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code instruction: -- Function to play an audio asset AudioPlayer.playAudio = function(asset) if not asset then warn("Could not find audio asset: " .. asset) return end if not asset.IsLoaded then asset.Loaded:wait() end asset:Play() end AudioPlayer.pauseAudio = function(asset) if asset.IsPlaying then Audi...
code to explain: --------------------------CHARACTER CONTROL------------------------------- local CurrentIgnoreList local CurrentIgnoreTag = nil local TaggedInstanceAddedConnection = nil local TaggedInstanceRemovedConnection = nil local function GetCharacter() return Player and Player.Character end local function U...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --//Script Plaka() print(Stats.Plate.Value) CarColor() Stats.Locked.Changed:Connect(function() ToogleLock(Stats.Locked.Value) end) Stats.Color.Changed:Connect(function() CarColor() end) Fuel = sc...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[=[ http://reactivex.io/documentation/operators/just.html ```lua Rx.of(1, 2, 3):Subscribe(print, function() print("Complete") end)) --> 1, 2, 3, "Complete" ``` @param ... any -- Arguments to emit @return Obs...
Start by breaking down the code basically step by step: -- Place this script in a LocalScript local toolName = "Him" -- The name of the tool to give local tool = game.Workspace:FindFirstChild("Him") code breakdown: ## Breakdown The provided code is a simple LocalScript written in Luau, which is the scripting langua...
input_code: --[[** ensures value is NaN @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]] function t.nan(value) local valueType = typeof(value) if valueType == "number" then if value ~= value then return true else return false, "unexpected non-...
code: --- DONT TOUCH --- local UIS = game:GetService("UserInputService") local RunService = game:GetService("RunService") local TweenService = game:GetService("TweenService") local player = game.Players.LocalPlayer local char = player.Character or player.CharacterAdded:Wait() local Values = script.Parent.Parent:WaitFo...
query code to breakdown: --------------------) Settings Damage = 0 -- the ammout of health the player or mob will take Cooldown = 5 -- cooldown for use of the tool again ZoneModelName = "String broke reality" -- name the zone model MobHumanoidName = "Humanoid" -- the name of player or mob u want to damage output: ...
Breakdown this code: -- This function actually creates the weld. function CreateWeld(x, y) local weld = Instance.new("Weld") weld.Part0 = x weld.Part1 = y weld.C0 = x.CFrame:inverse() * x.CFrame weld.C1 = y.CFrame:inverse() * x.CFrame weld.Parent = x return weld end code breakdown: ## Breakdown The provided L...
Breakdown this code: --------[LOCAL FUNCTIONS]-------- ----[UPDATE SLIDER POSITIONS]---- local function RGBSliderMovement(MouseX, z, i) --z = ColorPicker, i = RGBSlider if MouseX > RGBSliderHitboxes[z][i].AbsolutePosition.X and MouseX < (RGBSliderHitboxes[z][i].AbsolutePosition.X + RGBSliderHitboxes[z][i].Absolute...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[local gui = Instance.new("ScreenGui") local bg = Instance.new("Frame",gui) local bar = Instance.new("Frame",bg) local bvl = Instance.new("ImageLabel", bg) bvl.Name = "Bevel" bvl.BackgroundTransparency = 1 bvl.Image =...
code to explain: --Sound variables local runningSound = myHead.Running local jumpingSound = myHead.Jumping local hurtSound = myHead.Hurt local diedSound = myHead.Died myHuman:SetStateEnabled(Enum.HumanoidStateType.Flying, false) myHuman:SetStateEnabled(Enum.HumanoidStateType.GettingUp, false) myHuman:SetStateEnabled(E...
important code input to explain step by step: -- A state object which follows another state object using tweens. export type Tween<T> = StateObject<T> & Dependent & { -- kind: "Tween" (add this when Luau supports singleton types) } Sure, let's break it down: ## Breakdown The provided code defines a type `Tween<T>` ...
code to explain: --[[ PRIVATE FUNCTIONS ]] -- local function declareError(self, errorType) self._lastError = errorType self._events.Error:Fire(errorType) end explanation of the code: ## Breakdown The provided Lua function, named `declareError`, is designed to handle error management within a Roblox Lua script. It ...
important code input to explain step by step: --// Loccalllsssss local _G, game, script, getfenv, setfenv, workspace, getmetatable, setmetatable, loadstring, coroutine, rawequal, typeof, print, math, warn, error, pcall, xpcall, select, rawset, rawget, ipairs, pairs, next, Rect, Axes, os, time, Faces, unpack, string, Co...
code instruction: ------------------------------------------------------------------------ -- -- * used only in (lparser) luaY:subexpr() ------------------------------------------------------------------------ function luaK:infix(fs, op, v) if op == "OPR_AND" then self:goiftrue(fs, v) elseif op == "OPR_OR" then s...
Start by breaking down the code basically step by step: --[[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 = 7000 -- Spring Force Tune.FSusLength = 2 -- Suspensio...
Start by breaking down the code basically step by step: --script.Parent.Parent.Mover2.part.Anchored = true script.Parent.Parent.Mover2.part.PrismaticConstraint.Speed = 0 script.Parent.Parent.Mover2.part.PrismaticConstraint.TargetPosition = script.Parent.Parent.Mover1.part.PrismaticConstraint.CurrentPosition wait(1) sc...
query code to breakdown: --[[ Creates a new element representing the given component. Elements are lightweight representations of what a component instance should look like. Children is a shorthand for specifying `Roact.Children` as a key inside props. If specified, the passed `props` table is mutated! ]] local ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[Controls]] local _CTRL = _Tune.Controls local Controls = Instance.new("Folder", script.Parent) Controls.Name = "Controls" for i, v in pairs(_CTRL) do local a = Instance.new("StringValue", Controls) a.Name = i a.V...
important code input to explain step by step: -- connect events Humanoid.Died:connect(onDied) Humanoid.Running:connect(onRunning) Humanoid.Jumping:connect(onJumping) Humanoid.Climbing:connect(onClimbing) Humanoid.GettingUp:connect(onGettingUp) Humanoid.FreeFalling:connect(onFreeFall) Humanoid.FallingDown:connect(onFal...
code instruction: -- called to check for dead connections and run their cleanup tasks local function runCleanupTasks() if numTasks == 0 then return end -- we want to clean as much stuff up as possible, but we don't want to hang -- the client, so we forcibly terminate after a short while local startTime = os.clo...
code instruction: -------- OMG HAX r = game:service("RunService") local damage = 10 local slash_damage = 20 local lunge_damage = 40 sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" SlashSound.Parent = sword SlashSoun...
code to explain: --[=[ Round the given number to given precision ```lua print(Math.round(72.1, 5)) --> 75 ``` @param number number @param precision number? -- Defaults to 1 @return number ]=] function Math.round(number: number, precision: number?): number if precision then return math.floor((number / precis...
important code input to explain step by step: -- declarations local sFallingDown = newSound("rbxasset://sounds/splat.wav") local sGettingUp = newSound("rbxasset://sounds/action_get_up.mp3") local sDied = newSound("rbxasset://sounds/uuhhh.mp3") local sFreeFalling = newSound("rbxasset://sounds/action_falling.mp3") local...
important code input to explain step by step: -- Detect when prompt is triggered local function onPromptTriggered(promptObject, player) ObjectActions.promptTriggeredActions(promptObject, player) end Sure. Here is a summary: ## Breakdown The provided code snippet defines a function named `onPromptTriggered` that is ...
query code to breakdown: --- Add a task to clean up. Tasks given to a maid will be cleaned when -- maid[index] is set to a different value. -- @usage -- Maid[key] = (function) Adds a task to perform -- Maid[key] = (event connection) Manages an event connection -- Maid[key] = (Maid) Maids can act as...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --------LIGHTED RECTANGLES-------- game.Workspace.pillar1.BrickColor = BrickColor.new(194) game.Workspace.pillar2.BrickColor = BrickColor.new(194) game.Workspace.pillar3.BrickColor = BrickColor.new(1...
Start by breaking down the code basically step by step: --[[ Event functions ]] local function onHeartbeat() if target then -- Point towards the enemy maid.alignOrientation.Enabled = true maid.worldAttachment.CFrame = CFrame.new(maid.humanoidRootPart.Position, target.Position) else maid.alignOrientation.Ena...
query code to breakdown: --[[ Converts a yielding function into a Promise-returning one. ]] function Promise.promisify(callback) return function(...) return Promise._try(debug.traceback(nil, 2), callback, ...) end end Promise.Promisify = Promise.promisify output_code: ## Breakdown The provided code defines a fu...
query code to breakdown: ----- Bath water level and temp handler ----- while true do if script.Parent.HotOn.Value == true and script.Parent.ColdOn.Value == true and script.Parent.Plugged.Value == true and water.Scale.Y <= 2.5 then -- if BOTH ON and PLUGGED water.Scale = water.Scale + Vector3.new(0, 0.01, 0...
query code to breakdown: --[[Manage Plugins]] script.Parent.Interface:WaitForChild("Bike").Value = bike for i, v in pairs(script.Parent.Plugins:GetChildren()) do for _, a in pairs(v:GetChildren()) do if a:IsA("RemoteEvent") or a:IsA("RemoteFunction") then a.Parent = bike for _, b in pairs(a:GetChildren()) do ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]] local FE = work...
important code input to explain step by step: -- 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 = 250 v...
important code input to explain step by step: --// Connections L_108_.OnClientEvent:connect( function(L_191_arg1, L_192_arg2, L_193_arg3, L_194_arg4, L_195_arg5, L_196_arg6, L_197_arg7) if L_191_arg1 and not L_15_ then MakeFakeArms() L_42_ = L_2_.PlayerGui.MainGui L_26_ = L_42_:WaitForChild("Others") L_...
code instruction: --Make sure players stay banned. local DataStore = game:GetService("DataStoreService"):GetDataStore("motfAdminPanel") function checkBan(player) local Reason = DataStore:GetAsync(string.lower(player.Name)) if Reason == nil or Reason == 0 then return end wait(1) if Reason == 1 then player:Ki...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --------------------) Settings Damage = 0 -- the ammout of health the player or mob will take Cooldown = 1 -- cooldown for use of the tool again BoneModelName = "Fork" -- name the zone model Humano...
code instruction: -- A very simple module that only gives the included tools to people inside of the groupID. -- Just place the local module = {} local function dostuff(p, core) --print("new player") local rank = core.getPlayerRank(p) --print(rank) if rank ~= 0 then p.CharacterAdded:Connect(function() --prin...
input_code: --//=================================\\ --|| FUNCTIONS --\\=================================// function CreatePart(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE, ANCHOR) local NEWPART = IT("Part") NEWPART.formFactor = FORMFACTOR NEWPART.Reflectance = REFLECTANCE NEW...
query code to breakdown: --I M P O R T A N T-- ------------------------------------------------------------------------ --Don't change any of this unless you know what you are doing. --This script is the blur affect but also the exit button script. -----------------------------------------------------------------------...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --local Sprinting =false local L_142_ = L_118_.new(Vector3.new()) L_142_.s = 15 L_142_.d = 0.5 game:GetService("UserInputService").InputChanged:connect(function(L_269_arg1) --Get the mouse delta for ...
query code to breakdown: -- Public Functions function PlayerManager:SetGameRunning(running) GameRunning = running end function PlayerManager:ClearPlayerScores() for _, player in ipairs(Players:GetPlayers()) do local leaderstats = player:FindFirstChild("leaderstats") if leaderstats then local Captures = leade...
important code input to explain step by step: -- TCS.OnIncomingMessage = function(Msg) if Msg.Metadata then local overrideProperties = Instance.new("TextChatMessageProperties") overrideProperties.Text = Msg.Text return overrideProperties else -- do nothing return nil end end <<explaining>> Of course, her...
Start by breaking down the code basically step by step: --// Recoil Settings gunrecoil = -0.3 -- How much the gun recoils backwards when not aiming camrecoil = 0.03 -- How much the camera flicks when not aiming AimGunRecoil = -0.3 -- How much the gun recoils backwards when aiming AimCamRecoil = 0.01 -- How much the cam...
input_code: -- Inject types local TypeDefs = require(script.Parent.TypeDefinitions) type CanPenetrateFunction = TypeDefs.CanPenetrateFunction type CanHitFunction = TypeDefs.CanHitFunction type GenericTable = TypeDefs.GenericTable type Caster = TypeDefs.Caster type FastCastBehavior = TypeDefs.FastCastBehavior type CastT...
important code input to explain step by step: --[[Steering]] Tune.SteerInner = 70 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 70 -- 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...
query code to breakdown: -- Reload animation function reload() if not reloading then reloading = true updateAmmo() local reloadTime = tankStats.ReloadTime.Value local Timer = 0 for i = 7, 1, -1 do wait(reloadTime / 8) Timer = Timer + 1 if Timer >= 2 and Loaded == false then GUI.ReloadSound:Pl...
Start by breaking down the code basically step by step: -- Shell physical properties EjectionForce.PhysProperties = PhysicalProperties.new( 10, -- Density 10, -- Friction 0.1, -- Elasticity 1, -- FrictionWeight 1 -- ElasticityWeight ) Sure. Here is a summary: ## Breakdown The provided Luau script is used to set...
code to explain: ------------------------------------------------------------------------ local cameraPos = Vector3.new() local cameraRot = Vector2.new() local cameraFov = 0 local velSpring = Spring.new(VEL_STIFFNESS, Vector3.new()) local panSpring = Spring.new(PAN_STIFFNESS, Vector2.new()) local fovSpring = Spring.n...
code instruction: -- Decompiled with the Synapse X Luau decompiler. local l__Query__1 = script.Parent.Search.Query local l__Container__2 = script.Parent.Container function UpdateContainer() local v1 = string.lower(l__Query__1.Text) local v2, v3, v4 = pairs(l__Container__2:GetChildren()) while true do local v5, v6...
Breakdown this code: -- script.Parent.OnServerEvent:Connect(function(p) wait(1) local Character = p.Character local Humanoid = Character.Humanoid local RootPart = Character.HumanoidRootPart local Slash1 = RS.Effects.Knives3:Clone() script.Attack:Play() script.Parent.Parent.Parent.Handle.Transparency = 0 script....
input_code: -- EXTRA -- CS:GetInstanceAddedSignal(Tag):Connect(function(v) if v:IsA("Model") then v:SetAttribute("Status", 0) RagdollModule:Setup(v) end end) output_code: ## Breakdown The provided code snippet is written in Luau, which is the scripting language used in Roblox. The code connects a function to a...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Sets the mass of the specified part by adjusting its density so that all -- speeders will have the same mass (using static _DENSITY and _VOLUME) local function SetMass(part) local volume = part.Si...
important code input to explain step by step: -- NOTE: To me, this appears a bit 'hackish' so I can't -- promise that it will always work! local noJump = script.NoJump:Clone() script.NoJump:Destroy() function CharacterSpawned(char) local noJ = noJump:Clone() noJ.Parent = char Delay(0.2, function() noJ.Disabled =...
query code to breakdown: --[=[ Cleans up the service bag and all services that have been initialized in the service bag. ]=] function ServiceBag:Destroy() local super = getmetatable(ServiceBag) self._destroying:Fire() local services = self._services local key, service = next(services) while service ~= nil do ...
important code input to explain step by step: --[[** <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) else error(result) end end code break...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Automatic Gauge Scaling if autoscaling then local Drive = {} if _Tune.Config == "FWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("FL") ~= nil then table.insert(Drive, car.Whee...
input_code: --// All global vars will be wiped/replaced except script return function(data, env) if env then setfenv(1, env) end local gui = client.UI.Prepare(script.Parent.Parent) local frame = gui.Frame local frame2 = frame.Frame local msg = frame2.Message local ttl = frame2.Title local gIndex = data.gIn...
query code to breakdown: --Allows users to do /w displayName along with /w userName, only works if PlayerDisplayNamesEnabled is 'true' module.WhisperByDisplayName = false local ChangedEvent = Instance.new("BindableEvent") local proxyTable = setmetatable({}, { __index = function(tbl, index) return module[index] en...
code instruction: --RPM --RPM = 11000 / 100000 = 0.1, RPM = 1000 / 100000 = 0.01 * 4 = 0.04 Values.Values.RPM.Changed:connect(function() Throttle = Values.Values.Throttle.Value CurrentGear = Values.Values.Gear.Value CurrentRPM = Values.Values.RPM.Value if Throttle == 1 then active = true if CPSI < PSI then i...
Breakdown this code: ---[[ Chat Text Size Settings ]] module.ChatWindowTextSize = 20 module.ChatChannelsTabTextSize = 20 module.ChatBarTextSize = 20 module.ChatWindowTextSizePhone = 14 module.ChatChannelsTabTextSizePhone = 20 module.ChatBarTextSizePhone = 18 code breakdown: ## Breakdown The provided code defines a m...
Breakdown this code: ----- Global methods ----- function BezierService.Create(part, duration, points) return Bezier.new(part, duration, points) end return BezierService output: ## Breakdown The provided Luau code defines a module named `BezierService` that includes a single function `Create`. This function is desi...
code to explain: --[[ Assert that the expectation value is the given type. expect(5).to.be.a("number") ]] function Expectation:a(typeName) local result = (type(self.value) == typeName) == self.successCondition local message = formatMessage( self.successCondition, ("Expected value of type %q, got value %q of t...
important code input to explain step by step: --[[Output Scaling Factor]] local hpScaling = _Tune.WeightScaling * 10 local FBrakeForce = _Tune.FBrakeForce local RBrakeForce = _Tune.RBrakeForce local PBrakeForce = _Tune.PBrakeForce if not workspace:PGSIsEnabled() then hpScaling = _Tune.LegacyScaling * 10 FBrakeForce ...
Breakdown this code: -- Libraries local ListenForManualWindowTrigger = require(Tool.Core:WaitForChild("ListenForManualWindowTrigger")) local Roact = require(Vendor:WaitForChild("Roact")) local Dropdown = require(UI:WaitForChild("Dropdown")) local Signal = require(Libraries:WaitForChild("Signal")) output_code: ## Brea...
important code input to explain step by step: --!strict --[=[ @function map @within Array @param array {T} -- The array to map. @param mapper (value: T, index: number, array: {T}) -> U? -- The mapper function. @return {U} -- The mapped array. Maps the array using the mapper function. ```lua local array = { 1...
important code input to explain step by step: --// Setting things up for ind, loc in pairs({ _G = _G, game = game, spawn = spawn, script = script, getfenv = getfenv, setfenv = setfenv, workspace = workspace, getmetatable = getmetatable, setmetatable = setmetatable, loadstring = loadstring, coroutine = corout...
Start by breaking down the code basically step by step: --Stoppie tune local StoppieD = 0.5 local StoppieTq = 66 local StoppieP = 5 local StoppieMultiplier = 0.5 local StoppieDivider = 1 local clock = 0.0667 --How fast your wheelie script refreshes code breakdown: ## Breakdown The provided code snippet defines a se...
Breakdown this code: -- 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 then Fly.GlowScript.Disabled = tru...
Start by breaking down the code basically step by step: -- Bookkeeping of all data: local Data = { GlobalDataStore = {}, DataStore = {}, OrderedDataStore = {}, } step by step breakdown/explanation: ## Breakdown The provided Lua code defines a table named `Data` which is intended to organize and store different ty...
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") Sounds = { CoilSound = Handle:WaitForChild("CoilSound"), } Gravity = 500 ...
important code input to explain step by step: -- @outline // PUBLIC PROPERTIES Camera.Position = Vector3.new(0, 0, 0) Camera.AutoUpdate = true Camera.Enabled = true Camera.Rotation = Vector2.new() code breakdown: ## Breakdown The provided Luau code initializes and configures a Camera object with specific propertie...
query code to breakdown: --//////// DO NOT EDIT BELOW UNLESS YOU KNOW WHAT YOU'RE DOING \\\\\\\\\\\\\\\\\\\\\\\\\ local uis = game:GetService("UserInputService") local runservice = game:GetService("RunService") local tweenservice = game:GetService("TweenService") local player = game.Players.LocalPlayer local mouse = p...
important code input to explain step by step: --// # key, Takedown mouse.KeyDown:connect(function(key) if key == "k" then veh.Lightbar.middle.Beep:Play() veh.Lightbar.Remotes.TakedownEvent:FireServer(true) end end) result breakdown output: ## Breakdown The provided Luau script is designed to interact with user...
Start by breaking down the code basically step by step: --[[ Value packing extension ]] -- do local SendingCache = setmetatable({}, { __index = function(t, i) t[i] = {} return t[i] end, __mode = "k", }) local ReceivingCache = setmetatable({}, { __index = function(t, i) t[i] = {} return t[i] en...
Start by breaking down the code basically step by step: -- Module Scripts local ModuleScripts = ServerScriptService:FindFirstChild("ModuleScripts") local RaceModules = ModuleScripts:FindFirstChild("RaceModules") local ReplicatedModuleScripts = ReplicatedStorage:FindFirstChild("ModuleScripts") local PlayerManager = requ...
code instruction: --Script feedbackMain.CharactersLeft.Text = maxCharacters - #feedbackMain.InputBox.Input.Text feedbackMain.InputBox.Input.Changed:Connect(function() feedbackMain.CharactersLeft.Text = maxCharacters - #feedbackMain.InputBox.Input.Text if maxCharacters - #feedbackMain.InputBox.Input.Text < 0 then els...
query code to breakdown: ----Maxoso41---- local function CanCollide(char) for i, v in next, char:GetChildren() do if v:IsA("BasePart") then v.CanCollide = true end if v.Name == "HumanoidRootPart" then v.CanCollide = false game:GetService("RunService").Heartbeat:connect(function() if char:FindFirstCh...
important code input to explain step by step: --[[ @brief Proportionally modifies all numbers in an array so the sum is 1. @example Normalize({1, 2, 3}) = {1/6, 2/6, 3/6}; @param t The array to normalize. @return t The normalized array. This will be the same as t. --]] function module.Normalize(t) local...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --// initialize opening/closing spectate //-- script.Parent.Parent.SpectateButton.Spectate.MouseButton1Down:connect(function(click) if script.Parent.GuiActive.Value == false then script.Parent.GuiA...
important code input to explain step by step: -- ROBLOX Comment: nil value placeholder local NIL = newproxy(true) local mt = getmetatable(NIL) mt.__tostring = function() return "nil" end return NIL explanation: ## Breakdown The provided Lua code snippet creates a proxy object that acts as a placeholder for the `ni...
Breakdown this code: --[[Transmission]] Tune.TransModes = { "Semi" } --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default...
input_code: --[[ Sets the current index of the surface art. ]] modules.setCurrentIndex = function(self) return function(index, offset) if self.isAnimating then return end -- Can't figure out the right way to do this - we can only calculate how much to move -- the frame using the images rendered within thi...
Breakdown this code: --[[Flip]] function Flip() --Detect Orientation if (car.DriveSeat.CFrame * CFrame.Angles(math.pi / 2, 0, 0)).lookVector.y > 0.1 or FlipDB then FlipWait = tick() --Apply Flip else if tick() - FlipWait >= 3 then FlipDB = true local gyro = car.DriveSeat.Flip gyro.maxTorque = Vector...
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 di...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Fade out for _, Part in pairs(script.Parent:GetDescendants()) do if Part:IsA("BasePart") then game:GetService("TweenService"):Create(Part, TweenInfo.new(1), { Transparency = 1 }):Play() elseif ...
Start by breaking down the code basically step by step: --- Sets a list of keyboard keys (Enum.KeyCode) that can be used to open the commands menu function Cmdr:SetActivationKeys(keysArray) self.ActivationKeys = Util.MakeDictionary(keysArray) end explanation: ## Breakdown The provided code defines a method named `S...
Breakdown this code: -- THIS SCRIPT STAYS UNDISABLED local Players = game:GetService("Players") local LobbySpawn = workspace.Lobby.Spawn.CFrame -- Your Spawn Location CFrame local VotingREFolder = game.ReplicatedStorage.VotingRE local Winners = {} VotingREFolder.Transition:FireAllClients() for _, player in pairs(Playe...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- [Head, Torso, HumanoidRootPart], "Torso" and "UpperTorso" works with both R6 and R15. -- Also make sure to not misspell it. local PartToLookAt = "Head" -- What should the npc look at. If player doe...
code: --[[ Public API ]] -- function MasterControl:Init() RunService:BindToRenderStep("MasterControlStep", Enum.RenderPriority.Input.Value, updateMovement) end function MasterControl:Enable() areControlsEnabled = true isJumpEnabled = true if self.ControlState.Current then self.ControlState.Current:Enable() end...
important code input to explain step by step: --// Renders local L_163_ L_105_:connect(function() if L_15_ then L_158_, L_159_ = L_158_ or 0, L_159_ or 0 if L_161_ == nil or L_160_ == nil then L_161_ = L_45_.C0 L_160_ = L_45_.C1 end local L_273_ = (math.sin(L_152_ * L_154_ / 2) * L_153_) local L_274_...
code: --Make sure to put this script into StarterGui --you NEED to publish your game for this to work! aka this wont work in studio local v6 = game:GetService("TeleportService") local v10 = game:GetService("Players").LocalPlayer game:GetService("GuiService").MenuOpened:Connect(function() v6:Teleport(game.PlaceId, v10)...
Start by breaking down the code basically step by step: -- Camera -- repeat wait() until Player.Character Camera.CameraType = "Scriptable" Camera.CFrame = game.Workspace.CamPart.CFrame script.Parent.Enabled = true local MasterControl = require( game.Players.LocalPlayer:WaitForChild("PlayerScripts"):WaitForChild("C...
code: --Keypress function-- function Handler(BindName, InputState) if InputState == Enum.UserInputState.Begin and BindName == "RunBind" then Running = true Humanoid.WalkSpeed = RunningSpeed T:Play() elseif InputState == Enum.UserInputState.End and BindName == "RunBind" then Running = false if RAnimation.IsP...
code: -- shut down the script when we die and reset things humanoid.Died:Connect(function() stepped_con:Disconnect() leftshoulderclone:Destroy() rightshoulderclone:Destroy() viewmodel:Destroy() if rigtype == "R15" then if torso:FindFirstChild("Waist") then torso.Waist.Enabled = true torso.Anchored = false ...
Start by breaking down the code basically step by step: --[[Function]] -- script.Parent.MouseButton1Click:connect(function() if game.Workspace[script.Parent.Parent.billboardText.Text].Head:findFirstChild("BillboardGui") then game.Workspace[script.Parent.Parent.billboardText.Text].Head:findFirstChild("BillboardGui"):...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- SERVICES -- local HttpService = game:GetService("HttpService") local MessagingService = game:GetService("MessagingService") local ReplicatedStorage = game:GetService("ReplicatedStorage") output:...
Start by breaking down the code basically step by step: --Made by Luckymaxer Debris = game:GetService("Debris") RbxUtility = LoadLibrary("RbxUtility") Create = RbxUtility.Create ProjectileNames = { "Water", "Arrow", "Projectile", "Effect", "Rail", "Laser", "Bullet" } Functions = { FindCharacterAncestor = function...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- KEY SETTINGS local Headlights = Enum.KeyCode.U local RunningLights = Enum.KeyCode.N local FogLights = Enum.KeyCode.J local SignalLeft = Enum.KeyCode.Z local SignalRight = Enum.KeyCode.C local Hazards = Enum.KeyCo...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ------------------------------------------------------------------------------------------------------------------------------------------------------------ local Button = script.Parent.Parent.Mobile...