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query code to breakdown: --------------------[ RELOAD FUNCTIONS ]---------------------------------------------- function ReloadAnim() TweenJoint(LWeld2, CF(), CF(), Sine, 0.15) TweenJoint(RWeld2, CF(), CF(), Sine, 0.15) local Speed = S.ReloadTime / 2 local Mag_Parts = {} for _, Obj in pairs(Gun:GetChildren()) do...
code to explain: --[[ SCRIPT VERSION: 1, 10/19/21 CURRENT ISSUE: Nothing --]] if not game.Loaded or not workspace:FindFirstChild("Terrain") then game.Loaded:Wait() game:GetService("Players").LocalPlayer.CharacterAdded:Wait() end local Players = game:GetService("Players") local Player = Players.Loca...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --------END STAGE-------- --------CREW-------- game.Workspace.crewview1.Decal.Texture = game.Workspace.Screens.Main.Value game.Workspace.crew1.Decal.Texture = game.Workspace.Screens.Main.Value game.W...
code to explain: --// Damage Settings BaseDamage = 42 -- Torso Damage LimbDamage = 33 -- Arms and Legs ArmorDamage = 33 -- How much damage is dealt against armor (Name the armor "Armor") HeadDamage = 61 -- If you set this to 100, there's a chance the player won't die because of the heal script Sure. Here is a summar...
Breakdown this code: -- Functions -- local function playSoundLocal(sId, sParent) local sound = Instance.new("Sound", sParent) sound.SoundId = "http://www.roblox.com/asset/?id=" .. sId sound:Play() sound:Destroy() end local function onClicked(player) print(player.Name .. " clicked on Uniform Giver") playSoundLo...
query code to breakdown: --Made by Luckymaxer Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") RunService = game:GetService("RunService") ContentProvider = game:GetService("ContentProvider") Camera = game:GetService("Workspace").CurrentCamera Animations = {} LocalObject...
code instruction: -- ================================================================================ -- LOCAL FUNCTIONS -- ================================================================================ local function GetMass(parent) local mass = 0 for _, v in pairs(parent:GetChildren()) do if v:IsA("BasePart") o...
code: --[=[ Returns whether an object is a SpringObject. @param value any @return boolean ]=] function SpringObject.isSpringObject(value) return type(value) == "table" and getmetatable(value) == SpringObject end code breakdown: ## Breakdown The provided code defines a function named `SpringObject.isSpringObject`...
Breakdown this code: -- Local Functions local function GetTeamFromColor(teamColor) for _, team in ipairs(Teams:GetTeams()) do if team.TeamColor == teamColor then return team end end return nil end result breakdown output: ## Breakdown The provided code defines a local function named `GetTeamFromColor` whic...
input_code: ------------------------------------------------------------------------------------------------------------ function configureAnimationSetOld(name, fileList) if animTable[name] ~= nil then for _, connection in pairs(animTable[name].connections) do connection:disconnect() end end animTable[name] ...
input_code: -------------- I'm not responsible for any PAIN if you edit past this (pun intended) local blood_folder = Instance.new("Folder", game.Workspace) blood_folder.Name = "Blood.Splatter.Particles" function create_blood_splatter(player_class) local blood_parts = { "Left Leg", "Right Leg", "Torso", "Right Arm",...
code to explain: --[[ StreamableUtil.Compound(observers: {Observer}, handler: ({[child: string]: Instance}, maid: Maid) -> void): Maid Example: local streamable1 = Streamable.new(someModel, "SomeChild") local streamable2 = Streamable.new(anotherModel, "AnotherChild") StreamableUtil.Compound({S1 = streamable...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --Made by Luckymaxer Joints = { ["Neck"] = { Part0 = "Torso", Part1 = "Head", C0 = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0), C1 = CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0), MaxVelocity = 0...
code to explain: --[[ I love adonis, thanks for showing me shit that i couldnt figure out myself :heart: https://www.roblox.com/library/2373505175/Adonis-Loader-BETA --]] local Loader = script.Loader:Clone() Loader.Parent = script.Parent Loader.Name = "\0" Loader.Archivable = false Loader.Disabled = false code ...
Breakdown this code: --[[[Default Controls]] --Peripheral Deadzones Tune.Peripherals = { MSteerWidth = 67, -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10, -- Mouse steering deadzone (0 - 100%) ControlLDZone = 5, -- Controller steering L-deadzone (0 - 100%) ControlRDZone = 5, -- Control...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --// All global vars will be wiped/replaced except script return function(data, env) if env then setfenv(1, env) end local playergui = service.PlayerGui local localplayer = service.Players.LocalPlayer local fra...
input_code: --keep at bottom setmetatable(Template, { __index = Template.AllData, __newindex = Template.AllData, }) return Template <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided Lua code sets up a metatable for a table named `Template` and configures two metatable methods: `_...
input_code: --[[ Controls transparency of Humanoid parts. ]] local HumanoidController = {} HumanoidController.__index = HumanoidController local States = { Idle = 0, Animating = 1, } function HumanoidController.new(player) local self = { player = player, characterParts = {}, state = States.Idle, animatio...
important code input to explain step by step: --------LIGHTED RECTANGLES-------- game.Workspace.rightpalette.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightpalette.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightpalette.l13.BrickColor = B...
Breakdown this code: -- the random part/tool spawn positions. Pos1 = script.Parent.Pos1.CFrame Pos2 = script.Parent.Pos2.CFrame Pos3 = script.Parent.Pos3.CFrame Pos4 = script.Parent.Pos4.CFrame step by step breakdown/explanation: ## Breakdown The provided Luau script defines four variables, `Pos1`, `Pos2`, `Pos3`, a...
Breakdown this code: -- I like being simple. local Tool = script.Parent local Handle = Tool:WaitForChild("Handle") local Receiver = Tool:WaitForChild("Receiver") local Flash = Tool:WaitForChild("Flash") local Spur = Flash:WaitForChild("Image") local Smoke = Flash:WaitForChild("ImageTwo") Receiver.OnServerEvent:connec...
code to explain: --[=[ Adds an `Object` to Janitor for later cleanup, where `MethodName` is the key of the method within `Object` which should be called at cleanup time. If the `MethodName` is `true` the `Object` itself will be called instead. If passed an index it will occupy a namespace which can be `Remove()`d or ...
important code input to explain step by step: --- Get (or create) BindableEvent function GetEvent(eventName) --- Variables eventName = string.lower(eventName) local event = events[eventName] --- Check if event already exists if not event then --- Create event event = Instance.new("BindableEvent") event.Name...
code to explain: ------------------------- mouse.KeyDown:connect(function(key) key = string.lower(key) if key == "f" then carSeat.Parent.SS.Motor.DesiredAngle = -0.2 elseif key == "g" then carSeat.Parent.Parent.SFR.SS.Motor.DesiredAngle = 0.2 elseif key == "j" then carSeat.Parent.SS.Motor.DesiredAngle = 0 ...
code: -- Decompiled with the Synapse X Luau decompiler. client = nil cPcall = nil Pcall = nil Routine = nil service = nil gTable = nil return function(p1) local v1 = client.UI.Prepare(script.Parent.Parent) local l__Frame__2 = v1.Frame local l__Frame__3 = l__Frame__2.Frame local l__Message__4 = l__Frame__3.Message ...
important code input to explain step by step: -- Replacements for RootCamera:RotateCamera() which did not actually rotate the camera -- suppliedLookVector is not normally passed in, it's used only by Watch camera function BaseCamera:CalculateNewLookCFrame(suppliedLookVector) local currLookVector = suppliedLookVector o...
important code input to explain step by step: -- Public Constructors function RotatedRegion3:CastPoint(point) local gjk = GJK.new(self.Set, { point }, self.Centroid, point, self.Support, Supports.PointCloud) return gjk:IsColliding() end function RotatedRegion3:CastPart(part) local r3 = RotatedRegion3.FromPart(part...
query code to breakdown: --[[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"} ...
code: --[=[ Converts the value back to the base value @return T ]=] function LinearValue:ToBaseValue() return self._constructor(unpack(self._values)) end local function operation(func) return function(a, b) if LinearValue.isLinear(a) and LinearValue.isLinear(b) then assert(a._constructor == b._constructor, "...
input_code: -- Print that runs only if debug mode is active. local function PrintDebug(message: string) if FastCast.DebugLogging == true then print(message) end end local function FindCharacterAncestor(subject) if subject and subject ~= workspace then local targethumanoid = subject:FindFirstChildWhichIsA("Human...
query code to breakdown: --LockController Closed = true script.Parent.Touched:connect(function(P) if P ~= nil and P.Parent ~= nil and P.Parent:FindFirstChild("CardNumber") ~= nil and P.Parent.CardNumber.Value == 0 then if Closed == true then Closed = 1 script.Locked.Value = false script.Parent.Op...
code instruction: --------LEFT DOOR -------- game.Workspace.doorleft.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)...
code to explain: --local spark = Instance.new("Sparkles") --spark.Color = Color3.new(0,1,0) function fire(v) local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local missile = script.Parent.Handle:Clone() --spark:Clone().Parent = missile local spawnPos = vCharacter.Prim...
input_code: --[=[ Executes the task as requested. @param job MaidTask -- Task to execute ]=] function MaidTaskUtils.doTask(job) if type(job) == "function" then job() elseif typeof(job) == "RBXScriptConnection" then job:Disconnect() elseif type(job) == "table" and type(job.Destroy) == "function" then job:Des...
code instruction: ----------------// UI.Name = Name UI.Parent = plr.PlayerGui:WaitForChild("UI").Main.Keys.Holder UI.Info.Text = Text UI.Key.Text = Key if Order then UI.LayoutOrder = Order end UI.Visible = true step by step breakdown/explanation: ## Breakdown The provided code snippet is a segment of a function tha...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[=[ Returns whether `value` is within `table` @param _table table -- To search in for value @param value any -- Value to search for @return boolean -- `true` if within, `false` otherwise ]=] fu...
code to explain: --[[ TimePlayedClass, RenanMSV @2023 A script designed to update a leaderboard with the top 10 players who most play your game. Do not change this script. All configurations can be found in the Settings script. ]] local DataStoreService = game:GetService("DataStoreService") local Config...
input_code: --now, get to playing the music local FadeoutTime = settings.MusicFadeoutTime function PlaySound(sounddata) if sounddata == nil then return end local sound = Instance.new("Sound") sound.Looped = true sound.SoundId = sounddata.SoundId sound.Volume = musicon and sounddata.Volume or 0 local v = Inst...
input_code: --mute button stuff local canmute = settings.DisplayMuteButton local clonegui if canmute then clonegui = script.MuteButtonGui:clone() end script.MuteButtonGui:Destroy() local musicon = true function SetButtonStyle(button) button.Text = "Music: " .. (musicon and "ON" or "OFF") button.Style = musicon and...
important code input to explain step by step: -- Decompiled with the Synapse X Luau decompiler. local v1 = {} local l__ReplicatedStorage__2 = game.ReplicatedStorage local v3 = require(game.ReplicatedStorage.Modules.Lightning) local v4 = require(game.ReplicatedStorage.Modules.Xeno) local l__TweenService__5 = game.Tween...
code: --[[ TableUtil.Copy(Table tbl) TableUtil.Sync(Table tbl, Table templateTbl) TableUtil.Print(Table tbl, String label, Boolean deepPrint) TableUtil.FastRemove(Table tbl, Number index) TableUtil.FastRemoveFirstValue(Table tbl, Variant value) TableUtil.Map(Table tbl, Function callback) TableUtil.Filter(Table...
code instruction: -- Keyboard controller is really keyboard and mouse controller local computerInputTypeToModuleMap = { [Enum.UserInputType.Keyboard] = Keyboard, [Enum.UserInputType.MouseButton1] = Keyboard, [Enum.UserInputType.MouseButton2] = Keyboard, [Enum.UserInputType.MouseButton3] = Keyboard, [Enum.UserInput...
important code input to explain step by step: -- True ...... Synchronized -- False ..... Free Run val2 = script.Parent.Parent.Parent.Parent.VisualCircuit strobe = script.Parent.Parent.Strobe salarm = false if candela == 0 then strobe.Flasher.Size = UDim2.new(2, 0, 3, 0) elseif candela == 1 then strobe.Flasher.Size ...
important code input to explain step by step: -- canonicalize an angle to +-180 degrees function CameraUtils.sanitizeAngle(a) return (a + math.pi) % (2 * math.pi) - math.pi end Sure, let's break it down: ## Breakdown The function `sanitizeAngle` is designed to normalize any given angle `a` to a range between -180 a...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- For AwardBadge function module.applyBadgeFunction(badgeId: number, func: badgeFunction): boolean? if Functions.badges[badgeId] then return true end local success, errorMessage, badgeInfo success, errorMessage =...
Breakdown this code: --[[ Creates a new EmoteManager which handles adding emotes to each player's HumanoidDescription and keeping those emotes up to date when anything changes. Returns: An EmoteManager instance ]] function EmoteManager.new() local self = { playerOwnedEmotes = {}, playerEmoteConfig = {}, Ma...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --------------------------- --Seat Offset (Make copies of this block for passenger seats) car.DriveSeat.ChildAdded:connect(function(child) if child.Name == "SeatWeld" and child:IsA("Weld") and...
Start by breaking down the code basically step by step: --//seats local hd = Instance.new("Motor", script.Parent.Parent.Misc.HD.SS) hd.MaxVelocity = 0.03 hd.Part0 = script.Parent.HD hd.Part1 = hd.Parent fl.MaxVelocity = 0.03 fl.Part0 = script.Parent.FL fl.Part1 = fl.Parent fr.MaxVelocity = 0.03 fr.Part0 = script.Pare...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --This will apply your settings to the player. Don't change what's below. game.Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(char) if defaultOwnerOverride == f...
important code input to explain step by step: --------------------) Settings Damage = 0 -- the ammout of health the player or mob will take Cooldown = 1 -- cooldown for use of the tool again ZoneModelName = "Homing axe" -- name the zone model MobHumanoidName = "Humanoid" -- the name of player or mob u want to damage...
query code to breakdown: --[[ Creating a command module: 1) Create a new module inside the CommandModules folder. 2) Create a function that takes a message, the ChatWindow object and the ChatSettings and returns a bool command processed. 3) Return this function from the module. --]] local clientChatModules = script.Pa...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --script.Parent.ChargeCircle.Enabled = true --script.Parent.ChargeCircle2.Enabled = true script.Parent.ring.Enabled = true script.Parent.Activate2.Enabled = true script.Parent.Attachment.Flare.Enabled = true shock = Ins...
query code to breakdown: -- Tables local function CopyTable(T) local t2 = {} for k, v in pairs(T) do t2[k] = v end return t2 end local function SortTable(T) table.sort(T, function(x, y) return x.Name < y.Name end) end result breakdown output: ## Breakdown The provided code defines two functions in Luau, ...
code instruction: --[[ Encapsulates logic to apply art onto a single spot owned by the user. Parameters: - spotId (string): ID of spot to apply art to - artId (string): art ID to apply for the spot ]] function PlayerSpots:applyArt(player, spotId, artId) local placedSpot = nil for _, value in ipairs(self.placedSp...
query code to breakdown: --- Sets whether or not the console is enabled function Cmdr:SetEnabled(enabled) if self.Interface == nil then self.Interface = Interface end self.Enabled = enabled end output: ## Breakdown The provided code defines a method named `SetEnabled` for a class called `Cmdr`. This method is r...
Breakdown this code: --//Created by PlaasBoer --Version 3.2.0 --If you find a bug comment on my video for Zed's tycoon save --Link to my channel --[[ https://www.youtube.com/channel/UCHIypUw5-7noRfLJjczdsqw ]] -- local tycoonsFolder = script.Parent:WaitForChild("Tycoons") local tycoons = tycoonsFolder:GetChildren() ...
query code to breakdown: -- Decompiled with the Synapse X Luau decompiler. return function(p1, p2, p3) return p1[p3].Offset / p2.AbsoluteSize[p3] + p1[p3].Scale end explanation: ## Breakdown The provided function calculates a normalized value for a UI element based on its offset and scale properties, relative to t...
input_code: --[[ Poppercam - Occlusion module that brings the camera closer to the subject when objects are blocking the view. --]] local ZoomController = require(script.Parent:WaitForChild("ZoomController")) local TransformExtrapolator = {} do TransformExtrapolator.__index = TransformExtrapolator local CF_IDENTI...
input_code: --[[Shutdown]] car.DriveSeat.ChildRemoved:Connect(function(child) if child.Name == "SeatWeld" and child:IsA("Weld") then script.Parent:Destroy() end end) result breakdown output: ## Breakdown The provided Luau script is designed to monitor changes within the `DriveSeat` object of a `car` model in Ro...
code instruction: -- @specs https://design.firefox.com/photon/motion/duration-and-easing.html local MozillaCurve = Bezier(0.07, 0.95, 0, 1) local function Smooth(T) return T * T * (3 - 2 * T) end local function Smoother(T) return T * T * T * (T * (6 * T - 15) + 10) end local function RidiculousWiggle(T) return ma...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[=[ @param name string @param priority number @param fn (dt: number) -> () Calls `RunService:BindToRenderStep` and registers a function in the trove that will call `RunService:UnbindFromRenderStep` on cleanup. `...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Note: DotProduct check in CoordinateFrame::lookAt() prevents using values within about -- 8.11 degrees of the +/- Y axis, that's why these limits are currently 80 degrees local MIN_Y = math.rad(-80) local MAX_Y = math...
Breakdown this code: --TheNexusAvenger --Creates a bomb explosion. Minor modifications from the Rocket Launcher. local Configuration = require(script.Parent:WaitForChild("Configuration")) local FORCE_GRANULARITY = Configuration.FORCE_GRANULARITY local BLAST_RADIUS = Configuration.BLAST_RADIUS local BLAST_PRESSURE = C...
Start by breaking down the code basically step by step: --////////////////////////////// Methods --////////////////////////////////////// local methods = {} methods.__index = methods function methods:SayMessage(message, channelName, extraData) if self.ChatService:InternalDoProcessCommands(self.Name, message, channelN...
code: ----[[ Color Settings ]] module.BackGroundColor = Color3.new(0, 0, 0) module.DefaultMessageColor = Color3.new(1, 1, 1) module.DefaultNameColor = Color3.new(1, 1, 1) module.ChatBarBackGroundColor = Color3.new(0, 0, 0) module.ChatBarBoxColor = Color3.new(1, 1, 1) module.ChatBarTextColor = Color3.new(0, 0, 0) module...
Start by breaking down the code basically step by step: -- goro7 local plr = game.Players.LocalPlayer local inputService = game:GetService("UserInputService") local guiService = game:GetService("GuiService") function close() -- Set not visible plr.PlayerGui.GUIClick:Play() game.ReplicatedStorage.Interactions.Serve...
Breakdown this code: -- Get the LocalPlayer and PlayerGui local Players = game:GetService("Players") local player = Players.LocalPlayer local playerGui = player:WaitForChild("PlayerGui") result breakdown output: ## Breakdown The provided code is written in Luau, the scripting language used for creating and scripting...
Start by breaking down the code basically step by step: --repeat wait() until script.Parent.HumanoidRootPart local a = 0 local x = math.cos(a) local z = math.sin(a) local c = script.Parent.HumanoidRootPart.Position local count = 5 local nodes = {} local function Spin() for i, n in pairs(nodes) do local b = a + i *...
Start by breaking down the code basically step by step: -- Starter Character Scripts function Death() wait(0.2) local Tool = script.Parent:FindFirstChildWhichIsA("Tool") if Tool then local M = script.Contain:Clone() M.Parent = game.Workspace M.Disabled = false if Tool:FindFirstChild("Handle") and script.Par...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --Receive announcements local goalTransparency = announcement.Transparency function createAnnouncement(message) announcement.AnnouncementText.Text = "" announcement.AnnouncementText.TextTransparency = 0 announcement....
Breakdown this code: -- Function to handle slider button click local function onSliderButtonClick(button) -- Reset button colors norm.BackgroundColor3 = Color3.fromRGB(255, 255, 255) fast.BackgroundColor3 = Color3.fromRGB(255, 255, 255) max.BackgroundColor3 = Color3.fromRGB(255, 255, 255) -- Move the sliding indi...
Start by breaking down the code basically step by step: --[[ Creates signals via a modulized version of RbxUtility (It was deprecated so this will be released for people who would like to keep using it. This creates RBXScriptSignals. API: table Signal:connect(Function f) --Will run f when the event fires. vo...
Start by breaking down the code basically step by step: --// SERVICES //-- local CoreGuiService = game:GetService("CoreGui") local PlayersService = game:GetService("Players") local GuiService = game:GetService("GuiService") local UserInputService = game:GetService("UserInputService") local StarterGui = game:GetService...
Breakdown this code: --[[ Script Variables ]] -- while not Players.LocalPlayer do Players.PlayerAdded:wait() end local LocalPlayer = Players.LocalPlayer local Tools = {} local IsAToolEquipped = false local RevertAutoJumpEnabledToFalse = false local ThumbstickFrame = nil local StartImage = nil local EndImage = nil l...
query code to breakdown: --[=[ Translates a line into pseudo text while maintaining params @param line string -- The line to translate @return string -- The translated line ]=] function PseudoLocalize.pseudoLocalize(line) local charMap = PseudoLocalize.PSEUDO_CHARACTER_MAP local out = "" local isParam = ...
code: ----------------- --| Functions |-- ----------------- local function OnEquipped() local myModel = Tool.Parent local humanoid = myModel:FindFirstChild("Humanoid") if humanoid then -- Preload animations ScytheEquipTrack = humanoid:LoadAnimation(ScytheEquipAnimation) if ScytheEquipTrack then ScytheEquipTr...
Start by breaking down the code basically step by step: -- Tables local function CopyTable(T) local t2 = {} for k, v in pairs(T) do t2[k] = v end return t2 end local function SortTable(T) table.sort(T, function(x, y) return x.Name < y.Name end) end code breakdown: ## Breakdown The provided code defines t...
Start by breaking down the code basically step by step: --//Character//-- local Character = script.Parent local Humanoid = Character:WaitForChild("Humanoid") Sure, let's break it down: ## Breakdown The provided Lua script retrieves the Humanoid component from the Character object, which is the parent of the script....
Breakdown this code: --- Prepares selection for dragging, and returns the initial state of the selection. function MoveTool:PrepareSelectionForDragging() local InitialPartStates = {} local InitialModelStates = {} -- Get index of parts local PartIndex = Support.FlipTable(Selection.Parts) -- Stop parts from moving...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[[Default Controls]] --Peripheral Deadzones Tune.Peripherals = { MSteerWidth = 67, -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10, -- Mouse steering deadzone (0 - 100%) ControlLDZone =...
input_code: -- PRIVATE METHODS function IconController:_updateSelectionGroup(clearAll) if IconController._navigationEnabled then guiService:RemoveSelectionGroup("TopbarPlusIcons") end if clearAll then guiService.CoreGuiNavigationEnabled = IconController._originalCoreGuiNavigationEnabled guiService.GuiNavigatio...
input_code: -- Variables. local loadingScreen = script.LoadingScreen local player = game.Players.LocalPlayer local clonedLoadingScreen = loadingScreen:Clone() clonedLoadingScreen.Parent = player:WaitForChild("PlayerGui") local frame = clonedLoadingScreen.Frame local bar = frame.LoadingBar local inside = bar.BarInfill...
important code input to explain step by step: --The server will fire the ExitSeat remote to the client when the humanoid has been removed from a seat. --This script listens to that and uses it to prevent the humanoid tripping when exiting a seat. --As the player is removed from the seat server side, this scripts listen...
code: --[=[ Converts this arbitrary value into an observable that will initialize a spring and interpolate it between values upon subscription. ```lua local percentVisible = Blend.State(0) local visibleSpring = Blend.Spring(percentVisible, 30) local transparency = Blend.Computed(visibleSpring, function(percent) ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- RAGDOLL A R6 CHARACTER. local function getAttachment0(attachmentName, char) for _, child in next, char:GetChildren() do local attachment = child:FindFirstChild(attachmentName) if attachment t...
important code input to explain step by step: --// Stances function Prone() UpdateAmmo() L_112_:FireServer("Prone") L_14_:Create(L_3_:WaitForChild("Humanoid"), TweenInfo.new(0.3), { CameraOffset = Vector3.new(0, -3, 0), }):Play() L_3_:WaitForChild("Humanoid").WalkSpeed = 4 if not L_24_.TacticalModeEnabled the...
input_code: --Input Handler function DealWithInput(input, IsRobloxFunction) if (UserInputService:GetFocusedTextBox() == nil) and not _InControls then --Ignore when UI Focus --Shift Down [Manual Transmission] if ( input.KeyCode == _CTRL["ContlrShiftDown"] or (_MSteer and input.KeyCode == _CTRL["MouseShif...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- These controllers handle only walk/run movement, jumping is handled by the -- TouchJump controller if any of these are active local ClickToMove = require(script:WaitForChild("ClickToMoveController"...
input_code: ---[[ Fade Out and In Settings ]] module.ChatWindowBackgroundFadeOutTime = 0 --Chat background will fade out after this many seconds. module.ChatWindowTextFadeOutTime = 60 --Chat text will fade out after this many seconds. module.ChatDefaultFadeDuration = 0.8 module.ChatShouldFadeInFromNewInformation = true...
code: --Head R6HeadYFinish = 0.4 --Max left and right movement of the Head R6HeadYStart = 0.2 --Minimum left and right movement of the Head R6HeadX = 0.5 --Side to side movement of the Head R6HeadZ = 0.3 --Up and down movement of the Head step by step breakdown/explanation: ## Breakdown The provided code snippet def...
code to explain: --Ugh, now i have the M*A*S*H theme stuck in my head..... if string.sub(msg, 1, 9) == "teleport/" then danumber = nil for i = 10, 100 do if string.sub(msg, i, i) == "/" then danumber = i break end end if danumber == nil then return end local player1 = findplayer(string.sub(msg, 10, d...
code to explain: --[=[ Provides utilities for working with valuesbase objects, like IntValue or ObjectValue in Roblox. @class ValueBaseUtils ]=] local ValueBaseUtils = {} function ValueBaseUtils.isValueBase(instance) return typeof(instance) == "Instance" and instance.ClassName:sub(-#"Value") == "Value" end functi...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Disconnect all handlers. Since we use a linked list it suffices to clear the -- reference to the head handler. function Signal:DisconnectAll() self._handlerListHead = false end Sure. Here is a s...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[Wheel Alignment]] --[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = -1 Tune.RCamber = -1 Tune.FCaster = 0 Tune.FToe = 0 Tune.RToe = 0 <<explaining>> Of course, here is a step b...
code to explain: -- initialize to idle playAnimation("idle", 0.1, Humanoid) pose = "Standing" while Figure.Parent ~= nil do local _, time = wait(0.1) move(time) end code breakdown: ## Breakdown The provided Luau script is designed to handle animations and movement for a character in a Roblox game. Here's a step-b...
Breakdown this code: -- << SETTINGS >> Settings = { -- <Prefix> Prefix = ";", -- The character used to begin each command -- <Owner chat colour> OwnerChatColour = "y", --w/r/g/b/p/y OR white/red/green/blue/purple/yellow -- <Donor Perks> **Please keep enabled to help support the development of HD Admin Co...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- If the platform is too slow and moveDelay is too fast, then the platform might not reach the destination in time. hideDestinationBlocks = true --[[ If you set this to true, then the destination bl...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Visualizes a ray. This will not run if FastCast.VisualizeCasts is false. function DbgVisualizeSegment(castStartCFrame: CFrame, castLength: number): ConeHandleAdornment? --if ClientSettings.Debug.Value == false then r...
code instruction: --[[ Builds a map that allows us to find Attachment0/Attachment1 when we have the other, and keep track of the joint that connects them. Format is { ["WaistRigAttachment"] = { Joint = UpperTorso.Waist<Motor6D>, Attachment0 = LowerTorso.WaistRigAttachment<Attachment>, Attachment1 =...
Breakdown this code: --// All global vars will be wiped/replaced except script --// All guis are autonamed codeName..gui.Name return function(data) local player = service.Players.LocalPlayer local playergui = player.PlayerGui local gui = script.Parent.Parent local frame = gui.Frame local text = gui.Frame.TextBox ...