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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...