text stringlengths 54 19.6k |
|---|
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 =... |
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