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begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- ROBLOX FIXME LUAU: Casting to any to prevent unwanted type narrowing for write method local BufferedConsole = setmetatable({}, { __index = Console }) :: any BufferedConsole.__index = BufferedConsol...
code instruction: -- Create shortcuts to avoid intensive lookups local CFrame_new = CFrame.new local table_insert = table.insert local CFrame_toWorldSpace = CFrame.new().toWorldSpace local math_min = math.min local math_max = math.max local unpack = unpack function BoundingBoxModule.CalculateExtents(Items, StaticExten...
Breakdown this code: -- PROPERTIES IconController.topbarEnabled = true IconController.controllerModeEnabled = false IconController.previousTopbarEnabled = checkTopbarEnabled() IconController.leftGap = 12 IconController.midGap = 12 IconController.rightGap = 12 Sure, let's break it down: ## Breakdown The provided Luau...
Breakdown this code: -- @preconditions: vec should be a unit vector, and 0 < rayLength <= 1000 function RayCast(startPos, vec, rayLength) local hitObject, hitPos = game.Workspace:FindPartOnRay(Ray.new(startPos + (vec * 0.01), vec * rayLength), Handle) if hitObject and hitPos then local distance = rayLength - (hitPo...
Start by breaking down the code basically step by step: -- Libraries local Roact = require(Vendor:WaitForChild("Roact")) local Cryo = require(Libraries:WaitForChild("Cryo")) local new = Roact.createElement explanation: ## Breakdown The provided Luau code sets up a basic environment for using Roact, which is a popula...
query code to breakdown: --[=[ Takes a list of variables and uses them to compute an observable that will combine into any value. These variables can be any value, and if they can be converted into an Observable, they will be, which will be used to compute the value. ```lua local verbState = Blend.State("hi") l...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Fetch the thumbnail local userId = Player.UserId local thumbType = Enum.ThumbnailType.HeadShot local thumbSize = Enum.ThumbnailSize.Size420x420 local content, isReady = Players:GetUserThumbnailAsyn...
query code to breakdown: -- periodically pick one of the workspace.Music's children and play song, never pick last Songs = workspace.Music:GetChildren() local LastSong local Song task.wait(3) while true do repeat task.wait() Song = Songs[math.random(1, #workspace.Music:GetChildren())] until Song ~= LastSong ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- same as jump for now function moveFreeFall() RightShoulder.MaxVelocity = 0.4 LeftShoulder.MaxVelocity = 0.4 RightShoulder:SetDesiredAngle(3.14) LeftShoulder:SetDesiredAngle(-3.14) RightHip:SetDesiredAngle(0) Le...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Decompiled with the Synapse X Luau decompiler. client = nil cPcall = nil Pcall = nil Routine = nil service = nil return function(p1) local v1 = client.UI.Prepare(script.Parent.Parent) local l__PlayerGui__2 = servic...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation ------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------- -- STATE CHANGE HANDLERS function o...
code: --[[Drivetrain]] Tune.Config = "FWD" --"FWD" , "RWD" , "AWD" --Differential Settings Tune.FDiffSlipThres = 75 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed) Tune.FDiffLockThres = 75 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward faster wheel) Tune.RDi...
code instruction: -- Initialize anchor tool local AnchorTool = require(CoreTools:WaitForChild("Anchor")) Core.AssignHotkey("M", Core.Support.Call(Core.EquipTool, AnchorTool)) Core.Dock.AddToolButton(Core.Assets.AnchorIcon, "M", AnchorTool, "AnchorInfo") <<explaining>> Of course, here is a step by step summary: ## Bre...
Breakdown this code: ------Mood------ local faces = myHead.Faces status:set("currentFace", myHead.faceIdle) local idleIndex = 5 function movementLogic() local target = status:get("currentTarget") local dist = core.checkDist(target, myRoot) local canSee = core.checkSight(target) idleIndex -= 1 if canSee then id...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Function Prompt.ProximityPrompt.Triggered:Connect(function(plr) Prompt.ProximityPrompt.Enabled = false -- local anim = plr.Character:FindFirstChild("Humanoid"):LoadAnimation(script.Animation) ...
Start by breaking down the code basically step by step: --[[ By: Brutez. ]] -- local JeffTheKillerScript = script repeat wait(0) until JeffTheKillerScript and JeffTheKillerScript.Parent and JeffTheKillerScript.Parent.ClassName == "Model" and JeffTheKillerScript.Parent:FindFirstChild("Head") and JeffTheKillerScript...
input_code: --// Modules //-- local KingdomHolder = require(ServerStorage.KingdomHolder) Players.PlayerAdded:Connect(function(plr) KingdomHolder.CreateKingdom(plr) end) <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided script is designed to initialize a kingdom for each player who...
Breakdown this 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.Modul...
important code input to explain step by step: --Code-- local function PlayerTouched(Part) local Parent = Part.Parent if game.Players:GetPlayerFromCharacter(Parent) then wait(0.8) Brick.Transparency = Brick.Transparency + 0.8 Brick.CanCollide = false wait(3.2) Brick.Transparency = 0 Brick.CanCollide = true...
Breakdown this code: --[[ @brief Produces a cumulative sum along a table. @details The passed-in table will be mutated. @example Accumulate({1, 2, 3}) = {1, 3, 6}. @param t The table to accumulate. --]] function module.Accumulate(t) local s = 0 for i, v in pairs(t) do s = s + t[i] t[i] = s end re...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --// Use the power of the stars and hit as many people as you can to perform a chain attack! local Properties = { DamageMode = "Normal", --What mode to reference the damage tables listed below Special = true, --The i...
code: --MainScriptValues local Color = Color3.fromRGB(99, 95, 98) local CodeT1 = script.Parent.Code1 local CodeT2 = script.Parent.Code2 local CodeT3 = script.Parent.Code3 local CodeT1C = script.Parent.Code1.ClickDetector local CodeT2C = script.Parent.Code2.ClickDetector local CodeT3C = script.Parent.Code3.ClickDetector...
code instruction: ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ local Functions = Evt.MedSys local FunctionsMulti = Evt.MedSys.Multi local Compre...
query code to breakdown: ------------------------------------------------------------ local TwinService = game:GetService("TweenService") local AnimationHighLight = TweenInfo.new(2, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut) local Info1 = { Position = Vector3.new(pos1, Positionn, pos3) } local Info2 = { Positio...
code to explain: --[[ Private Functions ]] -- local function getVehicleMotors() local motors = {} for _, c in pairs(constraints:GetChildren()) do if c:IsA("CylindricalConstraint") then table.insert(motors, c) end end return motors end local function getSprings(springType) local springs = {} local trailer ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --------------------[ KNIFING FUNCTION ]---------------------------------------------- function KnifeAnim() local Connection = nil local Blade = Instance.new("Part") Blade.BrickColor = BrickColor.new("Really black") ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[=[ Requires all children ModuleScripts @param parent Instance -- Parent to scan @return {ModuleScript} -- Array of required modules ]=] function Loader.LoadChildren(parent: Instance): Modules local modules: Modul...
code: --Precalculated paths local t, f, n = true, false, {} local r = { [58] = { { 24, 25, 26, 27, 28, 29, 31, 32, 34, 35, 39, 41, 30, 56, 58 }, t }, [49] = { { 24, 25, 26, 27, 28, 44, 45, 49 }, t }, [16] = { n, f }, [19] = { { 24, 25, 26, 27, 28, 29, 31, 32, 34, 35, 39, 41, 30, 56, 58, 20, 19 }, t }, [59] = { { 2...
code instruction: --[[ @brief Sums all elements in a table. @param t A table of numbers. @return The total sum of all numbers in t. --]] function module.Sum(t, n) local sum = 0 if n then for i = 1, n do sum = sum + t[i > #t and #t or i] or 0 end else for i, v in pairs(t) do sum = sum + v end ...
Start by breaking down the code basically step by step: --[[Weight and CG]] Tune.Weight = 3400 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6, --[[Height]] 3.5, --[[Length]] 14, } Tune.WeightDist = 50 -- Weight distribution (0 -...
Start by breaking down the code basically step by step: -- 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 } local PreloadAnimsUserFlag = false ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --// # key, Yelp mouse.KeyDown:connect(function(key) if key == "g" then if veh.Lightbar.middle.Yelp2.IsPlaying == true then veh.Lightbar.middle.Wail2:Stop() veh.Lightbar.middle.Yelp2:Stop() ...
important code input to explain step by step: -- Get first join time function Main:GetFirstJoinTime() return self.FirstJoinTime end <<explaining>> Of course, here is a step by step summary: ## Breakdown This code defines a function named `GetFirstJoinTime` that is a method of the `Main` object. Here's a step-by-ste...
code to explain: --[[ A component that establishes a connection to a Roblox event when it is rendered. ]] local Roact = require(script.Parent.Roact) local ExternalEventConnection = Roact.Component:extend("ExternalEventConnection") function ExternalEventConnection:init() self.connection = nil end Sure. Here is ...
code: -- Variables local player = Players.LocalPlayer local character = script.Parent local npcModel = workspace.LobbyAssets.NPC local animationController = npcModel.AnimationController local animation = Instance.new("Animation") local lastWavedAt = 0 local characterIsNear = false local waveAnimationTrack result brea...
code: --------LEFT DOOR -------- game.Workspace.doorleft.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorleft.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorleft.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.V...
query code to breakdown: --[[ Script Variables ]] -- while not Players.LocalPlayer do wait() end local LocalPlayer = Players.LocalPlayer local PlayerGui = LocalPlayer:WaitForChild("PlayerGui") local IsTouchDevice = UserInputService.TouchEnabled local UserMovementMode = IsTouchDevice and GameSettings.TouchMovementMode ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- ONLY WHEN FROM "Profile.GlobalUpdates": function GlobalUpdates:ListenToNewActiveUpdate(listener) --> [ScriptConnection] listener(update_id, update_data) if type(listener) ~= "function" then erro...
input_code: --What happens when player joins a server game.Players.PlayerAdded:Connect(function(player) --here player means the player who will join the game local leaderstats = Instance.new("Folder") -- This will create a folder when player joins leaderstats.Name = "leaderstats" leaderstats.Parent = player --now...
code to explain: --Made by Luckymaxer Debris = game:GetService("Debris") ProjectileNames = { "Water", "Arrow", "Projectile", "Effect", "Rail", "Laser", "Ray", "Bullet", "ParticlePart" } Functions = { CreateConfiguration = function(Configurations, Table) for i, v in pairs(Configurations:GetChildren()) do if st...
query code to breakdown: --[[Wheel Alignment]] --[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = -0 Tune.RCamber = -0 Tune.FToe = 0 Tune.RToe = 0 step by step breakdown/explanation: ## Breakdown The provided code snippet is a definition of a configuration table named `Tune` that...
code to explain: --[=[ @interface Middleware .Inbound ServerMiddleware? .Outbound ServerMiddleware? @within KnitServer ]=] type Middleware = { Inbound: ServerMiddleware?, Outbound: ServerMiddleware?, } explanation of the code: ## Breakdown The code defines an interface named `Middleware` within the `KnitServer...
code instruction: ----------------------- --| Local Functions |-- ----------------------- local math_abs = math.abs local function OnCameraChanged(property) if property == "CameraSubject" then VehicleParts = {} local newSubject = Camera.CameraSubject if newSubject then -- Determine if we should be popping ...
important code input to explain step by step: -- (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") h.Name = "Future Bandit" p.Parent = h p.Positio...
Breakdown this code: --// All global vars will be wiped/replaced except script return function(data) local gui = script.Parent.Parent --client.UI.Prepare(script.Parent.Parent) local frame = gui.Frame local frame2 = frame.Frame local msg = frame2.Message local ttl = frame2.Title local gIndex = data.gIndex local...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- ================================================================================ -- LOCAL FUNCTIONS -- ================================================================================ local functio...
code to explain: --[[ Shorthand for an andThen handler that returns the given value. ]] function Promise.prototype:andThenReturn(...) local length, values = pack(...) return self:_andThen(debug.traceback(nil, 2), function() return unpack(values, 1, length) end) end Sure. Here is a summary: ## Breakdown This co...
input_code: ------------------------- HUB2.Modes.M.Text = carSeat.AWD.Value and "AWD" or "RWD" HUB2.Modes.MouseButton1Click:connect(function() carSeat.AWD.Value = not carSeat.AWD.Value HUB2.Modes.M.Text = carSeat.AWD.Value and "AWD" or "RWD" end) while wait(0.5) do handler:FireServer("updateSpeed") end step by s...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Return lines unindented by heuristic; -- otherwise return null because: -- * props include a multiline string -- * text has more than one adjacent line -- * markup does not close function dedentLines(input: Array<stri...
code instruction: --[=[ Syncs the value from `from` to `to`. @param from ValueObject<T> @param to ValueObject<T> @return MaidTask ]=] function ValueObjectUtils.syncValue(from, to) local maid = Maid.new() to.Value = from.Value maid:GiveTask(from.Changed:Connect(function() to.Value = from.Value end)) return ...
code instruction: --Possible Boolean Values on Top-- script.Parent.ProximityPrompt.Triggered:Connect(function() script.Parent.Sound:Play() --actual function-- end) step by step breakdown/explanation: ## Breakdown The provided Luau code is designed to play a sound when a proximity prompt associated with a Roblox ob...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Make the Inventory, which holds the ScrollingFrame, the header, and the search box InventoryFrame = NewGui("Frame", "Inventory") InventoryFrame.BackgroundTransparency = BACKGROUND_FADE InventoryFrame.BackgroundColor3 ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[=[ @param onFlush ({T}) -> nil @return TaskQueue<T> Constructs a new TaskQueue. ]=] function TaskQueue.new<T>(onFlush: ({ T }) -> nil) local self = setmetatable({}, TaskQueue) self._queue = {}...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Function called when leaving the state ]] function ServerGame.onLeave(stateMachine, event, from, to) for _, connection in pairs(connections) do connection:Disconnect() end RoomManager.rese...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation ------------------------- function DoorClose() if Shaft00.MetalDoor.CanCollide == false then Shaft00.MetalDoor.CanCollide = true while Shaft00.MetalDoor.Transparency > 0.0 do Shaft00.MetalDoor.Transparency = Shaf...
important code input to explain step by step: -- Updating the leaderboard while wait(1) do -- Deletes everything until we make a frame for _, plrFrame in pairs(playerListFrame.PlayerHolder:GetChildren()) do if plrFrame:IsA("Frame") then plrFrame:Destroy() end end -- Making a frame for the player for i, plr...
code instruction: --// Touch Connections L_3_:WaitForChild("Humanoid").Touched:connect(function(L_311_arg1) local L_312_, L_313_ = SearchResupply(L_311_arg1) if L_312_ and L_17_ then L_17_ = false L_103_ = L_24_.Ammo L_104_ = L_24_.StoredAmmo * L_24_.MagCount L_105_ = L_24_.ExplosiveAmmo if L_58_:FindFirstC...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --RGB Colors local redV = 255 --If you want a different color change this. (Must understand RGB) local greenV = 0 local blueV = 0 output_code: ## Breakdown The provided Luau code defines three vari...
code: --generate bad words in ScreenGui.TextBox local TextBox = script.Parent.Parent.TextBox local TextLabel = script.Parent.Parent.TextLabel local Button = script.Parent.Parent.Button explanation of the code: ## Breakdown The provided code snippet is a part of a Luau script designed to work within the Roblox game e...
code: --// Touch Connections L_3_:WaitForChild("Humanoid").Touched:connect(function(L_307_arg1) local L_308_, L_309_ = SearchResupply(L_307_arg1) if L_308_ and L_17_ then L_17_ = false L_102_ = L_24_.Ammo L_103_ = L_24_.StoredAmmo * L_24_.MagCount L_104_ = L_24_.ExplosiveAmmo if L_57_:FindFirstChild("Resupp...
code to explain: ---------------------------------------------------------------- ---------------------------------------------------------------- ---------------------------------------------------------------- ---------------------------------------------------------------- ---- Option Bindables do local optionCall...
code: -- constants local STAT_SCRIPT = ServerScriptService.StatScript local REMOTES = ReplicatedStorage.Remotes local MODULES = ReplicatedStorage.Modules local CONFIG = require(MODULES.Config) local PROJECTILE = require(MODULES.Projectile) local DAMAGE = require(MODULES.Damage) Sure. Here is a summary: ## Breakdown...
code instruction: -- ==================== -- MINIGUN -- Make a gun delay before/after firing -- ==================== MinigunEnabled = false DelayBeforeFiring = 1 DelayAfterFiring = 1 explanation: ## Breakdown The provided Luau script initializes a set of variables that are intended to control a minigun's behavior, ...
important code input to explain step by step: --MainFunction function module:CreateCredits() cf:ClearPage(creditsFrame) local totalY = 0 for _, updateGroup in pairs(credits) do local aspectRatio = 6 for i, v in pairs(updateGroup) do local label if i == 1 then label = template1:Clone() aspectRatio =...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ Implementation ]] local function isAlive() return maid.humanoid.Health > 0 and maid.humanoid:GetState() ~= Enum.HumanoidStateType.Dead end local function destroy() maid:destroy() end local function getposition...
Breakdown this code: --SSMR.Rotation = SSMR.Rotation + Vector3.new(23,40,66) SSMR.Name = "MR" SSMR.Transparency = 1 SSMR.CFrame = FR.CFrame SSMR.Attachment.Rotation = Vector3.new(0, 0, 90) local SSL = SSML:Clone() SSL.Parent = script.Parent.Parent.Parent.LW SSL.Attachment.Rotation = Vector3.new(0, 0, 90) SSL.CFrame = ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- handles all the events incoming from the client local keyModule = require(script.Parent:WaitForChild("Game Logic").KeyModule) local function cleanupCharacter(char) -- drop the tools in the spot if char:FindFirstCh...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Objects local settingsDir = script.Settings function getSetting(name) return settingsDir and settingsDir:FindFirstChild(name) and settingsDir[name].Value end output: ## Breakdown The provided ...
query code to breakdown: --[[ SERVER PLUGINS' NAMES MUST START WITH "Server:" CLIENT PLUGINS' NAMES MUST START WITH "Client:" Hi, this is an example plugin, meaning this is only to show you how to make your own plugins! All plugins need to be MODULE SCRIPTS! Not regular or local scripts, if its not a module scrip...
Breakdown this code: -- made by Weeve. for all of you lamo scripters out there, can you at least leave my name here? -- don't edit anything here seat = script.Parent function onChildAdded(part) if part.className == "Weld" then while true do local welde = seat:FindFirstChild("SeatWeld") if welde ~= nil then ...
Start by breaking down the code basically step by step: --- Iterate through (physical) directory for _, dirFolder in ipairs(script:GetChildren()) do --- Debug if debugInit then print("-----------------------------------------------") end --- Setup directory local dirName = dirFolder.Name Directory[dirName] = {...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Services ]] -- local PlayersService = game:GetService("Players") local ContextActionService = game:GetService("ContextActionService") local Settings = UserSettings() -- ignore warning local GameS...
input_code: --Right.InputChanged:Connect(RightTurn) local function TouchThrottle(input, GPE) if input.UserInputState == Enum.UserInputState.Begin and _IsOn then _InThrot = 1 _TTick = tick() else _InThrot = _Tune.IdleThrottle / 100 _BTick = tick() end end Gas.InputBegan:Connect(TouchThrottle) Gas.InputEnded:...
code instruction: --[[Driving Aids]] -- Tune.ABS = false -- Avoids brakes locking up, reducing risk of lowside Tune.ABSThreshold = 30 -- Slip speed allowed before ABS starts working (in SPS) Tune.TCS = false -- Avoids wheelspin, reducing risk of highsides Tune.TCSThreshold = 30 -- Slip speed allowed before TCS starts ...
code to explain: --[[Susupension]] Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 20 -- Spring Dampening Tune.FSusStiffness = 2000 -- Spring Force Tune.FAntiRoll = 5 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 5 --...
Breakdown this code: -- Dropdowns local dropdownContainer = Instance.new("Frame") dropdownContainer.Name = "DropdownContainer" dropdownContainer.BackgroundTransparency = 1 dropdownContainer.BorderSizePixel = 0 dropdownContainer.AnchorPoint = Vector2.new(0.5, 0) dropdownContainer.ZIndex = -2 dropdownContainer.ClipsDesce...
query code to breakdown: --//Variables\\-- local tool = script.Parent local handle = tool:WaitForChild("Handle") local contextActionService = game:GetService("ContextActionService") local player = game.Players.LocalPlayer local mouse = player:GetMouse() local character = player.Character or player.CharacterAdded:Wait...
code to explain: --[[ LOWGames Studios Date: 27 October 2022 by Elder ]] -- local u1 = nil coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library")) end)() return function(p1) for v1 = #p1, 2, -1 do local v2 = math.random(v1) p1[v1] = p1[v2] p1[v2] =...
Breakdown this code: --[[Susupension]] Tune.SusEnabled = true -- Sets whether suspension is enabled for PGS --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2 -- Suspension length (in studs) Tune...
input_code: --Bullet.Transparency=.65 Bullet.formFactor = 0 Bullet.TopSurface = 0 Bullet.BottomSurface = 0 mesh = Instance.new("SpecialMesh") mesh.Parent = Bullet mesh.MeshType = "Brick" mesh.Name = "Mesh" mesh.Scale = Vector3.new(0.15, 0.15, 1) function check() sp.Name = ToolName .. "-(" .. tostring(sp.Ammo.Value) ....
code to explain: -- Connects a function to an event such that it fires asynchronously function Connect(event, func) return event:connect(function(...) local a = { ... } spawn(function() func(unpack(a)) end) end) end code breakdown: ## Breakdown The provided code defines a function named `Connect` which is...
code instruction: ---This server script creates the sounds and also exists so that it can be easily copied into an NPC and create sounds for that NPC. --Remove the local script if you copy this into an NPC. function waitForChild(parent, childName) local child = parent:findFirstChild(childName) if child then return ...
Start by breaking down the code basically step by step: -- Local Variables local MapSave = Instance.new("Folder") MapSave.Parent = ServerStorage MapSave.Name = "MapSave" output_code: ## Breakdown The provided Luau code performs the following steps to create and configure a `Folder` instance within a Roblox game: 1....
code instruction: --// Event Connections L_14_.OnClientEvent:connect(function(L_22_arg1) if L_22_arg1.TeamColor == L_1_.TeamColor and L_22_arg1.Character and L_22_arg1.Character:FindFirstChild("Head") then if L_22_arg1.Character.Saude.FireTeam.SquadName.Value ~= "" then spawnTag(L_22_arg1.Character, L_22_arg1.Cha...
query code to breakdown: -- Main loop spawn(function() while wait(cooldown) do if check_movement() then footstepsSound.SoundId = get_material() footstepsSound.Parent = nil footstepsSound.Parent = rootPart end end end) Sure, let's break it down: ## Breakdown The provided Luau script sets up a loop tha...
Breakdown this code: ------------------------- function onClicked() R.BrickColor = BrickColor.new("Really red") C.One.BrickColor = BrickColor.new("Really black") C.Two.BrickColor = BrickColor.new("Really black") C.Three.BrickColor = BrickColor.new("Really black") C.MIC.BrickColor = BrickColor.new("Really black") ...
code to explain: ----------------- --| Constants |-- ----------------- local BLAST_RADIUS = 25 -- Blast radius of the explosion local BLAST_DAMAGE = 900 -- Amount of damage done to players local BLAST_FORCE = 10000 -- Amount of force applied to parts local IGNORE_LIST = { rocket = 1, handle = 1, effect = 1, water = 1...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- ~60 c/s game["Run Service"].Heartbeat:connect(function(dt) _IsOn = script.Parent.IsOn.Value _InControls = script.Parent.ControlsOpen.Value --Steering Steering(dt) --Gear Gear() --Power E...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[=[ Add to spring position to adjust for velocity of target. May have to set clock to time(). @param velocity T @param dampen number @param speed number @return T ]=] function SpringUtils.getV...
input_code: --!nonstrict --[[ Gamepad Character Control - This module handles controlling your avatar using a game console-style controller 2018 PlayerScripts Update - AllYourBlox --]] local UserInputService = game:GetService("UserInputService") local ContextActionService = game:GetService("ContextActionService") ...
code instruction: --[[ @class BlendTextbox.story ]] local require = require(game:GetService("ServerScriptService"):FindFirstChild("LoaderUtils", true).Parent).load(script) local Blend = require("Blend") local Maid = require("Maid") return function(target) local maid = Maid.new() local state = Blend.State("hi") ...
important code input to explain step by step: --// Tables local L_95_ = { "285421759", "151130102", "151130171", "285421804", "287769483", "287769415", "285421687", "287769261", "287772525", "287772445", "287772351", "285421819", "287772163", } local L_96_ = { "", "", "", "", "", "", "", "", ""...
code instruction: --//Controller//-- JarBody.Touched:Connect(function(Hit) local Humanoid = Hit.Parent:FindFirstChild("Humanoid") if Humanoid then if not Configuration.OnCD then Configuration.OnCD = true if JarBody.Transparency >= 1 then Jar:Destroy() else JarBody.Transparency = JarBody.Transpare...
code instruction: -- Modules local ModuleScripts = ReplicatedStorage:WaitForChild("ModuleScripts") local GameSettings = require(ModuleScripts:WaitForChild("GameSettings")) local Data = ServerScriptService.Data local DataStore = require(Data.Modules.DataStore) local PlayerManagement = ServerScriptService.PlayerManagemen...
Start by breaking down the code basically step by step: --[=[ Yields the current thread until the given Promise completes. Returns the Promise's status, followed by the values that the promise resolved or rejected with. @yields @return Status -- The Status representing the fate of the Promise @return ...any -- The...
input_code: -- Decompiled with the Synapse X Luau decompiler. --NOTE: Currently in beta! Not representative of final product. local u1 = require(game.ReplicatedStorage:WaitForChild("Resources")) while not u1.Loaded do game:GetService("RunService").Heartbeat:Wait() end local u2 = Random.new() local u3 = { "Energy", "...
code to explain: --[[Engine]] --Torque Curve Tune.Horsepower = 260 -- [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.EqPoint = 550...
code: -- Detectors local handler = DriveSeat.AirbagFilter local side = nil local sent = false local speedVar = nil function handle(x, y) if x == nil then print("Errored!") end if sent == false then if speedVar > 20 and DriveSeat.Parent.Electrics.Value == true then if y.CanCollide == true then handler:Fi...
input_code: --Rescripted by Luckymaxer --EUROCOW WAS HERE BECAUSE I MADE THE PARTICLES AND THEREFORE THIS ENTIRE SWORD PRETTY AND LOOK PRETTY WORDS AND I'D LIKE TO DEDICATE THIS TO MY FRIENDS AND HI LUCKYMAXER PLS FIX SFOTH SWORDS TY LOVE Y'ALl Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:...
code to explain: --// Ammo Settings Ammo = 30 StoredAmmo = 30 MagCount = math.huge -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge; ExplosiveAmmo = 0 step by step breakdown/explanation: ## Breakdown The provided Luau code snippet defines several variables that are intended to represent diffe...