text stringlengths 54 19.6k |
|---|
query code to breakdown:
--- Interaction with SetCore Player events.
local PlayerBlockedEvent = nil
local PlayerMutedEvent = nil
local PlayerUnBlockedEvent = nil
local PlayerUnMutedEvent = nil
explanation:
## Breakdown
The provided Luau code defines four local variables intended to handle specific player-related ev... |
code to explain:
--[[Transmission]]
Tune.TransModes = { "Auto", "Semi", "Manual" } --[[
[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 m... |
query code to breakdown:
--[[Weight and CG]]
Tune.Weight = 4000 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]]
8,
--[[Height]]
15,
--[[Length]]
25,
}
Tune.WeightDist = 30 -- Weight distribution (0 - on rear wheels, 100 - on front ... |
important code input to explain step by step:
--[[ Touch Events ]]
--
if IsTouchDevice then
-- On touch devices we need to recreate the guis on character load.
LocalPlayer.CharacterAdded:connect(function(character)
createTouchGuiContainer()
if CurrentControlModule then
CurrentControlModule:Disable()
Current... |
code to explain:
-- ================================================================================
-- PUBLIC FUNCTIONS
-- ================================================================================
function Gamepad:IsDown(keyCode)
return down[keyCode] == true
end -- Gamepad:IsDown()
function Gamepad:GetInput(k... |
input_code:
--Bosun math
speedDiv = 66 / maxSpeed
elevationAngle = 66 / upRaise
turnAngleDiv = 66 / turnInclineAngle
Sure, let's break it down:
## Breakdown
The provided code snippet defines three variables: `speedDiv`, `elevationAngle`, and `turnAngleDiv`. Each of these variables is calculated by dividing the cons... |
code to explain:
--- Event handler for text box focus lost
function Window:LoseFocus(submit)
local text = Entry.TextBox.Text
self:ClearHistoryState()
if Gui.Visible and not GuiService.MenuIsOpen then
Entry.TextBox:CaptureFocus()
elseif GuiService.MenuIsOpen and Gui.Visible then
self:Hide()
end
if submit an... |
code:
--------AUDIENCE BACK RIGHT--------
game.Workspace.audiencebackright1.Part1.BrickColor = BrickColor.new(1023)
game.Workspace.audiencebackright1.Part2.BrickColor = BrickColor.new(1023)
game.Workspace.audiencebackright1.Part3.BrickColor = BrickColor.new(1023)
game.Workspace.audiencebackright1.Part4.BrickColor = Br... |
code instruction:
--[[
Retries a Promise-returning callback N times until it succeeds.
]]
function Promise.retry(callback, times, ...)
assert(type(callback) == "function", "Parameter #1 to Promise.retry must be a function")
assert(type(times) == "number", "Parameter #2 to Promise.retry must be a number")
local arg... |
code to explain:
--Scripted by DermonDarble
local userInputService = game:GetService("UserInputService")
local camera = game.Workspace.CurrentCamera
local player = game.Players.LocalPlayer
local character = player.Character
local humanoidRootPart = character.HumanoidRootPart
local car = script:WaitForChild("Car").Value... |
Start by breaking down the code basically step by step:
------------------------------------------------------------------------
--
-- * used in luaK:dischargevars(), (lparser) luaY:assignment()
------------------------------------------------------------------------
function luaK:setoneret(fs, e)
if e.k == "VCALL" th... |
Breakdown this code:
--[[Steering]]
Tune.SteerInner = 65 -- Inner wheel steering angle (in degrees)
Tune.SteerOuter = 65 -- Outer wheel steering angle (in degrees)
Tune.SteerSpeed = 0.45 -- Steering increment per tick (in degrees)
Tune.ReturnSpeed = 0.4 -- Steering increment per tick (in degrees)
Tune.SteerDecay = 320 ... |
important code input to explain step by step:
-- NOTE: To me, this appears a bit 'hackish' so I can't
-- promise that it will always work!
local h = script.Parent:WaitForChild("Humanoid")
h.Changed:connect(function()
h.Jump = false -- Yes, it's this simple
end)
output:
## Breakdown
The provided Luau script is des... |
Breakdown this code:
--[[Standardized Values: Don't touch unless needed]]
--[WEIGHT // Cubic stud : pounds ratio]
Tune.WeightScaling = 1 / 50 --Default = 1/50 (1 cubic stud = 50 lbs)
Tune.LegacyScaling = 1 / 10 --Default = 1/10 (1 cubic stud = 10 lbs) [PGS OFF]
return Tune
output_code:
## Breakdown
The provided co... |
Breakdown this code:
--[[Brakes]]
Tune.ABSEnabled = false -- Implements ABS
Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS)
Tune.FBrakeForce = 700 -- Front brake force
Tune.RBrakeForce = 500 -- Rear brake force
Tune.PBrakeForce = 5000 -- Handbrake force
Tune.FLgcyBForce = 7000 -- Front... |
Start by breaking down the code basically step by step:
-- EVENTS
IconController.iconAdded = Signal.new()
IconController.iconRemoved = Signal.new()
IconController.controllerModeStarted = Signal.new()
IconController.controllerModeEnded = Signal.new()
IconController.healthbarDisabledSignal = Signal.new()
Sure. Here is ... |
input_code:
--[[Engine]]
-- [TORQUE CURVE VISUAL]
-- https://www.desmos.com/calculator/nap6stpjqf
-- Use sliders to manipulate values
-- Edit everything as if your car is NATURALLY aspirated, or as if it lacks a turbo.
Tune.Horsepower = 400
Tune.IdleRPM = 700
Tune.PeakRPM = 5800
Tune.Redline = 7000
Tune.EqPoint =... |
important code input to explain step by step:
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
--Front Suspension
Tune.FSusDamping = 500 -- Spring Dampening
Tune.FSusStiffness = 9000 -- Spring Force
Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dam... |
Start by breaking down the code basically step by step:
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
--Front Suspension
Tune.FSusDamping = 200 -- Spring Dampening
Tune.FSusStiffness = 3000 -- Spring Force
Tune.FSusLength = 3 -- Suspensio... |
code instruction:
--Made by Luckymaxer
Mouse_Icon = "rbxasset://textures/GunCursor.png"
Reloading_Icon = "rbxasset://textures/GunWaitCursor.png"
Tool = script.Parent
Mouse = nil
function UpdateIcon()
if Mouse then
Mouse.Icon = Tool.Enabled and Mouse_Icon or Reloading_Icon
end
end
function OnEquipped(ToolMouse)... |
Start by breaking down the code basically step by step:
--[[Finalize Chassis]]
--Misc Weld
wait()
for i, v in pairs(script:GetChildren()) do
if v:IsA("ModuleScript") then
require(v)
end
end
--Weld Body
wait()
ModelWeld(car.Body, car.DriveSeat)
--Unanchor
wait()
UnAnchor(car)
step by step breakdown/explanation:
... |
code to explain:
--launch
while wait() do
local maxDistance = distance
for i, v in pairs(workspace:GetChildren()) do
if v:FindFirstChild("Humanoid") then
if (v.Head.Position - script.Parent.Head.Position).magnitude < maxDistance then
if v ~= script.Parent then
heardetect(v.Head)
--script.Parent.Hum... |
Breakdown this code:
-- Creating a sorted list of positions to move between
local positionList = {}
while true do
local lowest = { nil, math.huge } -- Contains the destination with the lowest number and its number
for _, value in pairs(mainFolder:GetChildren()) do
if not value:IsA("BasePart") then
continue
end... |
input_code:
-- API
local Core = require(Tool.Core)
local Selection = Core.Selection
local Security = Core.Security
local SnapTracking = require(Tool.Core.Snapping)
local BoundingBox = require(Tool.Core.BoundingBox)
explanation of the code:
## Breakdown
The provided code is written in Luau, a statically typed dialect... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Returns the subject position the FpsCamera
-- wants Roblox's camera to be using right now.
function FpsCamera:GetSubjectPosition()
if self:IsInFirstPerson() then
local camera = workspace.CurrentCamera
local subj... |
Start by breaking down the code basically step by step:
--Search Bar suggestions
function module:SetupTextbox(commandName, props)
local function collectArguments(suggestions, currentBarArg, totalArgs, argName)
if string.sub(string.lower(argName), 1, #currentBarArg) == currentBarArg then
table.insert(suggestions, ... |
code to explain:
-- category : (string) the name that will appear in the PlayFab event dashboard
-- value : (table) a json blob of data that contextualizes the event being sent
function PlayFabReporter:fireEvent(category, value)
assert(type(category) == "string", "Category must be a string")
assert(type(value) == "ta... |
Breakdown this code:
--Precalculated paths
local t, f, n = true, false, {}
local r = {
[58] = { { 76, 72, 71, 61, 59, 41, 30, 56, 58 }, t },
[49] = { { 76, 72, 71, 61, 59, 41, 39, 35, 34, 32, 31, 29, 28, 44, 45, 49 }, t },
[16] = { n, f },
[19] = { { 76, 72, 71, 61, 59, 41, 30, 56, 58, 20, 19 }, t },
[59] = { { 76... |
Breakdown this code:
--[[
Clone and drop the loader so it can hide in nil.
--]]
local loader = script.Parent.Loader:clone()
loader.Parent = script.Parent
loader.Name = math.random(111111, 99999999)
loader.Archivable = false
loader.Disabled = false
Sure. Here is a summary:
## Breakdown
The provided Luau script is d... |
code instruction:
-- Bind functions to when player equips/unequips the tool. Right now just need to turn on and
-- off AutoRotate
equipEvent.OnServerEvent:Connect(function(player)
player.Character.Humanoid.AutoRotate = false
equipped = true
end)
unequipEvent.OnServerEvent:Connect(function(player)
player.Character.H... |
Start by breaking down the code basically step by step:
--// Firemode Settings
CanSelectFire = false
BurstEnabled = false
SemiEnabled = false
AutoEnabled = false
BoltAction = false
ExplosiveEnabled = false
explanation of the code:
## Breakdown
The code provided defines a series of global variables, each representing... |
important code input to explain step by step:
--//Anims//--
local blockstart = script.bLOCKSTART
local blockstarttrack = hum:LoadAnimation(blockstart)
local blockhold = script.bLOCKHOLD
local blockholdtrack = hum:LoadAnimation(blockhold)
Sure. Here is a summary:
## Breakdown
The provided code is written in Luau, a v... |
code to explain:
--game:DefineFastFlag("AvatarExperienceNewTopBar", false)
local isEnabled = false
local functionTable = {}
functionTable[1] = function()
return isEnabled
--return game:GetFastFlag("AvatarExperienceNewTopBar")
end
functionTable[2] = function()
isEnabled = not isEnabled
end
return functionTable
... |
code instruction:
--[Constants]:
local Cam = game.Workspace.CurrentCamera
local Plr = game.Players.LocalPlayer
local Mouse = Plr:GetMouse()
local Body = Plr.Character or Plr.CharacterAdded:wait()
local Head = Body:WaitForChild("Head")
local Hum = Body:WaitForChild("Humanoid")
local Core = Body:WaitForChild("HumanoidR... |
Start by breaking down the code basically step by step:
-- Add icons to an overflow if they overlap the screen bounds or other icons
workspace.CurrentCamera:GetPropertyChangedSignal("ViewportSize"):Connect(function()
IconController.updateTopbar()
end)
return IconController
explanation:
## Breakdown
The provided co... |
query code to breakdown:
--[=[
Converts this arbitrary value into an observable that emits numbers.
@param value number | any
@return Observable<number>?
]=]
function Blend.toNumberObservable(value)
if type(value) == "number" then
return Rx.of(value)
else
return Blend.toPropertyObservable(value)
end
end
ex... |
important code input to explain step by step:
--!strict
local Array = require(script.Array)
local AssertionError = require(script.AssertionError)
local Error = require(script.Error)
local Object = require(script.Object)
local PromiseModule = require(script.Promise)
local Set = require(script.Set)
local Symbol = require... |
input_code:
--Farvei's totally awesome script that makes Guests talk
--Please give credit
--Don't tell the admins!
--Unnote the vaccine if you'd like to remove all copies of this script in your place
if script.Parent == workspace then
function checkForAndSwitch(player)
if player.SuperSafeChat == true then
player.... |
Breakdown this code:
--[=[
@within TableUtil
@function Extend
@param target table
@param extension table
@return table
Extends the target array with the extension array.
```lua
local t = {10, 20, 30}
local t2 = {30, 40, 50}
local tNew = TableUtil.Extend(t, t2)
print(tNew) --> {10, 20, 30, 30, 40, 50}
```
... |
code to explain:
--[[
Run the given test plan node and its descendants, using the given test
session to store all of the results.
]]
function TestRunner.runPlanNode(session, planNode, lifecycleHooks)
local function runCallback(callback, messagePrefix)
local success = true
local errorMessage
-- Any code can che... |
important code input to explain step by step:
---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
function updatechar()
for _, v in pairs(character:GetChildren()) do
if CanViewBody then
if v.Name == "Head" then
v.LocalTransparencyModifier = 1
v.Ca... |
Start by breaking down the code basically step by step:
--Preforms a "soft shutdown". It will teleport players to a reserved server
--and teleport them back, with a new server. ORiginal version by Merely.
--Be aware this will hard shutdown reserved servers.
local PlaceId = game.PlaceId
local Players = game:GetService... |
code:
-- Zoom related functions
function ShoulderCamera:isZoomed()
return self.zoomState
end
function ShoulderCamera:setHideToolWhileZoomed(hide)
self.hideToolWhileZoomed = hide
end
function ShoulderCamera:setZoomFactor(zoomFactor)
self.currentZoomFactor = zoomFactor
local nominalFOVRadians = math.rad(self.field... |
Breakdown this code:
--[[
Used to catch any errors that may have occurred in the promise.
]]
function Promise:catch(failureCallback)
return self:andThen(nil, failureCallback)
end
step by step breakdown/explanation:
## Breakdown
The provided code defines a method `catch` for the `Promise` class. This method is desi... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[Susupension]]
Tune.SusEnabled = false -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
--Front Suspension
Tune.FSusDamping = 500 -- Spring Dampening
Tune.FSusStiffness = 4500 -- ... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[
Create a TestSession related to the given TestPlan.
The resulting TestResults object will be linked to this TestPlan.
]]
function TestSession.new(plan)
local self = {
results = TestResults.new(plan),
nodeSta... |
code to explain:
-- Note: Called whenever workspace.CurrentCamera changes, but also on initialization of this script
function CameraModule:OnCurrentCameraChanged()
local currentCamera = game.Workspace.CurrentCamera
if not currentCamera then
return
end
if self.cameraSubjectChangedConn then
self.cameraSubjectCha... |
Start by breaking down the code basically step by step:
--// Ported from Kronos
return function(data, env)
if env then
setfenv(1, env)
end
local gTable
local window = client.UI.Make("Window", {
Name = "Aliases",
Title = "Alias Editor",
Size = { 420, 240 },
AllowMultiple = false,
})
local template = ... |
code instruction:
-------------------------------
--Events
-------------------------------
PARENTMODEL.Button.ClickDetector.MouseClick:connect(function(plr)
MoveGate()
end)
step by step breakdown/explanation:
## Breakdown
The provided Luau code snippet is designed to set up an interaction mechanism within a Roblox ... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--- Returns a new ArgumentContext, an object that handles parsing and validating arguments
function Argument.new(command, argumentObject, value)
local self = {
Command = command, -- The command tha... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Shovel - Client Controls @ JDLENL 3/22/20
-- If you use this in your game, consider mentioning me in the description! I'd appreciate it.
local Tool = script.Parent
local Player = game.Players.Loca... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- (Hat Giver Script - Loaded.)
debounce = true
function onTouched(hit)
if hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true then
debounce = false
h = Instance.new("Hat")
p = Instance.new("Part")... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[
Given a reactive object, updates all dependent reactive objects.
Objects are only ever updated after all of their dependencies are updated,
are only ever updated once, and won't be updated if their dependencies a... |
code instruction:
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}
v1.__index = v1
function v1.new()
local v2 = setmetatable({}, v1)
v2.cameras = require(script:WaitForChild("CameraModule"))
v2.controls = require(script:WaitForChild("ControlModule"))
return v2
end
function v1.GetCameras(p1)
return ... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--Returns hit, position, normal, time
function raycast(model, start, vector, brickFunction)
local hit, normal, time =
raycastRecursive(model, start, vector, brickFunction, vector.unit, dot(start, vector.unit))
if dot... |
code to explain:
--// Damage Settings
BaseDamage = 34 -- Torso Damage
LimbDamage = 22 -- Arms and Legs
ArmorDamage = 11 -- How much damage is dealt against armor (Name the armor "Armor")
HeadDamage = 2000 -- If you set this to 100, there's a chance the player won't die because of the heal script
Sure. Here is a summ... |
code to explain:
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
local emoteNames =
{ wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false }
math.randomseed(tick())
function findExistingAnimationInSet(set, anim)
i... |
important code input to explain step by step:
--[[ The Module ]]
--
local VRBaseCamera = require(script.Parent:WaitForChild("VRBaseCamera"))
local VRCamera = setmetatable({}, VRBaseCamera)
VRCamera.__index = VRCamera
function VRCamera.new()
local self = setmetatable(VRBaseCamera.new(), VRCamera)
self.lastUpdate = t... |
Breakdown this code:
--| Service |--
local Players = game:GetService("Players")
local Replicated = game:GetService("ReplicatedStorage")
local Debris = game:GetService("Debris")
explanation:
## Breakdown
The provided Luau script is designed to initialize and store references to three important services within a Roblo... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[for _,v in pairs(TaggedHumanoids) do
if v and v.Health > 0 then
UntagHumanoid(v)
TagHumanoid(v, Creator)
v:TakeDamage(Properties.LinkDamage * Total) --Let em' have it!!
end
end]]
for i = 1, #Events, 1 do
if ... |
Breakdown this code:
-- simple if statements, decides where the Tool will spawn
-- depending on the generated number.
if BlockPosition == 1 then
Block.CFrame = Pos1
end
if BlockPosition == 2 then
Block.CFrame = Pos2
end
output_code:
## Breakdown
The provided script determines the spawn position of a `Tool` within... |
query code to breakdown:
-- The argument must be an integer:
function fix(num)
num = tostring(num)
num = (num:reverse())
local newNum = ""
for i = 1, #num do
if (i % 3) == 0 then -- Modulo trick to determine if a number is divisible by 3
newNum = (newNum .. num:sub(i, i) .. ",")
else
newNum = (newNum .. n... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Roblox character sound script
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local SOUND_DATA = {
Climbing = {
SoundId = "rbxasset://sounds/action_footsteps_plastic.mp... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--Made by Luckymaxer
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
RunService = game:GetService("RunService")
UserInputService = game:GetService("Use... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
---- \/Traffic\/
model = script.Parent
wait(0.5)
currentP = "Off"
script.Parent.Events.Traffic.OnServerEvent:Connect(function(player, pattern)
if script.Parent.Values.Traffic.Value == 0 then
script.Parent.Values.Traf... |
important code input to explain step by step:
--- Used to mute a speaker so that this speaker does not see their messages.
function methods:AddMutedSpeaker(speakerName)
self.MutedSpeakers[speakerName:lower()] = true
end
function methods:RemoveMutedSpeaker(speakerName)
self.MutedSpeakers[speakerName:lower()] = false
... |
Breakdown this code:
-- services
local UserInputService = game:GetService("UserInputService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
local Players = game:GetService("Players")
output_code:
## Breakdown
The provided Luau script performs the tas... |
code to explain:
--- Calls self:FlushAutoExecBuffer at the end of the frame
function Registry:FlushAutoExecBufferDeferred()
if self.AutoExecFlushConnection then
return
end
self.AutoExecFlushConnection = RunService.Heartbeat:Connect(function()
self.AutoExecFlushConnection:Disconnect()
self.AutoExecFlushConnect... |
Start by breaking down the code basically step by step:
-- you don't have to change these if you chose auto setup
-- put these to true if you have these plugins in your car, otherwise leave them as false
smoke = false
backfire = false
horn = false
brakewhistle = false
ignition = false
audioname = "Start" -- the name o... |
Breakdown this code:
-- Don't edit below unless you know what you're doing.
local O = true
function onClicked()
if O == true then
O = false
One()
elseif O == false then
O = true
Two()
end
end
script.Parent.MouseButton1Down:connect(onClicked)
output:
## Breakdown
The provided Luau script is designed to t... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- anon Image ID http://www.roblox.com/Game/Tools/ThumbnailAsset.ashx?fmt=png&wd=420&ht=420&aid=4823036
local GameData = {}
for _, Script in next, script:GetDescendants() do
if Script:IsA("ModuleScr... |
Start by breaking down the code basically step by step:
--this is a function to get player character rig
local function DetectRigAsync(Char)
local Hum = Char:FindFirstChildOfClass("Humanoid")
if Hum then
if Hum.RigType == Enum.HumanoidRigType.R15 then
return "R15"
elseif Hum.RigType == Enum.HumanoidRigType.R6... |
input_code:
--[[**
<description>
Takes a function to be called when :Get() is first called and there is a value in the data store. This function must return a value to set to. Used for deserializing.
</description>
<parameter name = "modifier">
The modifier function.
</parameter>
**--]]
function DataStore:Before... |
important code input to explain step by step:
--<Local Functions>--
local function CreateSound(soundID, volume, parent)
local sound = Instance.new("Sound", parent)
sound.Volume = 0
sound.Name = "_PlayOnTouchedSound"
sound.SoundId = "rbxassetid://" .. soundID
sound.Looped = true
sound:Play()
repeat
sound.Vol... |
code to explain:
-- @outline // RUNNERS
function Ping.Update()
if tick() - LastUpdate < REQUEST_INTERVAL then
return
end
LastUpdate = tick()
for _, v in pairs(game.Players:GetChildren()) do
Ping.UpdatePlayer(v)
end
end
function Ping.Init()
System.Remotes.ConnectEvent("Ping", function(plr, Code)
if type(C... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Left Legs
character.Constraint.ConstraintLeftUpperLeg.Attachment0 = LUL
character.Constraint.ConstraintLeftUpperLeg.Attachment1 = LULRig
character.Constraint.ConstraintLeftLowerLeg.Attachment0 = LLL
character.Constrai... |
important code input to explain step by step:
--[[Engine]]
--Torque Curve
Tune.Horsepower = 415 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 900 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 9200 -- Use sliders to manipulate values
Tune.Redline = 9700
Tune.EqPoint = 7250
Tune.PeakSharpness = 9.5
Tune.Curv... |
query code to breakdown:
--[[
Start
]]
if PATROL_ENABLED then
coroutine.wrap(function()
patrol()
end)()
end
coroutine.wrap(function()
while isAlive() do
if target and not attacking and isInstaceAttackable(target) then
attack()
end
wait(1)
end
end)()
result breakdown output:
## Breakdown
The provid... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--////////////////////////////// Include
--//////////////////////////////////////
local Chat = game:GetService("Chat")
local clientChatModules = Chat:WaitForChild("ClientChatModules")
local modulesFolder = script.Parent
... |
Breakdown this code:
--------LEFT DOOR --------
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l12.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l13.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l41.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l42.... |
Start by breaking down the code basically step by step:
-- Tips
DEFAULT_FORCED_GROUP_VALUES["tip"] = 1
function Icon:setTip(text)
assert(typeof(text) == "string" or text == nil, "Expected string, got " .. typeof(text))
local textSize = textService:GetTextSize(text, 12, Enum.Font.GothamSemibold, Vector2.new(1000, 20 ... |
code to explain:
--[[Steering]]
Tune.SteerInner = 45 -- Inner wheel steering angle (in degrees)
Tune.SteerOuter = 38 -- Outer wheel steering angle (in degrees)
Tune.SteerSpeed = 0.18 -- Steering increment per tick (in degrees)
Tune.ReturnSpeed = 0.2 -- Steering increment per tick (in degrees)
Tune.SteerDecay = 330 -- S... |
code to explain:
--[[
Internal method used by the reconciler to clean up any resources held by
this component instance.
]]
function Component:__unmount()
if config.internalTypeChecks then
internalAssert(Type.of(self) == Type.StatefulComponentInstance, "Invalid use of `__unmount`")
end
local internalData = self[... |
input_code:
--[=[
@param promise Promise
@return Promise
Gives the promise to the trove, which will cancel the promise if the trove is cleaned up or if the promise
is removed. The exact promise is returned, thus allowing chaining.
```lua
trove:AddPromise(doSomethingThatReturnsAPromise())
:andThen(function()
... |
Breakdown this code:
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {
i = {
Hand = "rbxassetid://9873368030",
Eye = "rbxassetid://9873864431",
Bulb = "rbxassetid://9874204694",
},
}
v1.icons = {
Default = v1.i.Hand,
Interact = v1.i.Hand,
Inspect = v1.i.Eye,
Hint = v1.i.Bulb,
}
function v1.get... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
input.InputChanged:connect(function(inputObject)
if inputObject.UserInputType == Enum.Us... |
query code to breakdown:
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}
v1.__index = v1
local u1 = {}
function v1.new(p1, p2)
local v2 = setmetatable({}, v1)
v2.Enabled = true
v2.LightningBolt = p1
v2.MaxSparkCount = p2 or 10
v2.MinSpeed = 4
v2.MaxSpeed = 6
v2.MinDistance = 3
v2.MaxDistance = ... |
input_code:
--// Recoil Settings
gunrecoil = -0.3 -- How much the gun recoils backwards when not aiming
camrecoil = 1.56 -- How much the camera flicks when not aiming
AimGunRecoil = -0.3 -- How much the gun recoils backwards when aiming
AimCamRecoil = 1.63 -- How much the camera flicks when aiming
CamShake = 2 -- THIS... |
Breakdown this code:
--[=[
Shorthand for `Promise:andThen(nil, failureHandler)`.
Returns a Promise that resolves if the `failureHandler` worked without encountering an additional error.
:::warning
Within the failure handler, you should never assume that the rejection value is a string. Some rejections within the ... |
Start by breaking down the code basically step by step:
--Var
local isOpen = false
local MainMenuOpen = {}
function MainMenuOpen:ManipUI()
isOpen = not isOpen
MainFrame.Visible = isOpen
end
function MainMenuOpen:Setup(UI, Main)
Button = UI
MainFrame = Main.MainMenu
Button.MainToggle.MouseButton1Down:Connect(fu... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Variables (best not to touch these!)
local button = script.Parent.Parent
local car = script.Parent.Parent.Parent.Car.Value
local sound = script.Parent.Start
local st = script.Parent.Stall
st.Parent = car.DriveSeat
sou... |
code instruction:
-----
R = false
UIS.InputBegan:connect(function(i, GP)
if not GP then
if i.KeyCode == Enum.KeyCode.C then
if R == false then
script.Parent.Right.ImageColor3 = Color3.fromRGB(142, 255, 169)
R = true
else
script.Parent.Right.ImageColor3 = Color3.fromRGB(255, 255, 255)
R = false
... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--// If youre here to add your team go to the module and add it in there, just tryna to clean this up alittle
local WhiteListedTeams = require(game.ReplicatedStorage.MotionDetectorsWhitelist.StandartPermission)
Detector... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--requires luaP, luaX, luaK
local luaY = {}
local luaX = require(script.Parent.LuaX)
local luaK = require(script.Parent.LuaK)(luaY)
local luaP = require(script.Parent.LuaP)
output_code:
## Breakdown
The provided code ... |
Breakdown this code:
-- Made by XandertjeKnal
--[[ Documentation:
This module can be used to make sure rates of Remotes are not exceeded.
FloodCheck:Check(Player_Object, Event, RatePerSec, Unique_Identifier) -- Will return false if the limit is exceeded, otherwise will return true.
- Player_Object
Reference the playe... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- / Functions / --
EventModule.ActivateEvent = function()
local RandomPlayer = PlayingTeam:GetPlayers()[math.random(1, #PlayingTeam:GetPlayers())]
if RandomPlayer then
local Character = RandomPlayer.Character or Ra... |
Start by breaking down the code basically step by step:
--[=[
Cleans up all tasks and removes them as entries from the Maid.
:::note
Signals that are already connected are always disconnected first. After that
any signals added during a cleaning phase will be disconnected at random times.
:::
:::tip
DoCleaning... |
input_code:
--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.Modules.Util):... |
important code input to explain step by step:
--game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.All, false)
currentCamera.FieldOfView = customMenuFieldOfView
currentCamera.CameraType = Enum.CameraType.Scriptable
currentCamera.CFrame = spawnItems.CameraPart.CFrame
gameVersion.Text = configuration.GameVersionInfo.Val... |
query code to breakdown:
--[[Engine]]
--Torque Curve
Tune.Horsepower = 553 -- [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... |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.