the current value of a rotator -- state (pitch/yaw) towards its goal value. function CharacterRealism:StepValue(state, delta) local current = state.Current or 0 local goal = state.G...
code instruction: --[ Setup ]-- -- Locations local StealthLava = script.Parent local Player = game.Players.LocalPlayer local Avatar = Player.Character local Mouse = Player:GetMouse() Sure, let's break it down: ## Breakdown The provided Lua code is designed to set up several important variables within a Roblox game e...
code to explain: -- re-export flowtypes from here. I wonder if this should be a separate 'package'? export type React_Ref<ElementType> = flowtypes.React_Ref<ElementType> export type React_Context<T> = flowtypes.React_Context<T> export type React_AbstractComponent<Config, Instance> = flowtypes.React_AbstractComponent<Co...
code: -- Applies a nonlinear transform to the thumbstick position to serve as the acceleration for camera rotation. -- See https://www.desmos.com/calculator/xw2ytjpzco for a visual reference. local function gamepadLinearToCurve(thumbstickPosition) return Vector2.new( math.clamp( math.sign(thumbstickPosition.X) ...
code instruction: -- REMOTE HANDLER -- Replicate.OnClientEvent:Connect(function(Action, Variable2, Variable3, Variable4) if Action == "CamShake" then require(script.CameraShake)(Variable2, Variable3, Variable4) elseif Action == "Combat" then require(script.VFX)(Variable2, Variable3, Variable4) elseif Action == "...
input_code: --------------------------CHARACTER CONTROL------------------------------- local function CreateController() local this = {} this.TorsoLookPoint = nil function this:SetTorsoLookPoint(point) local humanoid = findPlayerHumanoid(Player) if humanoid then humanoid.AutoRotate = false end this.Tors...
Start by breaking down the code basically step by step: ------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------- -- STATE CHANGE HANDLERS function onRunning(speed) if speed > 0.75 then loca...
code: --[[Steering]] Tune.SteerInner = 36 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 37 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = 0.05 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = 0.1 -- Steering increment per tick (in degrees) Tune.SteerDecay = 320 -- Speed of gra...
query code to breakdown: -------------------------------------------------------------------------------- local Character = script.Parent local Player = game.Players:GetPlayerFromCharacter(Character) local Humanoid = Character:WaitForChild("Humanoid") step by step breakdown/explanation: ## Breakdown The provided Lu...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --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 - Bi...
code instruction: --// Functions function UpdateTag(plr) if plr == L_1_ or not plr.Character or not plr.Character:FindFirstChild("TeamTagUI") then return end local Tag = plr.Character:FindFirstChild("TeamTagUI") if plr.Team == L_1_.Team then Tag.Enabled = true if plr.Character:FindFirstChild("ACS_Client") ...
query code to breakdown: --Made by Luckymaxer Functions = {} Debris = game:GetService("Debris") RbxUtility = LoadLibrary("RbxUtility") Create = RbxUtility.Create function Functions.Clamp(Number, Min, Max) return math.max(math.min(Max, Number), Min) end function Functions.GetPercentage(Start, End, Number) return ...
important code input to explain step by step: --animations --->> --507771019 roblox dance,3695333486 hype dance, 3333499508 monkey, 3303391864 around town, 4212455378 dorky, 4049037604 line dance, 3333136415 side to side, 4265725525 baby dance, 3338025566 robot dance, 3994127840 celebrate, 3576686446 wave, 4841405708 -...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Public API ]] -- function Thumbstick:Enable() ThumbstickFrame.Visible = true end function Thumbstick:Disable() ThumbstickFrame.Visible = false OnTouchEnded() end function Thumbstick:Create(p...
Start by breaking down the code basically step by step: --// # key, Takedown mouse.KeyDown:connect(function(key) if key == "v" then veh.Lightbar.middle.Beep:Play() veh.Lightbar.Remotes.TakedownEvent:FireServer(true) end end) explanation of the code: ## Breakdown The provided Luau code is designed to listen for...
query code to breakdown: --[[ Listens for user input ]] function UserInput.init() UserInputService.InputBegan:Connect(function(inputObject, gameProcessedEvent) if gameProcessedEvent then return end local action = getActionFromInput(inputObject) if action == "Forwards" then throttle = 1 elseif acti...
Breakdown this code: --Vars local player = game.Players.LocalPlayer local mouse = player:GetMouse() local UserInputService = game:GetService("UserInputService") local cam = workspace.CurrentCamera local car = script.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"]) local _IsOn = _Tune.AutoStart if _Tune.Au...
query code to breakdown: -- Mapping from movement mode and lastInputType enum values to control modules to avoid huge if elseif switching local movementEnumToModuleMap = { [Enum.TouchMovementMode.DPad] = DynamicThumbstick, [Enum.DevTouchMovementMode.DPad] = DynamicThumbstick, [Enum.TouchMovementMode.Thumbpad] = Dyna...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Implements Javascript's `Map.prototype.forEach` as defined below -- https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Set/forEach function Set:forEach<T>(callback: ca...
code to explain: --[[Status Vars]] local _IsOn = _Tune.AutoStart if _Tune.AutoStart then car.DriveSeat.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 ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Load Roblox Camera Controller Modules local ClassicCamera = require(script:WaitForChild("ClassicCamera")) local OrbitalCamera = require(script:WaitForChild("OrbitalCamera")) local LegacyCamera = re...
code to explain: -- Rigs local Rigs = { [0] = script.DefaultR15, -- The normal blocky R15 rig. This is just here so converting with IgnoreBodyParts off can work. [1] = script.Dogu15, -- The original, non-deforming Dogu15 rig. [2] = script.Dogu15LegacyDeform, -- The second version of the Dogu15 rig, now with mesh def...
code to explain: ------//Sprinting Animations self.RighTSprint = CFrame.new(-1, 0.5, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0)) self.LefTSprint = CFrame.new(1.25, 1.15, -1.35) * CFrame.Angles(math.rad(-60), math.rad(35), math.rad(-25)) return self <<explaining>> Of course, here is a step by step...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[Dependencies]] local player = game.Players.LocalPlayer local mouse = player:GetMouse() local UserInputService = game:GetService("UserInputService") local car = script.Parent.Car.Value local _Tune = require(car["A-Ch...
code instruction: --[[Transmission]] Tune.TransModes = { "Auto", "Semi" } --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is de...
Start by breaking down the code basically step by step: -- Container for temporary connections (disconnected automatically) local Connections = {} function AnchorTool.Equip() -- Enables the tool's equipped functionality -- Start up our interface ShowUI() BindShortcutKeys() end function AnchorTool.Unequip() -- D...
Start by breaking down the code basically step by step: -- Decompiled with the Synapse X Luau decompiler. return { Name = "help", Description = "Displays a list of all commands, or inspects one command.", Group = "Help", Args = { { Type = "command", Name = "Command", Description = "The command to view i...