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Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -------------------------- script.Parent.Paused.Changed:connect(function() if script.Parent.Paused.Value == true then for i, v in pairs(script.Parent:GetChildren()) do if v:IsA("Sound") then v.Looped = true ...
code instruction: --[[Susupension]] Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 9000 -- Spring Force Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FSusMaxExt = ...
important code input to explain step by step: -- initialize to idle playAnimation("idle", 0.1, Humanoid) pose = "Standing" while Figure.Parent ~= nil do local _, time = wait(0.1) move(time) end result breakdown output: ## Breakdown The provided Luau script is designed to handle animations and movement for a chara...
Breakdown this code: -- Basic settings local MAX_SPAM_SCORE = 5 local plr = game.Players.LocalPlayer local tweenService = game:GetService("TweenService") local inputService = game:GetService("UserInputService") local defaultMsg = "To chat click here or press the '/' key" local previousText = script.Parent.TypeArea.Te...
important code input to explain step by step: -- @preconditions: vec should be a unit vector, and 0 < rayLength <= 1000 function RayCast(startPos, vec, rayLength) local hitObject, hitPos = game.Workspace:FindPartOnRay(Ray.new(startPos + (vec * 0.01), vec * rayLength), Handle) if hitObject and hitPos then local dist...
query code to breakdown: --[[** matches any type except nil @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]] function t.any(value) if value ~= nil then return true else return false, "any expected, got nil" end end output_code: ## Breakdown The ...
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. local v1 = require(game:GetService("ReplicatedStorage"):WaitForChild("HDAdminSetup")):GetMain() v1.humanoidRigType = (v1.player.Character or v1.playe...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --// All global vars will be wiped/replaced except script return function(data, env) if env then setfenv(1, env) end local playergui = service.PlayerGui local gui = client.UI.Prepare(script.Parent.Parent) local ...
code: -- Aglin head with Cursor CEs.Aglin.OnClientEvent:connect(function(Rchr, Answer, NAngles, Time, Turning, Tilt2) if Rchr == plr.Character then return end local neck = Rchr.Torso.Neck local tiltweld = Rchr.Tilt.Mtiltweld local fakeneck = Rchr.FakeHead.FakeNeck if not Tilt2 then if not Turning then Tw...
input_code: --Detect when a player is added. game.Players.PlayerAdded:connect(function(player) player.CharacterAdded:connect(function() repeat wait() until player.Character local char = player.Character --Insert gui into player. local gui = guibase:Clone() gui.Parent = player.PlayerGui --Setup name....
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --!strict local ReplicatedStorage = game:GetService("ReplicatedStorage") local GraspDetection = require(ReplicatedStorage.GraspDetection) local Thresholds = script.Parent.Thresholds local TName, TVal...
important code input to explain step by step: --[[Steering]] Tune.SteerInner = 75 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 75 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = 0.5 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = 0.5 -- Steering increment per tick (in degrees...
Start by breaking down the code basically step by step: -- Place all application constants here. return { CameraTweenTime = 0.75, SurfaceArtSelectorItemSize = 200, Errors = { CanvasFull = "CanvasFull", CanvasNotFound = "CanvasNotFound", SpotNotAvailable = "SpotNotAvailable", SpotNotFound = "SpotNotFound", ...
important code input to explain step by step: -- Fixed By DT4E -- while true do script.Parent.BrickColor = BrickColor.new("Bright Blue") wait(0.15) script.Parent.BrickColor = BrickColor.new("Lime green") wait(0.15) end code breakdown: ## Breakdown The code provided is a simple loop written in Luau, the script...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[Drivetrain]] Tune.Config = "AWD" --"FWD" , "RWD" , "AWD" --Differential Settings Tune.FDiffSlipThres = 50 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed) Tune.FDiffLockThr...
code to explain: ------------------------------------------ --Clear And Enter function Clear() print("Cleared") Input = "" end script.Parent.Clear.ClickDetector.MouseClick:connect(Clear) function Enter() if Input == Code then print("Entered") Input = "" local door = script.Parent.Parent.Door door.Anchor...
code instruction: --~WeaponHelper~-- local debounce = false --I wouldn't touch this at all. Its the "Debounce"-- function onTouch(part) --The function-- local h = part.Parent:findFirstChild("Humanoid") --Find first person who hits-- if (h ~= nil) and debounce == false then --If the person is still alive, then... ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ local Workspace = game:GetService("Workspace") local GuiService = game:GetService("GuiService") local Camera = Workspace.CurrentCamera local TopInset, BottomInset = GuiService:GetGuiInset() loc...
code instruction: --camera-- repeat wait() until Player.Character Camera.CameraType = "Scriptable" Camera.CFrame = game.Workspace.CameraPart.CFrame <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided Luau script sets up a camera in Roblox to follow a specific part named `CameraPart` ...
code instruction: --// # key, Wail mouse.KeyDown:connect(function(key) if key == "r" then if veh.Lightbar.middle.Wail.IsPlaying == true then veh.Lightbar.middle.Wail:Stop() veh.Lightbar.middle.Yelp:Stop() veh.Lightbar.middle.Priority:Stop() script.Parent.Parent.Sirens.Wail.BackgroundColor3 = Color3.fromR...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Takes an arbitrary number of callback, and executes them in parallel, returning the results of the first to return. If an error is thrown, that error is bubbled up to the main thread. When the...
Breakdown this code: --[=[ Returns a list of all of the keys that a table has. (In order of pairs) @param source table -- Table source to extract keys from @return table -- A list with all the keys the table has ]=] function Table.keys(source) local new = {} for key, _ in pairs(source) do table.insert(new, key)...
code instruction: --[=[ Loads a folder into a localization table @param folder Folder -- A Roblox folder with StringValues containing JSON, named with the localization in mind ]=] function JsonToLocalizationTable.loadFolder(folder) local localizationTable = JsonToLocalizationTable.getOrCreateLocalizationTable() fo...
input_code: --- Wait for fire to be called, and return the arguments it was given. -- @treturn ... Variable arguments from connection function Signal:Wait() self._bindableEvent.Event:Wait() assert(self._argData, "Missing arg data, likely due to :TweenSize/Position corrupting threadrefs.") return unpack(self._argData...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ---Drivetrain Initialize local wDia = 0 local Drive = {} 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...
query code to breakdown: ------------------------------------------ gui.Track.Text = radio.TName.Value radio.TName.Changed:connect(function() gui.Track.Text = radio.TName.Value seat.Parent.Body.Dash.S.G.Song.Text = radio.TName.Value seat.Parent.Body.Dash.S0.G.Song.Text = radio.TName.Value seat.Parent.Body.Dash.S1.G...
important code input to explain step by step: --Plot Current Horsepower function GetCurve(x, gear) local hp = math.max((FGC(x) * _Tune.Horsepower) / PeakFGC, 0) return hp, hp * (_Tune.EqPoint / x) * _Tune.Ratios[gear + 2] * fFD * hpScaling end <<explaining>> Of course, here is a step by step summary: ## Breakdown ...
code instruction: --[=[ @private @class ScriptInfoUtils ]=] local CollectionService = game:GetService("CollectionService") local loader = script.Parent local Utils = require(script.Parent.Utils) local BounceTemplateUtils = require(script.Parent.BounceTemplateUtils) local ScriptInfoUtils = {} ScriptInfoUtils.DEPEN...
code instruction: --[[ Main RenderStep Update. The camera controller and occlusion module both have opportunities to set and modify (respectively) the CFrame and Focus before it is set once on CurrentCamera. The camera and occlusion modules should only return CFrames, not set the CFrame property of CurrentCamera d...
Start by breaking down the code basically step by step: --health.Changed:connect(function() --root.Velocity = Vector3.new(0,5000,0) --end) local anims = {} local lastAttack = tick() local target, targetType local lastLock = tick() local fleshDamage = 30 local structureDamage = 25 local path = nil for _, animObjec...
code instruction: --[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]] local mouse = game.Players.LocalPlayer:GetMouse() local car = script.Parent.Car.Value local horn...
code to explain: --functions-- function coverdown() covergui.TextLabel:TweenPosition(UDim2.new(0, 0, 1.36, 0), "Out", "Sine", 1, true) end function coverup() covergui.TextLabel:TweenPosition(UDim2.new(0, 0, 0, 0), "Out", "Sine", 1, true) end function menuappear() for _, v in pairs(maingui:GetChildren()) do if v:...
Start by breaking down the code basically step by step: -- / Functions / -- EventModule.ActivateEvent = function() local RandomPlayer = PlayingTeam:GetPlayers()[math.random(1, #PlayingTeam:GetPlayers())] if RandomPlayer then BadgeService:AwardBadge(RandomPlayer.UserId, Badges:FindFirstChild(script.Name).Value) ...
Start by breaking down the code basically step by step: ---------------------------------- ------------VARIABLES------------- ---------------------------------- User = nil Connector = game.Workspace:FindFirstChild("GlobalPianoConnector") if not Connector or not Connector:IsA("RemoteEvent") then error("The piano requ...
query code to breakdown: --> Services local ReplicatedStorage = game:GetService("ReplicatedStorage") local UserInputService = game:GetService("UserInputService") local RunService = game:GetService("RunService") step by step breakdown/explanation: ## Breakdown The provided Luau code initializes and stores references ...
Breakdown this code: -- initialize to idle playAnimation("idle", 0.1, Humanoid) pose = "Standing" while wait(0) do local _, time = wait(0) move(time) end explanation: ## Breakdown The provided code is designed to manage a character's movement and pose updates in a Roblox game environment. It specifically starts wi...
query code to breakdown: -- Listen for player character spawns game:GetService("Players").PlayerAdded:Connect(function(player) -- Get the player's humanoid local humanoid = player.Character:WaitForChild("Humanoid") -- Define a variable to store the current walk speed local currentSpeed = humanoid.WalkSpeed -- In...
important code input to explain step by step: --[=[ Cleans up all objects in the trove. This is similar to calling `Remove` on each object within the trove. The ordering of the objects removed is _not_ guaranteed. ]=] function Trove:Clean() if self._cleaning then return end self._cleaning = true for _, obj in...
code: -- int rd_int_basic(string src, int s, int e, int d) -- @src - Source binary string -- @s - Start index of a little endian integer -- @e - End index of the integer -- @d - Direction of the loop local function rd_int_basic(src, s, e, d) local num = 0 -- if bb[l] > 127 then -- signed negative -- num = num - 25...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- --All Welding Related Utility functions should be put here -- WeldUtil = {} do function WeldUtil.WeldBetween(a, b) local weld = Instance.new("Weld") weld.Part0 = a weld.Part1 = b weld.C0 ...
important code input to explain step by step: --Made by Luckymaxer Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") RunService = game:GetService("RunService") Camera = game:GetService("Workspace").CurrentCamera Animations = {} LocalObjects = {} ServerControl = Tool:Wai...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Returns whether a node would be present in the tree list local function nodeIsVisible(node) local visible = true node = node.Parent while node and visible do visible = visible and node.Expande...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- << COMMANDS >> local module = { ----------------------------------- { Name = "loadmap", Aliases = {}, Prefixes = { settings.Prefix }, Rank = 1, RankLock = false, Loopable = false, Tags = {}, Descrip...
query code to breakdown: -- Decompiled with the Synapse X Luau decompiler. client = nil cPcall = nil Pcall = nil Routine = nil service = nil gTable = nil return function(p1) local l__Parent__1 = script.Parent.Parent local l__PlayerGui__2 = service.PlayerGui if p1.Time then end local v3 = client.UI.Get("HintHolder...
Start by breaking down the code basically step by step: -- Returns the part's topmost Model ancestor local function getModel(part) return part:FindFirstAncestorOfClass("Model") end Sure, let's break it down: ## Breakdown The provided function `getModel` is designed to find and return the topmost `Model` ancestor of...
code instruction: -- Decompiled with the Synapse X Luau decompiler. local l__LocalPlayer__1 = game.Players.LocalPlayer local v2 = {} local l__LocalPlayer__3 = game.Players.LocalPlayer local v4 = require(game:GetService("ReplicatedStorage"):WaitForChild("ReplicaDataModule")) v2.value = 0 v2.event = v4.event.Knobs v4.ev...
Breakdown this code: --// F key, Horn mouse.KeyDown:connect(function(key) if key == "f" then veh.Lightbar.middle.Airhorn:Play() veh.Lightbar.middle.Wail.Volume = 0 veh.Lightbar.middle.Yelp.Volume = 0 veh.Lightbar.middle.Priority.Volume = 0 end end) Sure. Here is a summary: ## Breakdown The provided Luau sc...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- For all easing functions: -- t = elapsed time -- b = begin -- c = change == ending - beginning -- d = duration (total time) local pow = math.pow local sin = math.sin local cos = math.cos local pi = math.pi local sqrt...
input_code: ---Changing lights while wait(LightsSpeed) do Car.Chassis2.L1.Color = Color3.fromRGB(13, 105, 172) Car.Chassis2.L2.Color = Color3.fromRGB(255, 89, 89) wait(LightsSpeed) Car.Chassis2.L2.Color = Color3.fromRGB(13, 105, 172) Car.Chassis2.L1.Color = Color3.fromRGB(255, 89, 89) end output_code: ## Breakdo...
Start by breaking down the code basically step by step: -- Remove the fly when it flew too far from the center. local Fly = script.Parent local Model = script.Parent.Parent local Range = Model.Configuration.FlyRange while true do wait(5) if (Fly.Position - Model.Center.CenterPart.Position).magnitude > Range.Value t...
code to explain: --[[** <description> Saves the data to the data store. Called when a player leaves. </description> **--]] function DataStore:Save() local success, result = self:SaveAsync():await() if success then --print("saved", self.Name) return true else error(result) end end step by step breakdown/...
code instruction: --[[INSTALL PROCESS]] -- -- Place the brick in the body group, where your radiator would be, and place the "Temperature" GUI in the plugin folder! -- This plugin is Filtering Enabled compatible local car = script.Parent.Car.Value local radiator = car.Body.Smoke local mouse = game.Players.LocalPlayer:...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[=[ Constructs a new service. :::caution Services must be created _before_ calling `Knit.Start()`. ::: ```lua -- Create a service local MyService = Knit.CreateService { Name = "MyService", Client = {}, } ...
code instruction: --// Unused (Don't delete) RestMode = true AttachmentsEnabled = true UIScope = false CanSlideLock = false result breakdown output: ## Breakdown The provided code defines a set of configuration variables for a script. Configuration variables are typically used to control various aspects of a script'...
query code to breakdown: -- This check exists to prevent an infinite respawning bug function Respawn() wait(RESPAWN_DELAY) -- ya CurrentFigure:Destroy() CurrentFigure = Figure:Clone() CurrentFigure:MakeJoints() CurrentFigure.Parent = Model -- Destroy the current dummy, clone the extra, put it together, and put ...
input_code: --Dont edit anything unless if you know what you are doing. local button = script.Parent local pageLayout = script.Parent.Parent.Parent.Parent.Pages.UIPageLayout local function leftClick() pageLayout:JumpTo(script.Parent.Parent.Parent.Parent.Pages.Shop) script.Parent.Parent.Bottom.BackgroundTransparency...
code instruction: -- / ga / -- local ga = game.ServerStorage.GA local modules = ga.Modules local tools = ga.Tools local toolModels = ga.ToolModels result breakdown output: ## Breakdown The provided Luau script is designed to set up references to specific folders within the `ServerStorage` service of a Roblox game en...
code to explain: -- Compiled with roblox-ts v2.0.4 local TS = _G[script] local Div = TS.import(script, script, "elements", "Div").default local Button = TS.import(script, script, "elements", "Button").default local Text = TS.import(script, script, "elements", "Text").default local Input = TS.import(script, script, "ele...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- strictly used for ServerSceneFramework test file due to conflict when replacing Init with a magic mock SeekPermissions.timesInitiated = 0 SeekPermissions.Init = function() SeekPermissions.SetSeek...
Start by breaking down the code basically step by step: -- Public Methods function ViewportWindow:Destroy() self.SurfaceGUI:Destroy() end function ViewportWindow:AddSkybox(skybox) if skybox and skybox:IsA("Sky") then self.SkyboxFrame:ClearAllChildren() SkyboxModel(skybox).Parent = self.SkyboxFrame end end fun...
code instruction: --[=[ Extends the value onto the emitted brio @since 3.6.0 @param ... T @return (source: Observable<Brio<U>>) -> Observable<Brio<U | T>> ]=] function RxBrioUtils.extend(...) local args = table.pack(...) return Rx.map(function(brio) assert(Brio.isBrio(brio), "Bad brio") return BrioUtils.ext...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[=[ Set a handler that will be called only if the Promise resolves or is cancelled. This method is similar to `finally`, except it doesn't catch rejections. :::caution `done` should be reserved ...
query code to breakdown: -- Script thanks to the roblox wiki :D local PhysicsService = game:GetService("PhysicsService") local Players = game:GetService("Players") local playerCollisionGroupName = "Players" PhysicsService:CreateCollisionGroup(playerCollisionGroupName) PhysicsService:CollisionGroupSetCollidable(player...
query code to breakdown: --[[Run]] --Print Version local ver = require(car["A-Chassis Tune"].README) print("//INSPARE: AC6 Loaded - Build " .. ver) --Runtime Loops -- ~60 c/s game["Run Service"].Stepped:connect(function() --Steering Steering() --RPM RPM() --Update External Values _IsOn = script.Parent.IsOn.V...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- We need to add 2 to these values as a workaround to a documented engine bug local TextService = game:GetService("TextService") local function getTextHeight(text, fontSize, font, widthCap) return TextService:GetTextSi...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[=[ Determines whether a value is a promise or not. @param value any @return boolean ]=] function Promise.isPromise(value) return type(value) == "table" and value.ClassName == "Promise" end Sure. Here is a summa...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]] local autoscal...
code to explain: ----------------------- --| Local Functions |-- ----------------------- local function CastRay(fromPoint, toPoint, ignoreList) local vector = toPoint - fromPoint local ray = Ray.new(fromPoint, vector.Unit * math.min(vector.Magnitude, 999)) return workspace:FindPartOnRayWithIgnoreList(ray, ignoreLis...
Start by breaking down the code basically step by step: --[[Misc]] Tune.LoadDelay = 1.0 -- Delay before initializing chassis (in seconds) Tune.AutoStart = true -- Set to false if using manual ignition plugin Tune.AutoFlip = true -- Set to false if using manual flip plugin Tune.AutoUpdate = true -- Automatically applies...
important code input to explain step by step: ------//High Ready Animations self.RightHighReady = CFrame.new(-1, 0.45, -1.15) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) self.LeftHighReady = CFrame.new(0.75, 0.45, -1.15) * CFrame.Angles(math.rad(-90), math.rad(45), math.rad(0)) self.RightElbowHighReady = ...
Start by breaking down the code basically step by step: --Made by Luckymaxer Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") RunService = game:GetService("RunService") UserInputService = game:GetService("UserInputService") InputCheck = Instance.new("ScreenGui") InputChe...
important code input to explain step by step: -- Decompiled with the Synapse X Luau decompiler. local v1 = {} v1.__index = v1 v1.CameraShakeState = { FadingIn = 0, FadingOut = 1, Sustained = 2, Inactive = 3, } local l__Vector3_new__1 = Vector3.new function v1.new(p1, p2, p3, p4) if p3 == nil then p3 = 0 end i...
important code input to explain step by step: --// Recoil Settings gunrecoil = -0.75 -- How much the gun recoils backwards when not aiming camrecoil = 0.26 -- How much the camera flicks when not aiming AimGunRecoil = -0.75 -- How much the gun recoils backwards when aiming AimCamRecoil = 0.23 -- How much the camera flic...
code instruction: --Do not change anything besides the lines mentioned below. model = script.Parent.Parent --Indicates that the script interacts with the model the button is grouped with. messageText = "Regen" --If you want a message to appear upon pressing, type it here. message = Instance.new("Message") message.Tex...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --unfreeze the character for i = 1, #iceParts do local C = iceParts[i]:GetChildren() for ii = 1, #C do if C[ii].className == "Weld" then C[ii]:Destroy() end end local dir = (iceParts[i].Position - iceParts[i]....
important code input to explain step by step: -- Version 3 -- Last updated: 31/07/2020 local Module = {} DebugEnabled = false Debris = game:GetService("Debris") function Module.FracturePart(PartToFracture) local BreakingPointAttachment = PartToFracture:FindFirstChild("BreakingPoint") -- Settings local Configura...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ Creates a (perfectly centered) host part for particles. Pretty tight use-case. Returns (part, attachment). Functions.CreateParticleHost( CFrame/Vector3 <-- |REQ| As stated ) --]] return function(pos)...
Breakdown this code: ---------------------------------------------------------------| ------// SETTINGS //-------------------------------------------| ---------------------------------------------------------------| local FireRate = 600 local LimbsDamage = { 52, 54 } local TorsoDamage = { 70, 86 } local HeadDamage = ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[=[ Unpacks the observables value if a table is received @param observable Observable<{T}> @return Observable<T> ]=] function Rx.unpacked(observable) assert(Observable.isObservable(observable), "Bad observable") ...
query code to breakdown: --[[[Default Controls]] --Peripheral Deadzones Tune.Peripherals = { MSteerWidth = 67, -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10, -- Mouse steering deadzone (0 - 100%) ControlLDZone = 5, -- Controller steering L-deadzone (0 - 100%) ControlRDZone = 5, -- Con...
Start by breaking down the code basically step by step: --//Setup//-- local WindLines = require(script.WindLines) local WindShake = require(script.WindShake) local WindSpeed = 20 local WindShakeSettings = { WindPower = 0.75, WindSpeed = WindSpeed, WindDirection = Vector3.new(5, 0, 5), } local WindLinesSettings = ...
code: --activeBullets, rPly, realHitObj, bulletId, fallOff function BulletServerModule.validateClientBulletHit(activeBullets, rPly, realHitObj, bulletId, fallOff, waitTime) if not activeBullets or not rPly or not realHitObj or not bulletId or not fallOff then return end if not string.find(bulletId, tostring(rPly.U...
code instruction: -- WorldSize + ScreenSize -> Depth needed function ScreenSpace.GetDepthForWidth(screenWidth, worldWidth) local aspectRatio = ScreenSpace.AspectRatio() local hfactor = math.tan(math.rad(Workspace.CurrentCamera.FieldOfView) / 2) local wfactor = aspectRatio * hfactor local sx, sy = ScreenSpace.ViewSi...
query code to breakdown: -- Public Constructors function GJK.new(SetA, SetB, CentroidA, CentroidB, SupportA, SupportB) local self = setmetatable({}, GJK) self.SetA = SetA self.SetB = SetB self.CentroidA = CentroidA self.CentroidB = CentroidB self.SupportA = SupportA self.SupportB = SupportB return self end ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- @Description Retrieve a random element from a table, %Random is an optional Random Object. -- @Arg1 Table -- @Arg2 Random function Basic.GetTableRandom(Tbl, rng) if type(Tbl) ~= "table" then return Tbl end local...
code to explain: --[[local camera = workspace.Camera local player = game.Players.LocalPlayer repeat wait() until player.Character local character = player.Character local humanoid = character:WaitForChild("Humanoid") game:GetService("RunService").RenderStepped:Connect(function() local rx, ry, rz = camera.CFrame:ToOr...
input_code: -- Directions of movement for each handle's dragged face local AxisMultipliers = { [Enum.NormalId.Top] = Vector3.new(0, 1, 0), [Enum.NormalId.Bottom] = Vector3.new(0, -1, 0), [Enum.NormalId.Front] = Vector3.new(0, 0, -1), [Enum.NormalId.Back] = Vector3.new(0, 0, 1), [Enum.NormalId.Left] = Vector3.new(-...
code to explain: --[=[ Constructs a new Observable ```lua local function observeAllChildren(parent) return Observable.new(function(sub) local maid = Maid.new() for _, item in pairs(parent:GetChildren()) do sub:Fire(item) end maid:GiveTask(parent.ChildAdded:Connect(function(child) sub:Fire(chi...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- << Functions >> -- UserInputService.MouseIconEnabled = true function lerp(a, b, c) return a + (b - a) * c end bobbing = game:GetService("RunService").RenderStepped:Connect(function(deltaTime) deltaTime = deltaTim...
Breakdown this code: -- Any arguments passed into Tree:run() can be received after the first parameter, obj -- Example: Tree:run(deltaTime) - > task:start(obj,deltaTime) function task:start(obj) --[[ (optional) this function is called directly before the run method is called. It allows you to setup things befor...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Event binding Players.PlayerAdded:connect(OnPlayerAdded) Players.PlayerRemoving:connect(OnPlayerRemoving) return PlayerManager output_code: ## Breakdown The provided code snippet is a piece of ...
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 -- local Triangle = {} Triangle.__index = Triangle function Triangle.new(parent) local self = setmetatable({}, Triangle) self.a = nil self.b = nil self.c = nil self.Beam = BEAM:Clone() self.Attachment0 = ATTACH...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --- local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Lightblue", Paint) end) output_code: ## Breakdown The provided Lua script is designed to interact wit...
query code to breakdown: --- local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Mauve", Paint) end) output_code: ## Breakdown The provided Lua script is designed to toggle a boolean variable named `Paint` between `true` and `false` when the user clicks the...
important code input to explain step by step: -- copied from `expect` - should be shared export type ExpectationResult = { pass: boolean, message: () -> string, } return {} Sure, let's break it down: ## Breakdown 1. **Module Definition**: The code snippet is defining a module in Roblox Luau. In Roblox, modules ar...
Start by breaking down the code basically step by step: --// F key, Horn mouse.KeyDown:connect(function(key) if key == "f" then veh.Lightbar.middle.Airhorn:Play() end end) result breakdown output: ## Breakdown The provided Luau script is designed to play an "Airhorn" sound when the "F" key is pressed by a player...
Start by breaking down the code basically step by step: --[[ TODO: Delete @param int amount ]] function Cell:SetNeighbours(amount) self.Neighbours = amount self.Label.Text = amount end explanation: ## Breakdown The provided code defines a method named `SetNeighbours` for a class called `Cell`. This method is desig...
code instruction: --Made by Stickmasterluke sp = script.Parent speedboost = 1 --100% speed bonus speedforsmoke = math.huge --smoke apears when character running >= 10 studs/second. local tooltag = script:WaitForChild("ToolTag", 2) if tooltag ~= nil then local tool = tooltag.Value local h = sp:FindFirstChild("Huma...
query code to breakdown: --[[Steering]] Tune.SteerInner = 34 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 34 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = 0.06 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = 0.06 -- Steering increment per tick (in degrees) Tune.SteerDecay =...