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important code input to explain step by step: -- -- local Info = { -- These are constant values. Don't change them unless you know what you're doing. -- Services Players = Game:GetService("Players"), PathfindingService = Game:GetService("PathfindingService"), -- Advanced settings RecomputePathFrequency = 1, --...
code instruction: -- Initialize the tool local MeshTool = { Name = "Mesh Tool", Color = BrickColor.new("Bright violet"), } step by step breakdown/explanation: ## Breakdown The provided code snippet initializes a Lua table named `MeshTool` with specific properties for a tool in a Roblox game. Here's a step-by-step...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ Marks the store as deleted, disconnecting any outstanding connections. ]] function Store:destruct() for _, connection in ipairs(self._connections) do connection:Disconnect() end self._connections = nil end ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- script.Parent.Handle3.Hinge1.Transparency = 1 script.Parent.Handle3.Interactive1.Transparency = 1 script.Parent.Handle3.Part1.Transparency = 1 wait(0.03) script.Parent.Handle1.Hinge1.Transparency = 0 script.Parent.Han...
Start by breaking down the code basically step by step: -- Implement Signal:Wait() in terms of a temporary connection using -- a Signal:Connect() which disconnects itself. function Signal.Wait(self: ClassType) local waitingCoroutine = coroutine.running() local cn: SignalConnection cn = self:Connect(function(...: any...
query code to breakdown: -- services local Workspace = game:GetService("Workspace") local Players = game:GetService("Players") local StarterGui = game:GetService("StarterGui") explanation: ## Breakdown The provided code initializes three local variables in a Roblox Lua script, each representing a different service ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ This holds all the logic and user experience for the warmup user interface view. ]] local ReplicatedStorage = game:GetService("ReplicatedStorage") local translate = require(ReplicatedStorage.De...
Start by breaking down the code basically step by step: -- Private Methods function init(self) local button = self.Button local listFrame = self.ListFrame local function contentSizeUpdate() local absSize = button.AbsoluteSize local ratio = absSize.y / absSize.x button.Arrow.Size = UDim2.new(ratio, 0, 1, 0) ...
code instruction: ----- Initialize ----- for _, player in ipairs(Players:GetPlayers()) do PlayerReference[player] = true end RateLimiter.Default = RateLimiter.NewRateLimiter(SETTINGS.DefaultRateLimiterRate) result breakdown output: ## Breakdown The provided code snippet is written in Luau, a statically typed dial...
code to explain: --[=[ @param fn ConnectionFn @return SignalConnection Connects a function to the signal, which will be called anytime the signal is fired. ```lua signal:Connect(function(msg, num) print(msg, num) end) signal:Fire("Hello", 25) ``` ]=] function Signal:Connect(fn) local connection = Connectio...
input_code: -- Mounts the provided humanoid into the look-angle -- update system, binding all of its current and -- future Motor6D joints into the rotator. function CharacterRealism:MountLookAngle(humanoid) local character = humanoid.Parent local rotator = character and self.Rotators[character] if not rotator then...
input_code: -- This function casts a ray with a whitelist. local function CastWithWhitelist(origin, direction, whitelist, ignoreWater) if not whitelist or typeof(whitelist) ~= "table" then -- This array is faulty. error("Call in CastWhitelist failed! Whitelist table is either nil, or is not actually a table.", 0) ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- functions bruv function RaycastRender() for x = 1, renderResolution do for y = 1, renderResolution do local currentScreenPos = Vector2.new(x * (viewportSize.X / renderResolution), y * (v...
code: --[[ Is the given object a Promise instance? ]] function Promise.is(object) if type(object) ~= "table" then return false end return object[PromiseMarker] == true end Sure. Here is a summary: ## Breakdown The provided code defines a function named `Promise.is` which is designed to determine if a given ob...
Breakdown this code: --[=[ Initializes a new promise with the given function in a deferred wrapper. @param func (resolve: (...) -> (), reject: (...) -> ()) -> ()? @return Promise<T> ]=] function Promise.spawn(func) local self = Promise.new() task.spawn(func, self:_getResolveReject()) return self end <<explai...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --- Get (or create) BindableFunction function GetFunc(funcName) --- Variables funcName = string.lower(funcName) local func = funcs[funcName] --- Check if function already exists if not func then func = Instance.n...
input_code: --[[Brakes]] -- Tune.FBrakeForce = 350 -- Front brake force Tune.RBrakeForce = 200 -- Rear brake force Tune.PBrakeForce = 350 -- Parking brake force Tune.LinkedBrakes = true -- Links brakes up, uses both brakes while braking Tune.BrakesRatio = 60 -- The ratio of the brakes (0 = rear brake; 100 = front brak...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Table setup containing product IDs and functions for handling purchases local productFunctions = { [1233952204] = function(receipt, player) local stats = player:FindFirstChild("DonationValue") ...
Start by breaking down the code basically step by step: --[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]] local FE = workspace.FilteringEnabled local car = script.Pa...
code to explain: --- local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Teal", Paint) end) explanation of the code: ## Breakdown The provided Luau script is designed to toggle a boolean variable named `Paint` between `true` and `false` when the parent obje...
code to explain: --Listen to seat enter/exit VehicleSeating.AddSeat(DriverSeat, onEnterSeat, onExitSeat) for _, seat in ipairs(AdditionalSeats) do VehicleSeating.AddSeat(seat, onEnterSeat, onExitSeat) end local function playerAdded(player) local playerGui = player:WaitForChild("PlayerGui") if not playerGui:FindFi...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ Package link auto-generated by Rotriever ]] local PackageIndex = script.Parent.Parent.Parent._Index local Package = require(PackageIndex["Path"]["Path"]) export type Path = Package.Path return Package Sure. He...
Start by breaking down the code basically step by step: --// All global vars will be wiped/replaced except script return function(data, env) if env then setfenv(1, env) end local gui = script.Parent.Parent --client.UI.Prepare(script.Parent.Parent) local frame = gui.Frame local frame2 = frame.Frame local msg = ...
Breakdown this code: --// Damage Settings BaseDamage = 22 LimbDamage = 18 ArmorDamage = 15 HeadDamage = 1000 output_code: ## Breakdown The provided code defines a set of constants for damage values in a game environment. These constants are used to specify the amount of damage that can be dealt under different circu...
important code input to explain step by step: -- Get a list of blocked users from the corescripts. -- Spawned because this method can yeild. spawn(function() -- Pcalled because this method is not released on all platforms yet. if LocalPlayer.UserId > 0 then pcall(function() local blockedUserIds = StarterGui:GetC...
Start by breaking down the code basically step by step: --Made by Luckymaxer Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") RunService = game:GetService("RunService") RbxUtility = LoadLibrary("RbxUtility") Create = RbxUtility.Create D...
Breakdown this code: ------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------- function onSwimming(speed) if speed > 1.00 then local scale = 10.0 playAnimation("swim", 0.4, Humanoid) set...
code to explain: --[[Transmission]] Tune.TransModes = { "Auto" } --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mod...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Contains markers for annotating objects with types. To set the type of an object, use `Type` as a key and the actual marker as the value: local foo = { [Type] = Type.Foo, } ]] local ...
code: --!nonstrict local LuauPolyfill = script.Parent local Array = require(LuauPolyfill.Array) type Array<T> = Array.Array<T> type Object = { [string]: any } local inspect = require(LuauPolyfill.util.inspect) local Set = {} Set.__index = Set Set.__tostring = function(self) local result = "Set " if #self._array > 0...
code instruction: -- byte stm_byte(Stream S) -- @S - Stream object to read from local function stm_byte(S) local idx = S.index local bt = string.byte(S.source, idx, idx) S.index = idx + 1 return bt end <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided code defines a function `s...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Calculating IVs for SHA512/224 and SHA512/256 for width = 224, 256, 32 do local H_lo, H_hi = {}, nil if XOR64A5 then for j = 1, 8 do H_lo[j] = XOR64A5(sha2_H_lo[j]) end else H_hi = {} ...
query code to breakdown: --[[Steering]] Tune.SteerInner = 45 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 44 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = 0.05 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = 0.1 -- Steering increment per tick (in degrees) Tune.SteerDecay = ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --// Weld Connection wait(0.5) local L_29_ = L_2_:GetDescendants() for L_34_forvar1, L_35_forvar2 in pairs(L_29_) do if L_35_forvar2:IsA("BasePart") then if L_35_forvar2.Name ~= "Engine" and L_35...
code: --------| Setting |-------- local Debug = true local waitTimeout = 5 local defaultRigType = Enum.HumanoidRigType.R15 code breakdown: ## Breakdown The provided Luau code snippet is used to set up configuration variables for a script. Configuration variables are essential for adjusting the behavior of a ...
Start by breaking down the code basically step by step: --// F key, HornOff mouse.KeyUp:connect(function(key) if key == "h" then veh.Lightbar.middle.Airhorn:Stop() veh.Lightbar.middle.Wail.Volume = 10 veh.Lightbar.middle.Yelp.Volume = 10 veh.Lightbar.middle.Priority.Volume = 10 veh.Lightbar.AH.Transparency =...
code: -- Variables (best not to touch these!) local button = script.Parent local car = script.Parent.Parent.Car.Value local sound = script.Parent.Start sound.Parent = car.DriveSeat -- What brick the start sound is playing from. button.MouseButton1Click:connect(function() -- Event when the button is clicked if script.P...
code instruction: ----- function Lobby.run() _joinEvent = Util.newRemoteEvent("JoinEvent", ReplicatedStorage) _serverListEvent = Util.newRemoteEvent("ServerListEvent", ReplicatedStorage) _statusEvent = Util.newRemoteEvent("StatusEvent", ReplicatedStorage) MessagingService:SubscribeAsync("LOBBY", Lobby._dispatchMes...
input_code: --!strict --[=[ @function isSubset @within Set @param subset { [any]: boolean } -- The subset to check. @param superset { [any]: boolean } -- The superset to check against. @return boolean -- Whether the subset is a subset of the superset. Checks whether a set is a subset of another set. ``...
Start by breaking down the code basically step by step: --[[ Returns a new promise that: * is resolved when all input promises resolve * is rejected if ANY input promises reject ]] function Promise._all(traceback, promises, amount) if type(promises) ~= "table" then error(string.format(ERROR_NON_LIST, "Promise.a...
input_code: -- Example trigger script local gui = script.Parent local playergui = gui.Parent local player = playergui.Parent local mouse = player:GetMouse() local vFrequency = script.Frequency local tikiTorches = workspace.TikiTorches:GetChildren() local loop = false function go() local torch = tikiTorches[math.ra...
important code input to explain step by step: --// Functions function MakeFakeArms() Arms = Instance.new("Model") Arms.Name = "Arms" Arms.Parent = L_5_ local L_144_ = Instance.new("Humanoid") L_144_.MaxHealth = 0 L_144_.Health = 0 L_144_.Name = "" L_144_.Parent = Arms if L_3_:FindFirstChild("Shirt") then l...
query code to breakdown: --------------------) Settings Damage = 0 -- the ammout of health the player or mob will take Cooldown = 2 -- cooldown for use of the tool again BoneModelName = "Slash" -- name the zone model HumanoidName = "Humanoid" -- the name of player or mob u want to damage output_code: ## Breakdown ...
code: --[[ Divides a transparency value by a value, as if it were opacity. divideTransparency(0, 2) -> 0.5 divideTransparency(0.3, 2) -> 0.65 ]] return function(transparency, divisor) return 1 - (1 - transparency) / divisor end result breakdown output: ## Breakdown The code defines a function `divideTransparenc...
code to explain: --This module is for any client FX related to the Double Tap Machine local PowerBoxFX = {} local tweenService = game:GetService("TweenService") function PowerBoxFX.POWER_ON(powerBox) if not powerBox then return end local switchModel = powerBox:FindFirstChild("Switch") if not switchModel then ...
important code input to explain step by step: -- Removes the mirror copy of the provided -- object from the HeadMirrors table, if it -- is defined in there presently. function FpsCamera:RemoveHeadMirror(desc) local mirror = self.HeadMirrors[desc] if mirror then mirror:Destroy() self.HeadMirrors[desc] = nil end...
code to explain: -- Decompiled with the Synapse X Luau decompiler. local v1 = { Name = "clear", Aliases = {}, Description = "Clear all lines above the entry line of the Cmdr window.", Group = "DefaultUtil", Args = {}, } local l__Players__1 = game:GetService("Players") function v1.ClientRun() local l__Cmdr__2 = l...
code: --[[ Server Module --]] local Settings = { --, not ; ? | server module!! BulletHoleTexture = "http://www.roblox.com/asset/?id=64291961", Damage = { 20, 50 }, OneHanded = false, --DONT USE YET FakeArms = true, FakeArmTransparency = 0, RightPos = CFrame.new(-1, 0.7, 0.45) * CFrame.Angles(math.rad(-90), 0, 0...
Start by breaking down the code basically step by step: -- Decompiled with the Synapse X Luau decompiler. client = nil cPcall = nil Pcall = nil Routine = nil service = nil gTable = nil return function(p1) local l__PlayerGui__1 = service.PlayerGui script.Parent.Parent.TextLabel.Position = UDim2.new(0, 0, 0, -40) gTa...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Load additional libraries while not _G.GetLibraries do wait() end Support, Cheer, Try = _G.GetLibraries("F3X/SupportLibrary@^1.0.0", "F3X/Cheer@^0.0.0", "F3X/Try@~1.0.0") code breakdown: ## Brea...
code: --[[** ensures value is a table and all keys pass keyCheck and all values pass valueCheck @param keyCheck The function to use to check the keys @param valueCheck The function to use to check the values @returns A function that will return true iff the condition is passed **--]] function t.map(keyCheck, valu...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[Member functions]] function GunObject:Initialize() self.Fire = WaitForChild(self.Handle, "Fire") self.Ammo = self.Tool:FindFirstChild("Ammo") if self.Ammo ~= nil then self.Ammo.Value = self...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- connect events ----------------------------------------------------------------------------------------------------------------------- function unequip() local items = script.Parent:children() f...
Breakdown this code: --[[ A special key for property tables, which allows users to extract values from an instance into an automatically-updated Value object. ]] local Package = script.Parent.Parent local parseError = require(Package.Dependencies).utility.parseError local xtypeof = require(Package.ObjectUtility).xt...
input_code: ------------------------- mouse.KeyDown:connect(function(key) key = string.lower(key) if key == "u" then --Camera controls if cam == "car" then Camera.CameraSubject = player.Character.Humanoid Camera.CameraType = "Custom" cam = "freeplr" Camera.FieldOfView = 70 limitButton.Text = "Free C...
input_code: -- EXPOSED TO "update_handler" DURING ProfileStore:GlobalUpdateProfileAsync() CALL function GlobalUpdates:AddActiveUpdate(update_data) if type(update_data) ~= "table" then error("[ProfileService]: Invalid update_data") end if self._new_active_update_listeners ~= nil then error( "[ProfileService]: ...
Breakdown this code: -------- OMG HAX r = game:service("RunService") Tool = script.Parent hammer = Tool["Left Leg"] while true do wait(math.random(4, 15)) local damm = script.Parent.Head.Deadly:Clone() pos = script.Parent["Right Leg"].Position - Vector3.new(0, 10, 0) local shockRing = Instance.new("Part") shock...
code instruction: -- function Triangle:SetParent(parent) self.Beam.Parent = parent self.Attachment0.Parent = parent self.Attachment1.Parent = parent self.Parent = parent end function Triangle:SetBeamProperties(properties) for prop, value in next, properties do self.Beam[prop] = value end end function Triangl...
important code input to explain step by step: --[[ @brief Runs all currently queued functions. --]] function FunctionQueue:Dispatch() for i, v in pairs(self._Functions) do local f = v[1] local args = v[2] local co = coroutine.create(f) local success, error = coroutine.resume(co, unpack(args)) if not success ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation ---------------------------------------------------------------| ---------------------------------------------------------------| ---------------------------------------------------------------| local Debris = game.Debri...
Breakdown this code: --[[ Constants used throughout the testing framework. ]] local TestEnum = {} TestEnum.TestStatus = { Success = "Success", Failure = "Failure", Skipped = "Skipped", } TestEnum.NodeType = { Describe = "Describe", It = "It", BeforeAll = "BeforeAll", AfterAll = "AfterAll", BeforeEach = "Bef...
code to explain: -- update whether the character is running or not humanoid.Running:Connect(function(speed) if speed <= 0.3 then isrunning = false else isrunning = true end end) Sure. Here is a summary: ## Breakdown The provided Luau script is designed to monitor a character's movement state in a Roblox game....
Start by breaking down the code basically step by step: -- if show_ammo == true then PS.Ammo.ATG.Text = " Minigun Bullets: " .. minigun.total PS.Ammo.HM.Text = " Hydra Missile: Left: " .. hydra.left .. ", Right: " .. hydra.right PS.Ammo.Visible = true elseif show_ammo == false then PS.Ammo.Visible = false end Sur...
query code to breakdown: -----------------------------------------ONLY EDIT THESE VALUES!!!!!----------------------------------------- -----!Instructions!----- --Make sure you have a part in the gun named Barrel, it is where the raycast will shoot from.-- --Just place this script into any gun and edit the values below....
input_code: -- ================================================================================ -- Settings - Splinter -- ================================================================================ local Settings = {} Settings.DefaultSpeed = 555 -- Speed when not boosted [Studs/second, Range 50-300] Settings.Boo...
input_code: -- This finds the tank that we are controlling parts = script.Parent.Parent.Parent.Turret.Value tankStats = parts.Stats game.Workspace.CurrentCamera.CameraType = "Track" game.Workspace.CurrentCamera.CameraSubject = parts.CameraPart explanation: ## Breakdown The provided Lua script configures the camera ...
important code input to explain step by step: ---- STATE MODIFICATION ---- function ActiveCastStatic:Pause() assert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format("Pause", "ActiveCast.new(...)")) assert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED) self.StateInfo.Paused = true end f...
query code to breakdown: -- Protected function BaseState:_Enter() self.offStateTime = 0 self:Enter() end result breakdown output: ## Breakdown The provided code defines a method named `_Enter` within a class or module called `BaseState`. This method performs two main actions: 1. **Initialization of `offStateTime`...
input_code: --// Damage Settings BaseDamage = 38 -- Torso Damage LimbDamage = 30 -- Arms and Legs ArmorDamage = 18 -- How much damage is dealt against armor (Name the armor "Armor") HeadDamage = 1000 -- If you set this to 100, there's a chance the player won't die because of the heal script <<explaining>> Of course,...
Start by breaking down the code basically step by step: -- and (IsServer or weaponInstance:IsDescendantOf(Players.LocalPlayer)) function WeaponsSystem.onWeaponAdded(weaponInstance) local weapon = WeaponsSystem.getWeaponForInstance(weaponInstance) if not weapon then WeaponsSystem.createWeaponForInstance(weaponInsta...
important code input to explain step by step: --[=[ @return Promise Starts Knit. Should only be called once per client. ```lua Knit.Start():andThen(function() print("Knit started!") end):catch(warn) ``` By default, service methods exposed to the client will return promises. To change this behavior, set the `...
important code input to explain step by step: --------------------[ CAMERA STEADYING FUNCTIONS ]------------------------------------ function SteadyCamera() Gui_Clone.Scope.Steady.Text = "Steadying..." Gui_Clone.Scope.Steady.TextColor3 = Color3.new(1, 1, 0) CameraSteady = true local OriginalSway = CameraSway for ...
code: --local speed = script.Parent.Speed local tweenInfo = TweenInfo.new( speed, -- Length (seconds) Enum.EasingStyle.Linear, Enum.EasingDirection.Out, 0, -- times repeared false, -- reverse delayed -- delay ) goals[1] = spin.CFrame * CFrame.Angles(0, math.rad(-30), 0) goals[2] = spin.CFrame * CFrame.Angles(0, ...
code: --[=[ Unpacks the brio, and then repacks it. Ignored items still invalidate the previous brio @since 3.6.0 @param predicate (T) -> boolean @return (source: Observable<Brio<T>>) -> Observable<Brio<T>> ]=] function RxBrioUtils.where(predicate) assert(type(predicate) == "function", "Bad predicate") return fu...
query code to breakdown: -- Auto saving and issue queue managing: RunService.Heartbeat:Connect(function() -- 1) Auto saving: -- local auto_save_list_length = #AutoSaveList if auto_save_list_length > 0 then local auto_save_index_speed = SETTINGS.AutoSaveProfiles / auto_save_list_length local os_clock = os.clock()...
Start by breaking down the code basically step by step: -- ==================== -- SHOTGUN -- Enable the gun to fire multiple bullet in one shot -- ==================== ShotgunEnabled = false BulletPerShot = 8 ShotgunReload = false --Make user reloading like Shotgun, which user clipin shell one by one ShotgunClipinAn...
code instruction: -- Define the function to open or close the window with gene-alike effect local function toggleWindow() if window.Visible then -- Close the window by tweening back to the button position and size window:TweenSizeAndPosition( UDim2.new(0, 0, 0, 0), UDim2.new(0, gClippslyButton.AbsolutePositi...
important code input to explain step by step: --Visiblity uis = game:GetService("UserInputService") ismobile = uis.TouchEnabled button.Visible = ismobile local states = { OFF = "rbxasset://textures/ui/mouseLock_off@2x.png", ON = "rbxasset://textures/ui/mouseLock_on@2x.png", } local MAX_LENGTH = 900000 local active =...
input_code: -- emote bindable hook if FFlagAnimateScriptEmoteHook then script:WaitForChild("PlayEmote").OnInvoke = function(emote) -- Only play emotes when idling if pose ~= "Standing" then return end if emoteNames[emote] ~= nil then -- Default emotes playAnimation(emote, EMOTE_TRANSITION_TIME, Human...
code: --------RIGHT DOOR -------- game.Workspace.doorright.l11.BrickColor = BrickColor.new(1023) game.Workspace.doorright.l23.BrickColor = BrickColor.new(1023) game.Workspace.doorright.l32.BrickColor = BrickColor.new(1023) game.Workspace.doorright.l41.BrickColor = BrickColor.new(1023) game.Workspace.doorright.l53.Brick...
code to explain: --Front Suspension Tune.FSusDamping = 15 -- Spring Dampening Tune.FSusStiffness = 150 -- Spring Force Tune.FAntiRoll = 1 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 5 -- Suspension length (in studs) Tune.FPreCompress = 5 -- Pre-compression adds resting length force Tune.FExtensionLim = 0.3 -- Max ...
query code to breakdown: --[[Weight and CG]] Tune.Weight = 3600 -- 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 - on rear wheels, 100 - on front...
Breakdown this code: -- Continuously compute a new body orientation to face the camera, and notify the server for replication -- Intended to be used for the local player's character function OrientableBody:useCameraAsSource() local timeSinceLastSync = 0 self.renderStepConnection = RunService.RenderStepped:Connect(fun...
code: -- May return NaN or inf or -inf local function findAngleBetweenXZVectors(vec2, vec1) -- This is a way of finding the angle between the two vectors: return math.atan2(vec1.X * vec2.Z - vec1.Z * vec2.X, vec1.X * vec2.X + vec1.Z * vec2.Z) end local function CreateFollowCamera() local module = RootCameraCreator(...
code to explain: --[[ A ref is nothing more than a binding with a special field 'current' that maps to the getValue method of the binding ]] local Binding = require(script.Parent.Binding) local function createRef() local binding, _ = Binding.create(nil) local ref = {} --[[ A ref is just redirected to a bindin...
Start by breaking down the code basically step by step: --[[ Remove elements from a dictionary ]] function Immutable.RemoveFromDictionary(dictionary, ...) local result = {} for key, value in pairs(dictionary) do local found = false for listKey = 1, select("#", ...) do if key == select(listKey, ...) then ...
code to explain: -- For effects and stuff local function Engine(on) local prop = plane.Propeller if on then prop.Hinge.DesiredAngle = 1e100 -- Super huge number so the propeller doesn't stop spinning :D else local angle = math.random(0, 10) prop.Hinge.DesiredAngle = angle prop.Hinge.CurrentAngle = angle en...
Breakdown this code: --returns the wielding player of this tool function getPlayer() local char = Tool.Parent return game:GetService("Players"):GetPlayerFromCharacter(Character) end function Toss(direction) local handlePos = Vector3.new(Tool.Handle.Position.X, 0, Tool.Handle.Position.Z) local spawnPos = Character....
input_code: -------------------Start_and_Stop------------------- if (key == keys.stop.code) and planedebounce == false and (on == true) then --if Shutting down local PS = script.Parent.Parent.Parent.PlayerGui:findFirstChild("PlaneStats").Frame PS.EngineOff.Label.Text = "ENGINE OFF" plane.Engine.Spin:Stop() local s...
Breakdown this code: -- Zoom -- Controls the distance between the focus and the camera. local ZOOM_STIFFNESS = 4.5 local ZOOM_DEFAULT = 12.5 local ZOOM_ACCELERATION = 0.0375 local MIN_FOCUS_DIST = 0.5 local DIST_OPAQUE = 1 local Popper = require(script:WaitForChild("Popper")) local clamp = math.clamp local exp = ma...
code instruction: -- Set up the event handlers for the Close TextButtons in the windows for _, window in ipairs(gui:GetChildren()) do if window:IsA("Frame") then local closeButton = window:FindFirstChild("Close") if closeButton and closeButton:IsA("TextButton") then closeButton.MouseButton1Click:Connect(functio...
important code input to explain step by step: -- Core events ToolChanged = Signal.new() function EquipTool(Tool) -- Equips and switches to the given tool -- Unequip current tool if CurrentTool and CurrentTool.Equipped then CurrentTool:Unequip() CurrentTool.Equipped = false end -- Set `Tool` as current Curr...
Breakdown this code: --[[Controls]] local _CTRL = _Tune.Controls local Controls = Instance.new("Folder", script.Parent) Controls.Name = "Controls" for i, v in pairs(_CTRL) do local a = Instance.new("StringValue", Controls) a.Name = i a.Value = v.Name a.Changed:connect(function() if i == "MouseThrottle" or i == "...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ------------------------------------------------------------------------ local Input = {} do local thumbstickCurve do local K_CURVATURE = 2.0 local K_DEADZONE = 0.15 local function fCurve(x)...
code instruction: --Leave this Heat = 0 if GUI then script.Parent.Visible = true else script.Parent.Visible = false end Sure. Here is a summary: ## Breakdown The provided Luau script performs two main tasks: initializing a variable and setting the `Visible` property of a game object based on the existence of anot...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Rescripted by Luckymaxer Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") BulletSpeed = Handle.BulletSpeed.Value D...
code instruction: ---------------------------------- ------------VARIABLES------------- ---------------------------------- User = nil Connector = game.Workspace:FindFirstChild("GlobalPianoConnector") if not Connector or not Connector:IsA("RemoteEvent") then error("The piano requires a RemoteEvent named GlobalPianoCo...
important code input to explain step by step: --For R15 avatars local Animations = { R15Slash = 522635514, R15Lunge = 522638767, } local Damage = DamageValues.BaseDamage local Grips = { Up = CFrame.new(0, 0, -1.70000005, 0, 0, 1, 1, 0, 0, 0, 1, 0), Out = CFrame.new(0, 0, -1.70000005, 0, 1, 0, 1, -0, 0, 0, 0, -1),...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- functions function onDied() stopLoopedSounds() sDied:Play() end local fallCount = 0 local fallSpeed = 0 function onStateFall(state, sound) fallCount = fallCount + 1 if state then sound.Volu...
input_code: -- Get references to the DockShelf and its children local dockShelf = script.Parent.Parent.WindowManager.CtxtMenu local aFinderButton = dockShelf.Sys local window = script.Parent.Parent.WindowManager.SysVersion code breakdown: ## Breakdown The provided script is written in Luau, a language used in Roblox...