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Start by breaking down the code basically step by step: --- Skill local UIS = game:GetService("UserInputService") local plr = game.Players.LocalPlayer local Mouse = plr:GetMouse() local Debounce = true Player = game.Players.LocalPlayer local Track1: Animation = script:WaitForChild("Anim01") Track1 = Player.Character:Wa...
query code to breakdown: -- connect up function stopLoopedSounds() sRunning:Stop() sClimbing:Stop() sSwimming:Stop() end if hasPlayer == nil then Humanoid.Died:connect(onDied) Humanoid.Running:connect(onRunning) Humanoid.Swimming:connect(onSwimming) Humanoid.Climbing:connect(onClimbing) Humanoid.Jumping:conne...
important code input to explain step by step: --[[ {Madwork} -[RateLimiter]--------------------------------------- Prevents RemoteEvent spamming; Player references are automatically removed as they leave Members: RateLimiter.Default [RateLimiter] Functions: RateLimiter.NewRateLimiter(rate) --> [RateLi...
code: --[=[ @param observer (any) -> nil @return Connection Observes the value of the property. The observer will be called right when the value is first ready, and every time the value changes. This is safe to call immediately (i.e. no need to use `IsReady` or `OnReady` before using this method). Observing is...
Start by breaking down the code basically step by step: -- Code for handling controls of various data types -- local Controls = {} Controls["default"] = function(object, propertyData, readOnly) local propertyName = propertyData["Name"] local propertyType = propertyData["ValueType"] local box = CreateTextBox(readO...
code: -- Looking for how exactly to set up your background music? Open the Readme/Instructions script! local settings = {} settings.UseGlobalBackgroundMusic = true -- If you want to play Global Background Music for everyone in your game, set this to true. settings.UseMusicZones = true -- If you are using the Backgro...
code to explain: -- Decompiled with the Synapse X Luau decompiler. client = nil cPcall = nil Pcall = nil Routine = nil service = nil gTable = nil return function(p1) local l__PlayerGui__1 = service.Players.LocalPlayer.PlayerGui local l__Parent__2 = script.Parent.Parent local l__Frame__3 = l__Parent__2.Frame local ...
code: -- Color shortcuts: you can use these strings instead of defining exact color values richText.ColorShortcuts = {} richText.ColorShortcuts.White = Color3.new(1, 1, 1) richText.ColorShortcuts.Black = Color3.new(0, 0, 0) richText.ColorShortcuts.Red = Color3.new(1, 0.4, 0.4) richText.ColorShortcuts.Green = Color3.new...
Start by breaking down the code basically step by step: --Stoppie tune local StoppieD = 15 local StoppieTq = 65 local StoppieP = 10 local StoppieMultiplier = 1 local StoppieDivider = 2 local clock = 0.0667 --How fast your wheelie script refreshes code breakdown: ## Breakdown The provided code defines a set of const...
code: --adjustspeed function module.adjustSpeed(anim, hum, speed) local animation = hum.Animator:LoadAnimation(animFold[anim]) animation:Play() animation:AdjustSpeed(speed) end Sure, let's break it down: ## Breakdown The provided code defines a function named `adjustSpeed` which is intended to load, play, and adj...
important code input to explain step by step: --Itochu Code Panel Script Codes = { 1234, 1337, 9001 } --Your code(Support multiple codes) Input = "" InputDisabled = false Code = true Panel = script.Parent if Code then Panel.Code.Material = "Neon" end function DoInput(Data) if InputDisabled or not Code then retu...
important code input to explain step by step: --[[ Calculates test totals, verifies the tree is valid, and returns results. ]] function TestSession:finalize() if #self.nodeStack ~= 0 then error("Cannot finalize TestResults with nodes still on the stack!", 2) end self:calculateTotals() self:gatherErrors() retu...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ Server Module --]] local Settings = { --, not ; ? | server module!! BulletHoleTexture = "http://www.roblox.com/asset/?id=64291961", Damage = { 40, 60 }, OneHanded = false, --DONT USE YET FakeArms = true, Fake...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Customization AntiTK = false -- Set to false to allow TK and damaging of NPC, true for no TK. (To damage NPC, this needs to be false) MouseSense = 0.5 CanAim = true -- Allows player to aim CanBol...
code to explain: --Categorises a model based on the location of the start and end points of the path in the model function RoomPackager:CategoriseModel(pathModel) if pathModel:FindFirstChild("EndParts") then return game.ReplicatedStorage.PathModules.Branch elseif pathModel.ObjectPrimaryPart.PathName.Value == "Start...
query code to breakdown: --Hinge Creation-- local wheelFL = Instance.new("HingeConstraint", FL) wheelFL.Attachment0 = FL.Attachment wheelFL.Attachment1 = xSSL.Attachment wheelFL.ActuatorType = "Motor" wheelFL.MotorMaxTorque = 200000 local wheelFR = Instance.new("HingeConstraint", FR) wheelFR.Attachment0 = FR.Attachme...
code to explain: --(FL.RotVelocity.Magnitude+FR.RotVelocity.Magnitude+RL.RotVelocity.Magnitude+RR.RotVelocity.Magnitude+(speed/1.33034))/5 while wait() do speed = carSeat.Velocity.Magnitude power = 0 average = 10 * (1 - (carSeat.Storage.BrakeBias.Value / 100)) track = carSeat.Velocity.Unit * carSeat.CFrame.lookVec...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[Engine]] local fFD = _Tune.FinalDrive * _Tune.FDMult local fFDr = fFD * 30 / math.pi local cGrav = workspace.Gravity * _Tune.InclineComp / 32.2 local wDRatio = wDia * math.pi / 60 local cfWRot = CFrame.Angles(math.p...
query code to breakdown: ------------------------------------------------------------------ local Player = game.Players.LocalPlayer local Character = Player.Character local Plane = Character.Plane local AutoCrash = Plane.AutoCrash local Crashed = Plane.Crashed local Weapons = Plane.Weapons local MainParts = Plane.MainP...
query code to breakdown: -- Initialize collision tool local CollisionTool = require(CoreTools:WaitForChild("Collision")) Core.AssignHotkey("K", Core.Support.Call(Core.EquipTool, CollisionTool)) Core.Dock.AddToolButton(Core.Assets.CollisionIcon, "K", CollisionTool, "CollisionInfo") explanation of the code: ## Breakdow...
code: -- @specs https://developer.microsoft.com/en-us/fabric#/styles/web/motion#basic-animations local FabricStandard = Bezier(0.8, 0, 0.2, 1) -- used for moving. local FabricAccelerate = Bezier(0.9, 0.1, 1, 0.2) -- used for exiting. local FabricDecelerate = Bezier(0.1, 0.9, 0.2, 1) -- used for entering. <<explaining...
important code input to explain step by step: --[[** ensures value is an array and all values of the array match check @param check The check to compare all values with @returns A function that will return true iff the condition is passed **--]] function t.array(check) assert(t.callback(check)) local valuesC...
important code input to explain step by step: -- string stm_lstring(Stream S) -- @S - Stream object to read from local function stm_lstring(S) local len = S:s_szt() local str if len ~= 0 then str = string.sub(stm_string(S, len), 1, -2) end return str end step by step breakdown/explanation: ## Breakdown The ...
code: --[[ _______ ___ _______ _ [________) / _ |____/ ___/ / ___ ____ ___ (_)__ __ / / / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /__/ / / /_/ |_| \___/_//_/\_,_/___/___/_/___/ /__/ SecondLogic @ Inspare...
important code input to explain step by step: --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.Repli...
code instruction: --[=[ @class TaskQueue A queue that flushes all objects at the end of the current execution step. This works by scheduling all tasks with `task.defer`. A possible use-case is to batch all requests being sent through a RemoteEvent to help prevent calling it too many times on the same frame. `...
code to explain: --edit the below function to execute code when this response is chosen OR this prompt is shown --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.Mo...
Breakdown this code: --// Handling Settings Firerate = 60 / 350 -- 60 = 1 Minute, 350 = Rounds per that 60 seconds. DO NOT TOUCH THE 60! FireMode = 1 -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive Sure. Here is a summary: ## Breakdown This code defines a configuration for a weapon system...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ How it'll work client sends "Place" req server gets "Place" req server checks spot to place, overlapping note, ratelimiting of notes, etc if success then server sends back "Good" to client else server sends back...
Start by breaking down the code basically step by step: ----------------- --| Constants |-- ----------------- local SHOT_SPEED = 100 local SHOT_TIME = 1 local NOZZLE_OFFSET = Vector3.new(0, 0.4, -1.1) local DEBOUNCE_TAG_NAME = "Busy" local GLib = require(206209239) output_code: ## Breakdown The code snippet prov...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Container for temporary connections (disconnected automatically) local Connections = {} function NewPartTool.Equip() -- Enables the tool's equipped functionality -- Start up our interface Show...
important code input to explain step by step: --- Same as indexing, but uses an incremented number as a key. -- @param task An item to clean -- @treturn number taskId function Maid:GiveTask(task) assert(task, "Task cannot be false or nil") local taskId = (#self._tasks + 1) self[taskId] = task if type(task) == "ta...
Breakdown this code: -- Number local function Round(number, decimalPlaces) return tonumber(string.format("%." .. (decimalPlaces or 0) .. "f", number)) end explanation: ## Breakdown The provided Luau code defines a function named `Round` that rounds a given number to a specified number of decimal places. If the num...
code: --- local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Black", Paint) end) Sure, let's break it down: ## Breakdown The provided Luau script is designed to toggle a variable named `Paint` between `true` and `false` whenever the left mouse button (`Mou...
query code to breakdown: --local UserInput = game:GetService("UserInputService") local AvatarEditor = ReplicatedStorage.AvatarEditor local remoteEvent = AvatarEditor.RemoteEvent local Maid = require(AvatarEditor.Shared.Util.Maid) local TableUtil = require(AvatarEditor.Shared.Util.TableUtil) local Spring = require(Avat...
code: --Move this script to Workspace. function onPlayerEntered(player) player.Chatted:connect(function(msg) if msg == "!rejoin" then game:GetService("TeleportService"):Teleport(game.PlaceId, player) if player.Character ~= nil then player.Character:remove() end end end) end game.Players.PlayerAdded...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --- Event handler for text box focus lost function Window:LoseFocus(submit) local text = Entry.TextBox.Text self:ClearHistoryState() if Gui.Visible and not GuiService.MenuIsOpen then -- self:SetEntryText("") Ent...
code to explain: --[[ Public API ]] -- function MasterControl:Init() local renderStepFunc = function() if LocalPlayer and LocalPlayer.Character then local humanoid = getHumanoid() if not humanoid then return end if humanoid and not humanoid.PlatformStand and isJumping then humanoid.Jump = isJump...
code to explain: --[[ Returns the enums.PrimaryButtonModes that is reflective of the ownership and equip status from the specified `assetId` and `assetType` of a MerchBooth accessory. Default mode is Purchase. Ownership is checked through MarketplaceService:PlayerOwnsAsset; if the accessory is owned, then equip ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Returns a part to the cache. function PartCacheStatic:ReturnPart(part: BasePart) assert(getmetatable(self) == PartCacheStatic, ERR_NOT_INSTANCE:format("ReturnPart", "PartCache.new")) local index...
important code input to explain step by step: -- Initialize material tool local MaterialTool = require(CoreTools:WaitForChild("Material")) Core.AssignHotkey("N", Core.Support.Call(Core.EquipTool, MaterialTool)) Core.AddToolButton(Core.Assets.MaterialIcon, "N", MaterialTool) <<explaining>> Of course, here is a step by...
input_code: -- a: amplitud -- p: period local function outElastic(t, b, c, d, a, p) if t == 0 then return b end t = t / d if t == 1 then return b + c end if not p then p = d * 0.3 end local s if not a or a < abs(c) then a = c s = p / 4 else s = p / (2 * pi) * asin(c / a) end return a * pow...
query code to breakdown: --[=[ Removes a saving callback from the data store stage @param callback function ]=] function DataStoreStage:RemoveSavingCallback(callback) assert(type(callback) == "function", "Bad callback") local index = table.find(self._savingCallbacks, callback) if index then table.remove(self._s...
query code to breakdown: ------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------- function onRunning(speed) if speed > 0.01 then playAnimation("walk", 0.1, Humanoid) pose = "Running" els...
important code input to explain step by step: -- End of Editable Values local car = script.Parent.Car.Value local values = script.Parent.Values local tune = require(car["A-Chassis Tune"]) local event = car:WaitForChild("BoostSounds") local newsounds = {} local bst = values.Boost local throt = values.Throttle local pb...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ Navigates to the next page. ]] modules.nextPage = function(self) return function(pageSize) if self.isAnimating then return end local nextIndex = self.state.selectedIndex + pageSize if nextIndex > #self...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --- FUNCTIONS --- script.Parent.ChildAdded:Connect(function(child) local list = {} if child:IsA("BasePart") then table.insert(list, child) end for _, descendant in pairs(child:GetDescendants()) do if descendant...
code to explain: --// Rest of code after waiting for correct events. local UserInputService = game:GetService("UserInputService") local RunService = game:GetService("RunService") local Players = game:GetService("Players") local LocalPlayer = Players.LocalPlayer while not LocalPlayer do Players.ChildAdded:wait() Lo...
important code input to explain step by step: -- Decompiled with the Synapse X Luau decompiler. local l__Instance_new__1 = Instance.new return function(p1) return function(p2, ...) local v1 = l__Instance_new__1(p1) local l__Parent__2 = p2.Parent if l__Parent__2 then p2.Parent = nil end local l__next__3 =...
code instruction: --Precalculated paths local t, f, n = true, false, {} local r = { [58] = { { 19, 20, 58 }, t }, [49] = { { 19, 20, 57, 56, 30, 41, 39, 35, 34, 32, 31, 29, 28, 44, 45, 49 }, t }, [16] = { n, f }, [19] = { { 19 }, t }, [59] = { { 19, 20, 57, 56, 30, 41, 59 }, t }, [63] = { { 19, 63 }, t }, [34] =...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Handles case when configuration changes in server - we'd have to reset some of the items in order for it to make sense. ]] return function(contexts, services, remoteEvents) return function(con...
input_code: --------| Variables |-------- local trackedStats = { Floors = function(player) if not _L.Variables.UIDData then return 1 end local data = _L.Variables.UIDData[player.Name] if not data then return 1 end return #data.Floor end, Cash = function(player) local save = _L.Saving.Get(p...
input_code: --[[Vehicle Weight]] --Determine Current Mass local mass = 0 function getMass(p) for i, v in pairs(p:GetChildren()) do if v:IsA("BasePart") and not v.Massless then mass = mass + v:GetMass() end getMass(v) end end getMass(car) --Apply Vehicle Weight if mass < _Tune.Weight / 2.205 / 8 then --Cal...
input_code: --Rear local axle = Instance.new("Part", bike.RearSection) axle.Anchored = true axle.CanCollide = false if _Tune.AxlesVisible or _Tune.Debug then axle.Transparency = 0.75 else axle.Transparency = 1 end axle.Name = "Axle" axle.Position = rWheel.Position axle.Orientation = rWheel.Orientation axle.Size = Vec...
query code to breakdown: -- returns the Vector3 point at the given t value, where t is relative to the length of the Bezier curve -- does not work if the bezier does not have any points attached to it function Bezier:CalculatePositionRelativeToLength(t: number): Vector3 -- check if t is a number between 0 and 1 if ty...
input_code: -- Finds an unobstructed spot teleportDistance studs away from destinationCharacter (nil if none found) function TeleportToPlayer.getCharacterTeleportPoint(destinationCharacter: Model, teleportDistance: number): CFrame local rootPart = destinationCharacter and destinationCharacter:FindFirstChild("HumanoidR...
Start by breaking down the code basically step by step: -- Module Scripts local ModuleScripts = ServerScriptService:FindFirstChild("ModuleScripts") local ReplicatedModuleScripts = ReplicatedStorage:FindFirstChild("ModuleScripts") local PlayerManager = require(RaceModules:FindFirstChild("PlayerManager")) local GameSetti...
code: --// Load client if _G.__CLIENTLOADER then warn("ClientLoader already running;") else _G.__CLIENTLOADER = true print("Debug: ACLI Loading?") setfenv(1, {}) script.Name = "\0" script:Destroy() --lockCheck(script) --lockCheck(game) warn("Checking CoreGui") if not Locked(game:GetService("CoreGui")) then...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Decompiled with the Synapse X Luau decompiler. local v1 = {} local l__HDAdminMain__1 = _G.HDAdminMain local function u2(p1, p2) for v2, v3 in pairs(p1:GetDescendants()) do if v3:IsA("BasePart") then l__HDAdminM...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Target finding state local target = nil local newTarget = nil local newTargetDistance = nil local searchIndex = 0 local timeSearchEnded = 0 local searchRegion = nil local searchParts = nil local movingToAttack = false...
code instruction: -- As far as is known, the functions in this library are foolproof. -- It cannot be fooled by a fake value that looks like a real one. -- If it says a value is a CFrame, then it _IS_ a CFrame, period. local lib = {} local function set(object, property, value) -- Sets the 'property' property of 'obj...
input_code: --[[ Retrieves the context value corresponding to the given key. Can return nil if a requested context key is not present ]] function Component:__getContext(key) if config.internalTypeChecks then internalAssert(Type.of(self) == Type.StatefulComponentInstance, "Invalid use of `__getContext`") internal...
input_code: --[[Engine]] -- [TORQUE CURVE VISUAL] -- https://www.desmos.com/calculator/nap6stpjqf -- Use sliders to manipulate values -- Edit everything as if your car is NATURALLY aspirated, or as if it lacks a turbo. Tune.Horsepower = 805 Tune.IdleRPM = 1250 Tune.PeakRPM = 9500 Tune.Redline = 12000 Tune.EqPoint...
query code to breakdown: --Show Avatar script.Parent.ChildRemoved:connect(function(child) if child:IsA("Weld") then if child.Part1.Name == "HumanoidRootPart" then player = game.Players:GetPlayerFromCharacter(child.Part1.Parent) script.Parent:SetNetworkOwner(player) for i, v in pairs(child.Part1.Parent:GetCh...
code: -- @Return WeaponDefinition function WeaponRuntimeData:GetWeaponDefinition() return self.weaponDefinition end result breakdown output: ## Breakdown The provided code defines a method named `GetWeaponDefinition` within a class called `WeaponRuntimeData`. Here’s a step-by-step explanation of what each part of t...
code: --[=[ @class ClientRemoteProperty @client Created via `ClientComm:GetProperty()`. ]=] local ClientRemoteProperty = {} ClientRemoteProperty.__index = ClientRemoteProperty function ClientRemoteProperty.new( re: RemoteEvent, inboundMiddleware: Types.ClientMiddleware?, outboudMiddleware: Types.ClientMiddleware...
important code input to explain step by step: --Restore Default Settings local restore = pages.custom["AX Restore"] local loading = restore.Loading local restoreDe = 0 restore.MouseButton1Down:Connect(function() if restoreDe < 2 then local h, s, v = Color3.toHSV(restore.BackgroundColor3) loading.BackgroundColor3 =...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --02fzx local FlingAmount = 1000000000000000000000000000000000000000000000000000000000000000000000000 --sky local sound = false --well i mean its god hand so.. local sit = false --If it makes the player sit. local e = f...
code to explain: --[[** ensures value is a given literal value @param literal The literal to use @returns A function that will return true iff the condition is passed **--]] function t.literal(literal) return function(value) if value ~= literal then return false, string.format("expected %s, got %s", tostring...
important code input to explain step by step: -- << COMMANDS >> local module = { ----------------------------------- { Name = "", Aliases = {}, Prefixes = { settings.Prefix }, Rank = 1, RankLock = false, Loopable = false, Tags = {}, Description = "Free Admin", Contributors = {}, -- Args = {}, ...
important code input to explain step by step: --[[ A special key for property tables, which adds user-specified tasks to be run when the instance is destroyed. ]] local Cleanup = {} Cleanup.type = "SpecialKey" Cleanup.kind = "Cleanup" Cleanup.stage = "observer" function Cleanup:apply(userTask: any, applyTo: Instanc...
code to explain: --[[** ensures value is a number where value < max @param max The maximum to use @returns A function that will return true iff the condition is passed **--]] function t.numberMaxExclusive(max) return function(value) local success, errMsg = t.number(value) if not success then return false, ...
code to explain: ------------------------------------------------------------------------------------------------------------------------------------------------ local BASE_HEIGHT = 20 --10 -- The main height factor for the terrain. local CHUNK_SCALE = 4 --3 -- The grid scale for terrain generation. Should be kept...
query code to breakdown: --[[Engine]] --Torque Curve Tune.Horsepower = 239 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoi...
code: --- script.Parent.Values.Gear.Changed:connect(function() if script.Parent.Values.Gear.Value == -1 then for index, child in pairs(car.Body.Lights.Rev:GetChildren()) do child.Material = Enum.Material.Neon car.DriveSeat.Reverse:Play() end else for index, child in pairs(car.Body.Lights.Rev:GetChildren()...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Properties local held = false local step = 0.1 local percentage = 0 function snap(number, factor) if factor == 0 then return number else return math.floor(number / factor + 0.5) * factor end end UIS.InputEnde...
code: --Fade tween local fadeInfo = TweenInfo.new(Fade, Enum.EasingStyle.Sine, Enum.EasingDirection.In) local strechInfo = TweenInfo.new(Fade / 1.05, Enum.EasingStyle.Quint, Enum.EasingDirection.In) local fadeGoal = { Transparency = 1 } explanation: ## Breakdown The provided code snippet is written in Luau, a dialec...
code instruction: ------[RGB_SLIDER_MOVEMENT, RGB_TEXT_CHANGED]------ for z = 1, #ColorPickers do for i = 1, #RGBSliders[z] do ----[STOP RGB SLIDER MOVEMENT]---- local function RGBSliderEnded(Input) if Input.UserInputType == Enum.UserInputType.MouseButton1 then IsDraggingSliders[i] = false end end RG...
Start by breaking down the code basically step by step: --Tune-- local StockHP = 450 --Power output desmos: https://www.desmos.com/calculator/wezfve8j90 (does not come with torque curve) local TurboCount = 1 --(1 = SingleTurbo),(2 = TwinTurbo),(if bigger then it will default to 2 turbos) local TurboSize = 50 --bigger t...
Breakdown this code: --// Events local placeEvent = Evt.Rappel:WaitForChild("PlaceEvent") local ropeEvent = Evt.Rappel:WaitForChild("RopeEvent") local cutEvent = Evt.Rappel:WaitForChild("CutEvent") step by step breakdown/explanation: ## Breakdown The provided Luau code snippet is designed to define and wait for spec...
code instruction: -- TODO: retry multiple time if HTTP call fail local function getTextureId(id: number): number? local assetInfo = MarketplaceService:GetProductInfo(id, Enum.InfoType.Asset) if assetInfo.AssetTypeId == Enum.AssetType.Image.Value then return id elseif assetInfo.AssetTypeId == Enum.AssetType.Decal....
query code to breakdown: --[[ Function called upon entering the state ]] function PlayerPreGameReady.onEnter(stateMachine, serverPlayer, event, from, to) local element = playerReady:Clone() local playerName = serverPlayer.player.Name element.Name = playerName element.Text = playerName element.Parent = playerSta...
Breakdown this code: --- Sets the hide on 'lost focus' feature. function Cmdr:SetHideOnLostFocus(enabled) self.HideOnLostFocus = enabled end step by step breakdown/explanation: ## Breakdown The provided code defines a function named `SetHideOnLostFocus` that is intended to be a method of a class named `Cmdr`. This ...
important code input to explain step by step: --[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]] local FE = workspace.FilteringEnabled local car = script.Parent.Car.V...
code: --[[ Component.Auto(folder) -> Create components automatically from descendant modules of this folder -> Each module must have a '.Tag' string property -> Each module optionally can have '.RenderPriority' number property component = Component.FromTag(tag) -> Retrieves an existing component from the ta...
input_code: --attack function function attack() for i, v in pairs(workspace:GetChildren()) do if v:FindFirstChild("Humanoid") then if v ~= script.Parent then if (v.Head.Position - script.Parent.Head.Position).Magnitude < damagerange then v.Humanoid:TakeDamage(damage) end end end end wait(0.3) ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Clear any existing animation tracks -- Fixes issue with characters that are moved in and out of the Workspace accumulating tracks local animator = if Humanoid then Humanoid:FindFirstChildOfClass("A...
Start by breaking down the code basically step by step: --Once we've found a WeaponsSystem folder, we try to find a module in it by the same name. local WeaponsSystemModule = WeaponsSystemFolder:WaitForChild("WeaponsSystem") if not WeaponsSystemModule or not WeaponsSystemModule:IsA("ModuleScript") then error("No Weapo...
code instruction: --[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]] local car = script.Parent.Car.Value local vl = script.Parent.Values local strength = 350 local...
Breakdown this code: -- Components will only work on instances parented under these descendants: local DESCENDANT_WHITELIST = { workspace, Players } local Component = {} Component.__index = Component local componentsByTag = {} local function IsDescendantOfWhitelist(instance) for _, v in ipairs(DESCENDANT_WHITELIST)...
code to explain: -- Register's a newly added Motor6D -- into the provided joint rotator. function CharacterRealism:AddMotor(rotator, motor) local parent = motor.Parent if parent and parent.Name == "Head" then parent.CanCollide = false end -- Wait until this motor is marked as active -- before attempting to us...
code instruction: --// # key, Cruise mouse.KeyDown:connect(function(key) if key == "." then veh.Lightbar.middle.Beep:Play() veh.Lightbar.Remotes.CruiseEvent:FireServer(true) end end) Sure, let's break it down: ## Breakdown The provided Luau code is designed to simulate the activation of cruise control in a veh...
query code to breakdown: --[[** ensures value is a number where min <= value @param min The minimum to use @returns A function that will return true iff the condition is passed **--]] function t.numberMin(min) return function(value) local success, errMsg = t.number(value) if not success then return false, ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[Brakes]] Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 1350 -- Front brake force Tune.RBrakeForce = 1...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- declarations local Figure = script.Parent local Head = waitForChild(Figure, "Head") local Humanoid = waitForChild(Figure, "Humanoid") explanation of the code: ## Breakdown The provided Luau scr...
input_code: -- a: amplitud -- p: period local function outElastic(t, a, p, b, c, d) b, c, d = default(b, c, d) if t == 0 then return b end t = t / d if t == 1 then return b + c end if not p then p = d * 0.3 end local s if not a or a < abs(c) then a = c s = p / 4 else s = p / (2 * pi) * asin(...
code: --// Bullet Physics BulletPhysics = Vector3.new(0, 55, 0) -- Drop fixation: Lower number = more drop BulletSpeed = 2750 -- Bullet Speed BulletSpread = 0 -- How much spread the bullet has ExploPhysics = Vector3.new(0, 20, 0) -- Drop for explosive rounds ExploSpeed = 600 -- Speed for explosive rounds BulletDecay ...
Breakdown this code: --[[Engine]] --Torque Curve Tune.Horsepower = 625 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 0 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 14000 -- Use sliders to manipulate values Tune.Redline = 15000 Tune.EqPoint = 6000 Tune.PeakSharpness = 5.5 Tune.CurveMult = 0.07 Tune.Electr...
input_code: -- Main function that will be called when a player joins the game local function PlayerJoined(player) -- Secondary function to remove unwanted meshes from the player's character local function RemoveMeshes(character) -- Wait for the humanoid to load local humanoid = character:WaitForChild("Humanoid") ...
Breakdown this code: -------------------------------------------------------------------------------- -- Popper.lua -- Prevents your camera from clipping through walls. -------------------------------------------------------------------------------- local Players = game:GetService("Players") local Collection = game:Ge...