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begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --RbxApi local function PropertyIsHidden(propertyData) local tags = propertyData["Tags"] if tags then for _, name in pairs(tags) do if name == "Deprecated" or name == "Hidden" or name == "ReadO...
query code to breakdown: --[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]] local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local _Tune = re...
code instruction: --!strict return function(system, particleRef) warn("Particle Died, Info Follows") warn("CFrame:", particleRef.CFrame) warn("Color:", particleRef.Color) warn("Children:", particleRef.Children) end output_code: ## Breakdown The provided code is a Lua function designed to be used in the context ...
code: --[[ Creates a Symbol with the given name. When printed or coerced to a string, the symbol will turn into the string given as its name. ]] function Symbol.named(name) assert(type(name) == "string", "Symbols must be created using a string name!") local self = newproxy(true) local wrappedName = ("Symbol(%s...
Start by breaking down the code basically step by step: -- ALEX WAS HERE LOL local u1 = nil coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Resources")) end)() local u2 = Random.new() return function(...) local v1 = { ... } if type(v1[1][1]) == "table" then v1 = u1.Functions.CloneTable...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[=[ Maps the input brios to the output observables @since 3.6.0 @param project project (Brio<T> | T) -> Brio<U> | U @return (source: Observable<Brio<T> | T>) -> Observable<Brio<U>> ]=] function ...
query code to breakdown: --edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data return function(player, dialogueFolder) local plrData = require(game.ReplicatedStorage.Source.M...
input_code: -- Pull maps from Maps. for i, map in ipairs(OwnerMapInstallFolder:GetChildren()) do InstallMap(map) end OwnerMapInstallFolder.ChildAdded:Connect(function(map) wait() InstallMap(map) end) step by step breakdown/explanation: ## Breakdown The provided Luau script is designed to manage and install map ob...
query code to breakdown: --[[function util.Tween(part,info,goal) local tween = game:GetService("TweenService"):Create(part,info,goal) return tween end]] -- function util.Tween(tbl) -- util.Tween( { part , { Position = Vector3.new(0,0,0) } , 2 , "Linear" , "Out" , 0 , false, 0 } ) local parent, property, ttime, eas...
code to explain: --[[ Called when the original table is changed. This will firstly find any values meeting any of the following criteria: - they were not previously present - a dependency used during generation of this value has changed It will recalculate those values, storing information about any dependencie...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[Weight and CG]] Tune.Weight = 3450 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 0.8, --[[Height]] 1 / 3, ...
code: --- Makes an Enum type. function Util.MakeEnumType(name, values) local findValue = Util.MakeFuzzyFinder(values) return { Validate = function(text) return findValue(text, true) ~= nil, ("Value %q is not a valid %s."):format(text, name) end, Autocomplete = function(text) local list = findValue(text) ...
Start by breaking down the code basically step by step: --[=[ @return Promise Starts Knit. Should only be called once. Optionally, `KnitOptions` can be passed in order to set Knit's custom configurations. :::caution Be sure that all services have been created _before_ calling `Start`. Services cannot be added ...
code instruction: -- Event Bindings Players.PlayerAdded:connect(OnPlayerAdded) return FlagStandManager result breakdown output: ## Breakdown The provided Lua code performs two main actions within the context of a Roblox game environment: 1. **Event Binding:** - The line `Players.PlayerAdded:connect(OnPlayerAdded...
code to explain: -- Want to turn off Invisicam? Be sure to call this after. function Invisicam:Cleanup() for hit, originalFade in pairs(SavedHits) do hit.LocalTransparencyModifier = originalFade end end Sure, let's break it down: ## Breakdown The provided code defines a method named `Cleanup` for a class called ...
code instruction: -------------------------------------------------------------------------------- local function queryPoint(origin, unitDir, dist, lastPos) debug.profilebegin("queryPoint") local originalSize = #blacklist dist = dist + nearPlaneZ local target = origin + unitDir * dist local softLimit = inf lo...
code instruction: --[[ Novena Constraint Type: Motorcycle The Bike Chassis Avxnturador | Novena --]] local mouse = game.Players.LocalPlayer:GetMouse() script.Parent.Parent:WaitForChild("Bike") local bike = script.Parent.Parent.Bike.Value local on = script.Parent.Parent.IsOn local _Tune = require(bike["Tune...
important code input to explain step by step: -- I only made it a model for easier access. game.Players.PlayerAdded:Connect(function(p) p.CharacterAdded:Connect(function(c) c.Humanoid.BreakJointsOnDeath = false c.Humanoid.Died:Connect(function() c.HumanoidRootPart.RotVelocity = Vector3.new(180, 360, 90) -- Hop...
code: ----------//Gun System\\---------- local L_199_ = nil char.ChildAdded:connect(function(Tool) if Tool:IsA("Tool") and Humanoid.Health > 0 and not ToolEquip and Tool:FindFirstChild("ACS_Settings") ~= nil and ( require(Tool.ACS_Settings).Type == "Gun" or require(Tool.ACS_Settings).Type == "Melee" ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ---Steering function Steering() if _MSteer then local msWidth = math.max(1, mouse.ViewSizeX * _Tune.Peripherals.MSteerWidth / 200) local mdZone = _Tune.Peripherals.MSteerDZone / 100 local mST =...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --------END CREW-------- game.Workspace.RRProjector.Decal.Texture = game.Workspace.Screens.Main.Value game.Workspace.Screens.ProjectionL.Value = game.Workspace.Screens.ProjectionL.Value game.Workspace.Screens.Projectio...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Returns the key of the specified value, or nil if it could not be found. Unlike IndexOf, this searches every key in the table, not just ordinal indices (arrays) -- This is inherently slower due to ...
query code to breakdown: --wait() game.Players.LocalPlayer.CharacterAdded:Connect(function(char) local hl = script.Highlight:Clone() hl.Parent = char end) <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided Luau script is designed to clone a Highlight object from the script's locati...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ LOWGames Studios Date: 27 October 2022 by Elder ]] -- local v1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library")) while not v1.Loaded do game:GetService("...
input_code: --// SS3 controls for AC6 by Itzt, originally for 2014 Infiniti QX80. i don't know how to tune ac lol wait(0.1) local player = game.Players.LocalPlayer local HUB = script.Parent.HUB local TR = script.Parent.Tracker local limitButton = HUB.Name local lightOn = false local Camera = game.Workspace.CurrentCame...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --/////////// CONFIGURATIONS \\\\\\\\\\\\\\\\\ local sensitivity = 1 -- how quick/snappy the sway movements are. Don't go above 2 local swaysize = 1 -- how large/powerful the sway is. Don't go above ...
Start by breaking down the code basically step by step: --Audio local soundBank = game.ReplicatedStorage.Sounds.NPC.Banto:GetChildren() banto.Health.Changed:connect(function() local hitSound = soundBank[math.random(1, #soundBank)]:Clone() hitSound.Parent = banto.PrimaryPart hitSound.PlayOnRemove = true wait() hitS...
important code input to explain step by step: --[[Weight and CG]] Tune.Weight = 2421 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensionws in studs ; larger = more stable) --[[Width]] 6.5, --[[Height]] 4.8, --[[Length]] 17, } Tune.WeightDist = 51 -- Weight distribution (0 - on rea...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Services local Teams = game:GetService("Teams") local Workspace = game:GetService("Workspace") local Debris = game:GetService("Debris") local ContentProvider = game:GetService("ContentProvider") local Players = game:G...
code: -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- local prev local parts = script.Parent:GetChildren() for i = 1, #parts do if (parts[i].className == "Part") or (parts[i].className == "Handle") or (parts[i].className == "...
important code input to explain step by step: -- The pierce function can also be used for things like bouncing. -- In reality, it's more of a function that the module uses to ask "Do I end the cast now, or do I keep going?" -- Because of this, you can use it for logic such as ray reflection or other redirection methods...
query code to breakdown: --[=[ @param overridePos Vector2? @return viewportMouseRay: Ray Returns the viewport point ray for the mouse at the current mouse position (or the override position if provided). ]=] function Mouse:GetRay(overridePos) local mousePos = overridePos or UserInputService:GetMouseLocation() lo...
code: -- Management of which options appear on the Roblox User Settings screen do local PlayerScripts = Players.LocalPlayer:WaitForChild("PlayerScripts") PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Default) PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Fol...
code: -- The subset of a Thenable required by things thrown by Suspense. -- This doesn't require a value to be passed to either handler. export type Wakeable = { andThen: ( self: Wakeable, onFulfill: () -> ...any, onReject: () -> ...any -- ROBLOX FIXME Luau: needs union type packs to parse () | Wakeable ) -> ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Aspiration Setup _TCount = _Tune.Turbochargers _TPsi = _Tune.T_Boost * _Tune.Turbochargers _SCount = _Tune.Superchargers _SPsi = _Tune.S_Boost * _Tune.Superchargers explanation of the code: ## B...
Breakdown this code: --------RIGHT DOOR -------- game.Workspace.doorright.l11.BrickColor = BrickColor.new(106) game.Workspace.doorright.l12.BrickColor = BrickColor.new(106) game.Workspace.doorright.l13.BrickColor = BrickColor.new(106) game.Workspace.doorright.l41.BrickColor = BrickColor.new(106) game.Workspace.doorrigh...
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...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --NOTE: We create the rocket once and then clone it when the player fires local Rocket = Instance.new("Part") do -- Set up the rocket part Rocket.Name = "Rocket" Rocket.FormFactor = Enum.FormFactor...
Start by breaking down the code basically step by step: --[[ [Horizontal and Vertical limits for head and body tracking.] [Setting to 0 negates tracking, setting to 1 is normal tracking, and setting to anything higher than 1 goes past real life head/body rotation capabilities.] --]] local HeadHorFactor = 1 local Head...
input_code: --// bolekinds if game.ServerStorage.ServerData.CatBed.Value == true then game.ServerStorage["Cat Bed"]:Clone().Parent = workspace else if workspace:FindFirstChild("Cat Bed") then workspace:FindFirstChild("Cat Bed"):Destroy() end end game.ServerStorage.ServerData.CatBed.Changed:Connect(function() if...
Start by breaking down the code basically step by step: --[[ Module Functions ]] -- Chassis = {} Chassis.root = PackagedVehicle:FindFirstChild("Chassis") --the root of the Chassis model Chassis.driverSeat = Chassis.root:FindFirstChildOfClass("VehicleSeat") Chassis.passengerSeats = { Chassis.root:FindFirstChild("SeatF...
Start by breaking down the code basically step by step: --[[Drivetrain Initialize]] local Drive = {} --Power Front Wheels if _Tune.Config == "FWD" or _Tune.Config == "AWD" then for i, v in pairs(car.Wheels:GetChildren()) do if v.Name == "FL" or v.Name == "FR" or v.Name == "F" then table.insert(Drive, v) end ...
Start by breaking down the code basically step by step: -- Define a function to handle button clicks and ban the player function onBanButtonClicked() local playerId = tonumber(idTextBox.Text) if playerId then local success, result = pcall(function() return banPlayerRemote:A(playerId) end) if success and resu...
code: --// Extras WalkAnimEnabled = true -- Set to false to disable walking animation, true to enable SwayEnabled = true -- Set to false to disable sway, true to enable TacticalModeEnabled = true output_code: ## Breakdown The provided code defines a set of configuration variables intended to control various aspects ...
query code to breakdown: --Rescripted by Luckymaxer Tool = script.Parent Handle = Tool:WaitForChild("Handle") Mesh = Handle:WaitForChild("Mesh") Players = game:GetService("Players") Debris = game:GetService("Debris") RunService = game:GetService("RunService") BaseUrl = "http://www.roblox.com/asset/?id=" Grips = { ...
code: --[[ Detects if an enemy is close by and if the agent can see the enemy. This will return the currently selected target if one is present ]] function AngleBetweenVectors(a, b) return math.acos(a:Dot(b) / (a.Magnitude * b.Magnitude)) end return function(self) --local Target = self.Target local ClosestCh...
Start by breaking down the code basically step by step: --///////////////// Internal-Use Methods --////////////////////////////////////// function methods:InternalDestroy() for i, channel in pairs(self.Channels) do channel:InternalRemoveSpeaker(self) end self.eDestroyed:Fire() self.EventFolder = nil self.eDest...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --move current data down script.Parent.Parent.AgeBoxtwo.Text = script.Parent.Parent.AgeBox.Text script.Parent.Parent.NameBoxtwo.Text = script.Parent.Parent.NameBox.Text script.Parent.Parent.UserIDBoxtwo.Text = script.Par...
code: -------- OMG HAX r = game:service("RunService") local damage = 18 local slash_damage = 18 sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" SlashSound.Parent = sword SlashSound.Volume = 1 local UnsheathSound = ...
query code to breakdown: -- 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.Us...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[** <description> Gets the result from the data store. Will yield the first time it is called. </description> <parameter name = "defaultValue"> The default result if there is no result in the...
Start by breaking down the code basically step by step: --For Omega Rainbow Katana thumbnail to display a lot of particles. for i, v in pairs(Handle:GetChildren()) do if v:IsA("ParticleEmitter") then v.Rate = 20 end end Tool.Grip = Grips.Up Tool.Enabled = true function IsTeamMate(Player1, Player2) return ( Pla...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation ----------------- --| Variables |-- ----------------- local PlayersService = Game:GetService("Players") local Tool = script.Parent local ToolHandle = Tool.Handle local ReloadSound = WaitForChild(ToolHandle, "ReloadSou...
input_code: --[[** ensures value is a number and non-NaN @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]] function t.number(value) local valueType = typeof(value) if valueType == "number" then if value == value then return true else return fal...
input_code: --or script.Parent.RPMManagement.Disabled == false while wait() do speed = carSeat.Velocity.Magnitude if carSeat.Throttle ~= 1 and juice == false then juice = true for i = 0.3, 0, -0.02 do wait() script.Parent.Value.Value = i end --script.Parent.Value.Value = 0 elseif carSeat.Throttle == 1 an...
code: --================================================== --Setting --================================================== local Ammo = math.huge --Amount of Ammo to give. Set it to "math.huge" to refill the gun's ammo. local GunToRefillAmmo = { "Pistol", --Add more gun here if you want } code breakdown: ## Breakdow...
Start by breaking down the code basically step by step: --Simple function to make the door appear and disappear local clickDetector = script.Parent.ClickDetector function onMouseClick() if script.Parent.CanCollide == false then print("Close door") local C = script.Parent.Parent:GetChildren() for i = 1, #C do ...
input_code: --SETTINGS: --[ defaultWalkSpeed = 16 --The speed the player walks when not running runSpeed = 24 --The speed the player walks when running stamina = 100 --The current stamina of the player (this variable can be used to check the stamina level of the player) maxStamina = 100 --The maximum ammount of stamina...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- update leaderboard spawn(function() while wait(LEADERBOARD_UPDATE * 60) do UpdateBoard() end end) step by step breakdown/explanation: ## Breakdown The provided Lua code snippet is designed t...
code to explain: --------------| SYSTEM SETTINGS |-------------- Prefix = ";" -- The character you use before every command (e.g. ';jump me'). SplitKey = " " -- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me'). BatchKey = "" -- The character inbetween batch comman...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --spawn(function() while true do game:GetService("RunService").Stepped:wait() for i, part in pairs(car:GetChildren()) do if part.Name == "Thruster" then UpdateThruster(part) end end if car.DriveSeat.Occupant t...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --the Create function need to be created as a functor, not a function, in order to support the Create.E syntax, so it --will be created in several steps rather than as a single function declaration. local function Create...
input_code: --[[ Returns the cached character appearance of specified userId, or nil if it does not exist ]] function CharacterAppearanceCache.getCharacterAppearance(userId) if appearanceCache[tostring(userId)] then return appearanceCache[tostring(userId)] else Logger.warn("Tried to get character model for ", us...
code to explain: --// Event Connections L_112_.OnClientEvent:connect(function(L_325_arg1, L_326_arg2) if L_325_arg1 ~= L_2_ then local L_327_ = L_325_arg1.Character local L_328_ = L_327_.AnimBase.AnimBaseW local L_329_ = L_328_.C1 if L_326_arg2 then L_127_(L_328_, nil, L_327_.Head.CFrame, function(L_330_arg...
Breakdown this code: --// All global vars will be wiped/replaced except script --// All guis are autonamed client.Variables.CodeName..gui.Name return function(data) local color = data.Color local playergui = service.PlayerGui local localplayer = service.Players.LocalPlayer local mouse = localplayer:GetMouse() loc...
input_code: ------------------------------|分割线|------------------------------ function BezierCurve.LinearBezierCurves(Frame, FPS, Target, Position1, Position2) if typeof(Position1) ~= "Vector3" then Position1 = Position1.Position end if typeof(Position2) ~= "Vector3" then Position2 = Position2.Position ...
query code to breakdown: --[[ Singleton manager that controls the systems on the ship. ]] local ServerStorage = game:GetService("ServerStorage") local ReplicatedStorage = game:GetService("ReplicatedStorage") local CollectionService = game:GetService("CollectionService") local TableUtils = require(ReplicatedStorage.D...
Breakdown this code: --Offset For Each New Ray For The Bullet's Trajectory local offset = ( parts.Parent.Gun.Muzzle.CFrame * CFrame.new(math.random(-2, 2) / 3, 100, math.random(-2, 2) / 3).p - parts.Parent.Gun.Muzzle.Position ).unit * script.Parent.Stats.GunVelocity.Value local point1 = parts.Parent.Gun.Muzzle.Positi...
query code to breakdown: ------------------------------------------------------------------------ -- parse a local function statement -- * used in statements() ------------------------------------------------------------------------ function luaY:localfunc(ls) local v, b = {}, {} -- expdesc local fs = ls.fs self:new...
code: -- note: JS version can return anything that's truthy, but that won't work for us since Lua deviates (0 is truthy) type callbackFn<T> = (element: T, index: number, array: Array<T>) -> boolean type callbackFnWithThisArg<T, U> = (thisArg: U, element: T, index: number, array: Array<T>) -> boolean type Object = { [st...
Breakdown this code: --You can change the values below to suit your needs local max_mode = 13 --The maximum amount of modes forwards. Set to 0 to disable forwards motion. local min_mode = -14 --The minimum amount of modes backwards. Set to 0 to disable backwards motion. local increment_speed = 0.2 --The amount in wh...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Night12207 wait(1) local character = script.Parent character.HumanoidRootPart.Touched:Connect(function(hit) if hit:IsA("BasePart") and hit.Locked == false then hit.CanCollide = false wait(5) ...
code instruction: --------------------------------------------------------------- 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 ...
input_code: -- emote bindable hook 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, Humanoid) if userPlayEmoteByIdAnimTrackReturn ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation ---------------------------------------------- local PlayerStatManager = require(script.Parent:WaitForChild("PlayerStatManager")) local serverStorage = game:GetService("ServerStorage") local replicatedStorage = game:Ge...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[** This function allows the developer to schedule the removal of the object without yielding any code. It is the suggested alternative to Debris:AddItem, as this doesn't use the legacy scheduler and also supports ta...
Breakdown this code: --[[ Calls a callback on `finally` with specific arguments. ]] function Promise.prototype:finallyCall(callback, ...) assert(type(callback) == "function", string.format(ERROR_NON_FUNCTION, "Promise:finallyCall")) local length, values = pack(...) return self:_finally(debug.traceback(nil, 2), func...
code instruction: -- Detect when prompt hold begins local function onPromptHoldBegan(promptObject, player) ObjectActions.promptHoldBeganActions(promptObject, player) end <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided Luau code defines a function named `onPromptHoldBegan` that is...
code instruction: -- Initialize function PointsService:KnitInit() local rng = Random.new() -- Give player random amount of points: self.Client.GiveMePoints:Connect(function(player) local points = rng:NextInteger(0, 10) self:AddPoints(player, points) print("Gave " .. player.Name .. " " .. points .. " points") ...
code to explain: -------------------Speed Controls ( Up/down/Forward/Backward)------------------- if (key == "d") and (faster == false) and (slower == false) and (Spd_keep == true) and (on == true) then local val = plane.Engine:findFirstChild("Speed") faster = true while faster do if (val.Value < minspeed) or (val...
Start by breaking down the code basically step by step: -- Initialize anchor tool local AnchorTool = require(CoreTools:WaitForChild("Anchor")) Core.AssignHotkey("M", Core.Support.Call(Core.EquipTool, AnchorTool)) Core.AddToolButton(Core.Assets.AnchorIcon, "M", AnchorTool) explanation of the code: ## Breakdown The pr...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[Wheel Alignment]] --[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = -2 Tune.RCamber = -2 Tune.FCaster = 0 Tune.RCaster = 0 --Will only work with 4WS enabled (...
Start by breaking down the code basically step by step: -- Provides a nice syntax for creating Roblox instances. -- Example: -- local newPart = Utility.Create("Part") { -- Parent = workspace, -- Anchored = true, -- -- --Create a SpecialMesh as a child of this part too -- Utility.Create("SpecialMesh") { -- MeshId ...
important code input to explain step by step: --!strict local None = require(script.Parent.None) local LuauPolyfill = script.Parent.Parent local types = require(LuauPolyfill.types) type Object = types.Object Sure. Here is a summary: ## Breakdown The provided Luau script performs several key actions to import and def...
query code to breakdown: ----------------------------------------------------------------------------------------------- local player = game.Players.LocalPlayer local mouse = player:GetMouse() local bike = script.Parent.Parent.Bike.Value local _Tune = require(bike["Tuner"]) local gauges = script.Parent local values ...
Start by breaking down the code basically step by step: --[[ Package link auto-generated by Rotriever ]] local PackageIndex = script.Parent._Index local Package = require(PackageIndex["ExperienceComponents"]["ExperienceComponents"]) export type MultiSelectFormOption = Package.MultiSelectFormOption return Package ...
Breakdown this code: --[=[ @param value any @return boolean Returns `true` if this option contains `value`. ]=] function Option:Contains(value) return self:IsSome() and self._v == value end result breakdown output: ## Breakdown The provided code defines a method named `Contains` for a class called `Option` in Lu...
Start by breaking down the code basically step by step: -- plr is 'player' -- item is the 'tool' or 'key' clicked on function module.Clicked(plr, item) -- 1. Check is player exists (not nil) and player is not Piggy if plr then if plr.Character and not plr:FindFirstChild("Piggy") then -- 2. Get the position of th...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- constants local CAMERA = Workspace.CurrentCamera local PLAYER = Players.LocalPlayer local PLAYER_GUI = PLAYER:WaitForChild("PlayerGui") code breakdown: ## Breakdown The provided Luau code defines and assigns value...
code to explain: -- Load and configure the animations local attackAnimation = maid.humanoid:LoadAnimation(maid.instance.Animations.AttackAnimation) attackAnimation.Looped = false attackAnimation.Priority = Enum.AnimationPriority.Action maid.attackAnimation = attackAnimation local deathAnimation = maid.humanoid:LoadAni...
input_code: -- TODO: Remove when we figure out ContextActionService without sinking keys local function onShiftInputBegan(inputObject, isProcessed) if isProcessed then return end if inputObject.UserInputType == Enum.UserInputType.Keyboard and (inputObject.KeyCode == Enum.KeyCode.LeftShift or inputObject.KeyCod...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ DataStore2: A wrapper for data stores that caches, saves player's data, and uses berezaa's method of saving data. Use require(1936396537) to have an updated version of DataStore2. DataStore2(dataStoreName, playe...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Initialize tool subsystems MoveTool.HandleDragging = require(script:WaitForChild("HandleDragging")).new(MoveTool) MoveTool.FreeDragging = require(script:WaitForChild("FreeDragging")).new(MoveTool) MoveTool.UIControlle...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --wait(120) local all, last = {} local isSusp = false local isWheel = false function scan(p) for _, v in pairs(p:GetChildren()) do if p.Name == "Suspension" then isSusp = true end if p.Paren...
important code input to explain step by step: -- Make the object appear when the ProximityPrompt is used local function onPromptTriggered() if object then object.Parent = game.ServerStorage game.StarterGui.ScreenGui.TextLabel.Visible = true wait(1) game.StarterGui.ScreenGui.TextLabel.Visible = false end end ...
code: -- Remove with FFlagPlayerScriptsBindAtPriority function MouseLockController:OnInputBegan(input, processed) if processed then return end if input.UserInputType == Enum.UserInputType.Keyboard then for _, keyCode in pairs(self.boundKeys) do if keyCode == input.KeyCode then self:OnMouseLockToggled() ...
Breakdown this code: -- Local Functions local function CreateRocket() local rocketCopy = RocketTemplate:Clone() rocketCopy.PrimaryPart.CFrame = CFrame.new(Configurations.StoragePosition.Value) rocketCopy.Parent = Storage rocketCopy.PrimaryPart:SetNetworkOwner(Owner) if Owner then rocketCopy.PrimaryPart.BrickColo...
important code input to explain step by step: -- May return NaN or inf or -inf -- This is a way of finding the angle between the two vectors: local function findAngleBetweenXZVectors(vec2, vec1) return math.atan2(vec1.X * vec2.Z - vec1.Z * vec2.X, vec1.X * vec2.X + vec1.Z * vec2.Z) end local function CreateAttachCame...
important code input to explain step by step: -- * Indicates whether the local player is in range of the `target` object -- -- Arguments: None -- Return: Boolean whether player is in range -- * local function inRange() local distance = player:DistanceFromCharacter(target.Position) return distance > 0 and distance...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Define your character and the desired walkspeed local character = script.Parent local desiredWalkspeed = 50 -- Change this value to your desired walkspeed local defaultWalkspeed = 16 -- Change this...