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code to explain: --Controls Tune.Peripherals = { MSteerWidth = 67, -- 0 - 100% of screen width MSteerDZone = 20, -- 0 - 100% ControlLDZone = 5, -- 0 - 100% ControlRDZone = 5, -- 0 - 100% } Tune.Controls = { ToggleTCS = Enum.KeyCode.T, ToggleTransMode = Enum.KeyCode.M, ToggleMouseDrive = Enum.KeyCode.R, Throt...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- -- -- -- -- -- -- --DIRECTION SCROLL-- -- -- -- -- -- -- -- while true do wait() if Elevator:WaitForChild("Direction").Value ~= 0 then for S = 0, 7 do wait(0.4) if Elevator:WaitForChild(...
Breakdown this code: --------STAGE LIGHTS-------- game.Workspace.sb1.BrickColor = BrickColor.new(194) game.Workspace.sb2.BrickColor = BrickColor.new(194) game.Workspace.sb3.BrickColor = BrickColor.new(194) game.Workspace.sb4.BrickColor = BrickColor.new(194) game.Workspace.sb5.BrickColor = BrickColor.new(194) game.Works...
Start by breaking down the code basically step by step: -- [[ VR Support Section ]] -- function BaseCamera:ApplyVRTransform() if not VRService.VREnabled then return end --we only want this to happen in first person VR local rootJoint = self.humanoidRootPart and self.humanoidRootPart:FindFirstChild("RootJoint") ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[Weight and CG]] Tune.Weight = 1800 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 8.2, --[[Height]] 3.6, --...
query code to breakdown: -- Decompiled with the Synapse X Luau decompiler. return { Name = "resolve", Aliases = {}, Description = "Resolves Argument Value Operators into lists. E.g., resolve players * gives you a list of all players.", Group = "DefaultUtil", AutoExec = { 'alias "me|Displays your username" resolve...
Start by breaking down the code basically step by step: --[[Steering]] Tune.SteeringType = "New" -- New = Precise steering calculations based on real life steering assembly (LuaInt) -- Old = Previous steering calculations -- New Options Tune.SteerRatio = 15 / 1 -- Steering ratio of your steering rack, google it for you...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- R6 only! repeat game:GetService("RunService").Stepped:Wait() until game.Players.LocalPlayer local player = script.Parent.Parent local mouse = player:GetMouse() local selecting = false local valve...
input_code: --- Constructs a new signal. -- @constructor Signal.new() -- @treturn Signal function Signal.new() local self = setmetatable({}, Signal) self._bindableEvent = Instance.new("BindableEvent") self._argData = nil self._argCount = nil -- Prevent edge case of :Fire("A", nil) --> "A" instead of "A", nil ret...
code instruction: --edit the below function to execute code when this response is chosen OR this prompt is shown --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.M...
Start by breaking down the code basically step by step: --[[ 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 patrol() while isAlive() do if not attacking then ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Body parts rArm = char:findFirstChild("Right Arm") lArm = char:findFirstChild("Left Arm") rLeg = char:findFirstChild("Right Leg") lLeg = char:findFirstChild("Left Leg") tors = char:findFirstChild("T...
important code input to explain step by step: -- ROBLOX deviation START: chalk doesn't support chaining methods. Using nested calls instead local FAIL_COLOR = function(...) return chalk.bold(chalk.red(...)) end local SNAPSHOT_ADDED = function(...) return chalk.bold(chalk.green(...)) end local SNAPSHOT_UPDATED = funct...
Start by breaking down the code basically step by step: --TextStuff local Text = script.Parent local RebirthFormule = game:GetService("ReplicatedStorage").GameProperties.RebirthFormule local MultiplierFormule = game:GetService("ReplicatedStorage").GameProperties.MultiplierFormule local Formula = RebirthLevel.Value + 1 ...
Start by breaking down the code basically step by step: -- Let the server know our walkspeed has changed humanoid:GetPropertyChangedSignal("WalkSpeed"):Connect(function() updateWalkspeedRemote:FireServer(humanoid.WalkSpeed) end) explanation: ## Breakdown The provided Luau script is designed to monitor changes to th...
input_code: --[=[ An enum value used to represent the Promise's status. @interface Status @tag enum @within Promise .Started "Started" -- The Promise is executing, and not settled yet. .Resolved "Resolved" -- The Promise finished successfully. .Rejected "Rejected" -- The Promise was rejected. .Cancelled "Cancel...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --///////////////// Internal-Use Methods --////////////////////////////////////// --DO NOT REMOVE THIS. Chat must be filtered or your game will face --moderation. function methods:InternalApplyRobloxF...
code: --////////////////////////////// Methods --////////////////////////////////////// local function ShallowCopy(table) local copy = {} for i, v in pairs(table) do copy[i] = v end return copy end local methods = {} local lazyEventNames = { eDestroyed = true, eSaidMessage = true, eReceivedMessage = true, e...
code instruction: -- functions function stopAllAnimations() local oldAnim = currentAnim -- return to idle if finishing an emote if emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false then oldAnim = "idle" end if currentlyPlayingEmote then oldAnim = "idle" currentlyPlayingEmote = false end curre...
code to explain: --Aesthetics Tune.SusVisible = false -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = 0.5 -- Suspension Coil Radius Tune.SusThickness = 0.2 -- Suspension Coil Thickness Tune.SusColor = "Bright red" -- Suspension Color [BrickColor] Tune.SusCoilCount = 7 -- Suspension Coil C...
code instruction: -- Local Variables local Storage local RocketTemplate local Buffer = {} local Tool = script.Parent local Owner = nil local Configurations = Tool.Configuration step by step breakdown/explanation: ## Breakdown 1. **Local Variables Declaration**: The code begins by declaring several local variables th...
code: --[[ Creates a new promise that receives the result of this promise. The given callbacks are invoked depending on that result. ]] function Promise.prototype:_andThen(traceback, successHandler, failureHandler) self._unhandledRejection = false -- Create a new promise to follow this part of the chain return P...
important code input to explain step by step: -- Returns how deep `o` is in the tree. local function depth(o) local d = -1 while o do o = o.Parent d = d + 1 end return d end local connLookup = {} output: ## Breakdown The provided code consists of two parts: a function `depth` and an empty table `connLookup`...
code to explain: -- Make the chat work when the top bar is off module.ChatOnWithTopBarOff = true module.ScreenGuiDisplayOrder = 6 -- The DisplayOrder value for the ScreenGui containing the chat. module.ShowFriendJoinNotification = true -- Show a notification in the chat when a players friend joins the game. explanat...
code: --[[ Updates the emote configuration to add default and paid emotes that the user owns to it. Also adds these emotes to the user's HumanoidDescription so that they can be used by the function Humanoid:PlayEmote Parameters: - player - The Player whose HumanoidDescription is being updated - humanoidDescript...
Breakdown this code: ------------------------------------------------------------------------ -- -- * used in luaK:infix(), (lparser) luaY:cond() ------------------------------------------------------------------------ function luaK:goiftrue(fs, e) local pc -- pc of last jump self:dischargevars(fs, e) local k = e.k ...
code: --[[ [How fast the body rotates.] [Setting to 0 negates tracking, and setting to 1 is instant rotation. 0.5 is a nice in-between that works with MseGuide on or off.] [Setting this any higher than 1 causes weird glitchy shaking occasionally.] --]] local UpdateSpeed = 0.5 local NeckOrgnC0 = Neck.C0 --[Get the b...
important code input to explain step by step: ------------------------- mouse.KeyDown:connect(function(key) key = string.lower(key) if key == "k" then --Camera controls if cam == "car" then Camera.CameraSubject = player.Character.Humanoid Camera.CameraType = "Custom" cam = "freeplr" Camera.FieldOfView ...
Breakdown this code: -- Colors local FriendlyReticleColor = Color3.new(0, 1, 0) local EnemyReticleColor = Color3.new(1, 0, 0) local NeutralReticleColor = Color3.new(1, 1, 1) local AmmoInClip = ClipSize local Tool = script.Parent local Handle = WaitForChild(Tool, "Handle") local WeaponGui = nil local Reloading = fals...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Returns the current value of this ForKeys object. The object will be registered as a dependency unless `asDependency` is false. ]] function class:get(asDependency: boolean?): any if asDependen...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --You can put this anywhere, Workspace, ServerScriptService, Lighting, whatever. It'll work anywhere where server scripts can run. local Players = game:GetService("Players") local GUI = script["HealthScript v3.1"]:Clon...
code to explain: -- Variables local plr = game.Players.LocalPlayer local char = plr.Character local mFrame = script.Parent local button_equip = mFrame.equip local value_item = mFrame.ItemName <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided code snippet defines several local vari...
code to explain: -- if car.DriveSeat.CC.Value then -- script.Parent.Values.CCS.Value = car.DriveSeat.CCS.Value -- end -- end) script.Parent.Values.Brake.Changed:Connect(function() if math.ceil(_GBrake) == 1 then car.DriveSeat.FE_Lights:FireServer("updateLights", "brake", true) else car.DriveSeat.FE_Lights:Fi...
Breakdown this code: --Turbocharger local BOV_Loudness = 0 --volume of the BOV (not exact volume so you kinda have to experiment with it) local BOV_Pitch = 1.4 --max pitch of the BOV (not exact so might have to mess with it) local T_Loudness = 3 --volume of the turbo(s) (not exact volume so you kinda have to experiment...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[** 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 ...
code instruction: -- Runs when player dies or leaves. If no player is left, end round local function checkPlayerCount() if #PlayerManager.ActivePlayers == 0 then RaceManager.OnRaceFinishedEvent:Fire() end end local function addActivePlayer(player, speeder) if speeder then PlayerManager.Selections[player] = spee...
code to explain: --]] function getHumanoid(model) for _, v in pairs(model:GetChildren()) do if v:IsA("Humanoid") then return v end end end local ai = script.Parent local human = getHumanoid(ai) local hroot = ai.HumanoidRootPart local zspeed = hroot.Velocity.magnitude local pfs = game:GetService("Pathfinding...
important code input to explain step by step: -- 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...
input_code: -- main program local runService = game:service("RunService") while Figure.Parent ~= nil do local _, time = wait(0.1) move(time) end step by step breakdown/explanation: ## Breakdown The provided script is designed to continuously move a figure object every 0.1 seconds as long as the figure remains a ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Main return function(weightTable: { [string]: number }): string local total: number = 0 for _, chance: number in pairs(weightTable) do total += chance end local pickedNumber: number = rand:NextInteger(1, total)...
Start by breaking down the code basically step by step: --[=[ Clones a brio, such that it may be killed without affecting the original brio. @since 3.6.0 @param brio Brio<T> @param ... U @return Brio<U> ]=] function BrioUtils.withOtherValues(brio, ...) assert(brio, "Bad brio") if brio:IsDead() then return B...
input_code: -- General settings local COOLDOWN = 1 local THROW_SPEED = 100 local tool = script.Parent local anim local toolPlr local debounce = false script.ClientThrow.OnServerEvent:connect(function(plr) -- Check if tool is equipped and correct player if not debounce and tool.Parent ~= nil and tool.Parent.ClassNa...
code instruction: -- local RS = game:GetService("RunService") local Character = script.Parent local Humanoid = Character:WaitForChild("Humanoid") local Root = Character:WaitForChild("HumanoidRootPart") local Swim RS.Heartbeat:Connect(function() if Root.Position.Y < Sea.Position.Y - Root.Size.Y / 2 then if not Swim ...
code to explain: -- CAMERA -- repeat wait() until Player.Character Camera.CameraType = "Scriptable" Camera.CFrame = game.Workspace.CameraPart.CFrame output: ## Breakdown The provided Luau script is designed to configure the camera in a Roblox game, setting it to a scriptable mode and positioning it at the locatio...
Start by breaking down the code basically step by step: -- Returns all objects under instance with Transparency local function GetTransparentsRecursive(instance, partsTable) local partsTable = partsTable or {} for _, child in pairs(instance:GetChildren()) do if child:IsA("BasePart") or child:IsA("Decal") then ta...
query code to breakdown: --------------------[ EXTERNAL DATA LOCATING FUNCTIONS ]----------------------------- function FindFirstClass(Object, Class) local FoundObject = nil for _, Obj in pairs(Object:GetChildren()) do if Obj.ClassName == Class then FoundObject = Obj break end end return FoundObject end ...
important code input to explain step by step: --weld module.weld = function(data) local part = data.part local base = data.basepart local tim = data.tim or nil local name = data.name or "Weld" part.Anchored = false --base.Anchored = false local Weld = Instance.new("Weld") Weld.Name = name Weld.Part0 = base W...
code instruction: -- Detectors local F_Detector = Body.AirbagSystem.Detectors.F local FL_Detector = Body.AirbagSystem.Detectors.FL local FR_Detector = Body.AirbagSystem.Detectors.FR local L_Detector = Body.AirbagSystem.Detectors.L local R_Detector = Body.AirbagSystem.Detectors.R step by step breakdown/explanation: ##...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[=[ Wraps :IncrementAsync() in a promise @param robloxDataStore DataStore @param key string @param delta number @return Promise<boolean> ]=] function DataStorePromises.promiseIncrementAsync(robloxDataStore, key, d...
important code input to explain step by step: --[[ APILoadout Description: APILoadout is a library that utilizes the APIEquipment to give players multiple tools. This ties directly into the database where all the loadouts are stored. If you want to make a new loadout you can duplicate an existing loadout and chan...
code instruction: -- setup variables roothip = rootpart:FindFirstChildOfClass("Motor6D") oldc0 = roothip.C0 leftshoulder = torso:WaitForChild("Left Shoulder") rightshoulder = torso:WaitForChild("Right Shoulder") Sure. Here is a summary: ## Breakdown The provided Luau code snippet is designed to set up and initialize...
Breakdown this code: --//SS6 PLUGIN; SPLASH//-- --//INSPARE 2017//-- local ai = script.Parent.Main_Frame.A.Frame.ImageLabel local bi = script.Parent.Main_Frame.B.Frame.ImageLabel local ci = script.Parent.Main_Frame.C.Frame.ImageLabel local di = script.Parent.Main_Frame.D.Frame.ImageLabel local ei = script.Parent.Main_...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --- Removes the link of an attachment. Putting one of any of the two original attachments you used in LinkAttachment will automatically sever the other -- @param attachment function Hitbox:UnlinkAttachments(attachment: A...
query code to breakdown: --------RIGHT DOOR -------- game.Workspace.doorright.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l61.BrickColor = BrickColor.new(game.Workspace.Lighting...
input_code: --- Registers a type in the system. -- name: The type Name. This must be unique. function Registry:RegisterType(name, typeObject) if not name or not typeof(name) == "string" then error("Invalid type name provided: nil") end if not name:find("^[%d%l]%w*$") then error( ('Invalid type name provided:...
input_code: ------------------------------------------------------------------ local AimingIcon = "http://www.roblox.com/asset/?id=107455536" local LockedIcon = "http://www.roblox.com/asset/?id=107455986" local TargetIcon = "http://www.roblox.com/asset/?id=107455960" local NormalIcon = "http://www.roblox.com/asset/?id=...
code: -- List of UI layouts local Layouts = { EmptySelection = { "SelectNote" }, NoTextures = { "ModeOption", "SideOption", "AddButton" }, SomeDecals = { "ModeOption", "SideOption", "ImageIDOption", "TransparencyOption", "AddButton", "RemoveButton" }, AllDecals = { "ModeOption", "SideOption", "ImageIDOption", "Tran...
important code input to explain step by step: --- if script.Parent.Parent.Parent.IsOn.Value then script.Parent.Parent:TweenPosition( UDim2.new(0, 0, 0, 0), Enum.EasingDirection.InOut, Enum.EasingStyle.Quad, 1, true ) end script.Parent.Parent.Parent.IsOn.Changed:connect(function() if script.Parent.Parent.P...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ----------------------------------------------------------------------------------------------- local player = game.Players.LocalPlayer local mouse = player:GetMouse() local car = script.Parent.Pare...
code to explain: --[=[ @within TableUtil @function Every @param tbl table @param callback (value: any, index: any, tbl: table) -> boolean @return boolean Returns `true` if the `callback` also returns `true` for _every_ item in the table. ```lua local t = {10, 20, 40, 50, 60} local allAboveZero = TableUtil....
important code input to explain step by step: -- 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 CreateFollowCam...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Made by Luckymaxer Figure = script.Parent Humanoid = Figure:WaitForChild("Humanoid") Torso = Figure:WaitForChild("Torso") Creator = Figure:WaitForChild("Creator") PathfindingService = game:GetSer...
query code to breakdown: ------------------------------------------------------------------------ local TOGGLE_INPUT_PRIORITY = Enum.ContextActionPriority.Low.Value local INPUT_PRIORITY = Enum.ContextActionPriority.High.Value local NAV_GAIN = Vector3.new(1, 1, 1) * 64 local PAN_GAIN = Vector2.new(0.75, 1) * 16 local ...
Start by breaking down the code basically step by step: --[[Controls]] -- Tune.Peripherals = { MSteerWidth = 67, -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10, -- Mouse steering deadzone (0 - 100%) ControlLDZone = 15, -- Controller steering L-deadzone (0 - 100%) ControlRDZone = 15, -...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Component.Auto(folder: Instance) -> Create components automatically from descendant modules of this folder -> Each module must have a '.Tag' string property -> Each module optionally can ...
input_code: ------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------- function onRunning(speed) if speed > 0.01 then local scale = 9.0 playAnimation("walk", 0.1, Humanoid) setAnimationSp...
query code to breakdown: ---------------------------------- ------------VARIABLES------------- ---------------------------------- User = nil Connector = game.Workspace:FindFirstChild("GlobalPianoConnector") if not Connector or not Connector:IsA("RemoteEvent") then error("The piano requires a RemoteEvent named Global...
code to explain: --|| Services ||-- local RunService = game:GetService("RunService") local TaskScheduler = {} local Cache = {} local SteppedConnection = nil local function OnStepped() if #Cache == 0 then SteppedConnection = SteppedConnection and SteppedConnection:Disconnect() end for Index, Queue in next, Cache...
code instruction: ------------------------------------------------------------------------ -- -- * used in luaK:prefix(), luaK:posfix() ------------------------------------------------------------------------ function luaK:codearith(fs, op, e1, e2) if self:constfolding(op, e1, e2) then return else local o2 = (op ...
Breakdown this code: -- functions function stopAllAnimations() local oldAnim = currentAnim -- return to idle if finishing an emote if emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false then oldAnim = "idle" end if FFlagAnimateScriptEmoteHook and currentlyPlayingEmote then oldAnim = "idle" current...
query code to breakdown: ------------------------- --| Exposed Functions |-- ------------------------- function PopperCam:Update() if PopperEnabled then -- First, prep some intermediate vars local focusPoint = Camera.Focus.p local cameraCFrame = Camera.CoordinateFrame local cameraFrontPoint = cameraCFrame.p +...
code instruction: --[[ Function called when leaving the state ]] function PlayerGame.onLeave(stateMachine, serverPlayer, event, from, to) for _, connection in pairs(connections) do connection:Disconnect() end end return PlayerGame Sure. Here is a summary: ## Breakdown The provided code snippet defines a functi...
code to explain: -- ProductId 1218011852 for 250 Cash developerProductFunctions[Config.DeveloperProductIds["250 Cash"]] = function(receipt, player) -- Logic/code for player buying 250 Cash (may vary) local leaderstats = player:FindFirstChild("leaderstats") local cash = leaderstats and leaderstats:FindFirstChild("Cas...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Decompiled with the Synapse X Luau decompiler. return { Name = "history", Aliases = {}, AutoExec = { 'alias "!|Displays previous command from history." run ${history $1{number|Line Number}}',...
input_code: --[=[ Like then, but the value passed down the chain is the resolved value of the promise, not the value returned from onFulfilled or onRejected Will still yield for the result if a promise is returned, but will discard the result. @param onFulfilled function @param onRejected function @return Promi...
code to explain: --------------------------------------------------------------- function onChildAdded(child) if child.Name == "SeatWeld" then local human = child.part1.Parent:findFirstChild("Humanoid") if human ~= nil then print("Human IN") seat.SirenControl.Control.CarName.Value = human.Parent.Name .. "s C...
Breakdown this code: -- Map DataStoreService methods to associated RequestTypes: local requestTypes = { GetAsync = Enum.DataStoreRequestType.GetAsync, SetAsync = Enum.DataStoreRequestType.SetIncrementAsync, RemoveAsync = Enum.DataStoreRequestType.SetIncrementAsync, OnUpdate = Enum.DataStoreRequestType.OnUpdate, In...
code instruction: --[[Weld functions]] local PGS_ON = workspace:PGSIsEnabled() if not PGS_ON then error("A-Chassis no longer supports Legacy physics solving, sorry!") end function MakeWeld(x, y, type, s) if type == nil then type = "Weld" end local W = Instance.new(type, x) W.Part0 = x W.Part1 = y W.C0 = x.CF...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Set Pet Canvas Size -- module.SetPetCanvasSize = function() local PADDING, SIZE, MaxCells = getSizes() local AbsoluteSize = ScrollingFrame.AbsoluteSize local NewPadding = PADDING * AbsoluteSize NewPadding = UDim2...
Breakdown this code: --returns the four corners with the highest y components --this is to catch when a user has flipped the baseplate upside down function RoomPackager:TopCornersOfBasePlate(basePlate) local corners = self:CornersOfPart(basePlate) local centerY = basePlate.Position.Y local topCorners = {} for _, co...
code to explain: --- Takes in raw command information and generates a command out of it. -- text and executor are required arguments. -- allowIncompleteData, when true, will ignore errors about arguments missing so we can parse live as the user types. -- data is for special networked Data about the command gathered on ...
query code to breakdown: -- Rock Module return function(...) -- Tables local Parameters = ... local PartsModel = Instance.new("Model") -- Properties local Origin = Parameters.Origin or error("No origin set!") local Radius = Parameters.Radius or 20 local Size = Parameters.Size or Vector3.new(2, 2, 2) local Filt...
code to explain: ---[[ Chat Behaviour Settings ]] module.WindowDraggable = false module.WindowResizable = true module.ShowChannelsBar = true module.GamepadNavigationEnabled = false module.AllowMeCommand = false -- Me Command will only be effective when this set to true module.ShowUserOwnFilteredMessage = true --Show a ...
Start by breaking down the code basically step by step: -- Hide the frame when the animation completes tween.Completed:Connect(function() frame.Visible = false end) code breakdown: ## Breakdown The provided Luau code snippet is designed to hide a frame in a Roblox game after a tween animation has completed. Let's b...
query code to breakdown: -- Release all loaded profiles when the server is shutting down: coroutine.wrap(function() WaitForLiveAccessCheck() Madwork.ConnectToOnClose( function() ProfileService.ServiceLocked = true -- 1) Release all active profiles: -- -- Clone AutoSaveList to a new table because AutoSaveLi...
code to explain: -- Disconnect all handlers. Since we use a linked list it suffices to clear the -- reference to the head handler. --[=[ Disconnects all connections from the signal. ```lua signal:DisconnectAll() ``` ]=] function Signal:DisconnectAll() local item = self._handlerListHead while item do item.Connec...
Breakdown this code: --]] function getHumanoid(model) for _, v in pairs(model:GetChildren()) do if v:IsA("Humanoid") then return v end end end local zombie = script.Parent local human = getHumanoid(zombie) local hroot = zombie.HumanoidRootPart local zspeed = hroot.Velocity.magnitude local pfs = game:GetServ...
Breakdown this code: --DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!! local hitPart = script.Parent local debounce = true local tool = game.ServerStorage.SpeedPotion -- Change "Sword" to the name of your tool, make sure your tool...
Start by breaking down the code basically step by step: --------------------------UTIL LIBRARY------------------------------- local Utility = {} do local Signal = {} function Signal.Create() local sig = {} local mSignaler = Instance.new("BindableEvent") local mArgData = nil local mArgDataCount = nil func...
Breakdown this code: ----------------------------------------------- function findAllFlagStands(root) local c = root:children() for i = 1, #c do if c[i].className == "Model" or c[i].className == "Part" then findAllFlagStands(c[i]) end if c[i].className == "FlagStand" then table.insert(stands, c[i]) end...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ This view holds all the logic and user experience for the dead user interface view. ]] local ReplicatedStorage = game:GetService("ReplicatedStorage") local SoundService = game:GetService("SoundS...
important code input to explain step by step: --// Ammo Settings Ammo = 12 StoredAmmo = 12 MagCount = math.huge -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge; ExplosiveAmmo = 3 Sure. Here is a summary: ## Breakdown The provided code snippet defines a set of variables to manage different as...
Breakdown this code: ----------------------------------------- Prompt.Triggered:Connect(function(Plr) Tool.Parent = Plr.Backpack script.Parent:Destroy() end) explanation of the code: ## Breakdown The provided Luau script is designed to interact with a `Prompt` object in a Roblox game. Here is a step-by-step break...
code instruction: -- Decompiled with the Synapse X Luau decompiler. script.Parent.ChildAdded:Connect(function(p1) if p1:IsA("ViewportFrame") then task.wait(1.2) local v1 = game.SoundService.Reward:Clone() v1.Name = "debris" v1.Parent = game.SoundService v1:Play() task.wait(5) v1:Destroy() end end) <<...
code: --[[ SCRIPT VARIABLES ]] local CHAT_BUBBLE_FONT = Enum.Font.Fantasy local CHAT_BUBBLE_FONT_SIZE = Enum.FontSize.Size24 -- if you change CHAT_BUBBLE_FONT_SIZE_INT please change this to match local CHAT_BUBBLE_FONT_SIZE_INT = 24 -- if you change CHAT_BUBBLE_FONT_SIZE please change this to match local CHAT_BUBBLE_LI...
code: -- Print that runs only if debug mode is active. local function PrintDebug(message) if FastCast.DebugLogging == true then print(message) end end step by step breakdown/explanation: ## Breakdown The provided code defines a function named `PrintDebug` that checks a specific condition before printing a messag...
important code input to explain step by step: -- Decompiled with the Synapse X Luau decompiler. client = nil service = nil return function(p1) local v1 = client.UI.Make("Window", { Name = "Credits", Title = "Credits", Icon = client.MatIcons.Grade, Size = { 280, 300 }, AllowMultiple = false, }) local v2 = ...
code: -- Setup the default levels Log.SetupLevel("Info", 1) Log.SetupLevel("Debug", 2) Log.SetupLevel("Warn", 3) Log.SetupLevel("Error", 4) function Log.Log(level, chan, ...) local msg = string.format(...) local levelName = Log._LevelName[level] if _messageQueue then if not _remoteFilterFunc or not _remoteFilter...
code: --///////////////// Internal-Use Methods --////////////////////////////////////// function methods:InternalDestroy() for i, channel in pairs(self.Channels) do channel:InternalRemoveSpeaker(self) end self.eDestroyed:Fire() self.eDestroyed:Destroy() self.eSaidMessage:Destroy() self.eReceivedMessage:Destro...
input_code: --FL fSprings[1].Thickness = Settings[1] fSprings[1].MaxLength = Settings[2] fSprings[1].MinLength = Settings[3] fSprings[1].Damping = Settings[4] fSprings[1].FreeLength = Settings[5] fSprings[1].LimitsEnabled = Settings[6] fSprings[1].MaxForce = Settings[7] fSprings[1].Stiffness = Settings[8] output: ## ...