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query code to breakdown: --Hide cmdbar and request command when FocusLost local function setupEnterPress(props) props.textBox.FocusLost:connect(function(enter) if props.mainParent.Name ~= "CmdBar" or props.specificArg then if props.suggestionDisplayed > 0 then selectSuggestion(props, props.specificArg) end...
important code input to explain step by step: -- Creates a new timer and keeps track of it's time in the timeLeft value local gameTimer = timer.new() local displayValues = ReplicatedStorage.DisplayValues local timeLeft = displayValues.TimeLeft Sure, let's break it down: ## Breakdown 1. **Creating a Timer**: - `l...
code to explain: -- This function converts 4 different, redundant enumeration types to one standard so the values can be compared function CameraUtils.ConvertCameraModeEnumToStandard(enumValue) if enumValue == Enum.TouchCameraMovementMode.Default then return Enum.ComputerCameraMovementMode.Follow end if enumValue...
important code input to explain step by step: -- Note: Called whenever workspace.CurrentCamera changes, but also on initialization of this script function CameraModule:OnCurrentCameraChanged() local currentCamera = game.Workspace.CurrentCamera if not currentCamera then return end if self.cameraSubjectChangedConn...
code instruction: --[[** ensures value is a table and all keys pass keyCheck and all values pass valueCheck @param keyCheck The function to use to check the keys @param valueCheck The function to use to check the values @returns A function that will return true iff the condition is passed **--]] function t.map(ke...
code: -- Decompiled with the Synapse X Luau decompiler. client = nil cPcall = nil Pcall = nil Routine = nil service = nil gTable = nil return function(p1) local v1 = nil local l__PlayerGui__2 = service.PlayerGui local l__LocalPlayer__3 = service.Players.LocalPlayer local v4 = service.New("ScreenGui") local v5 = s...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Precalculated paths local t, f, n = true, false, {} local r = { [58] = { { 34, 35, 39, 41, 30, 56, 58 }, t }, [49] = { { 34, 32, 31, 29, 28, 44, 45, 49 }, t }, [16] = { n, f }, [19] = { { 34, 35...
Breakdown this code: --- Returns whatever the Transform method gave us. function Argument:GetTransformedValue(segment) return unpack(self.TransformedValues[segment]) end output: ## Breakdown The provided code defines a method named `GetTransformedValue` that is intended to be used within the context of a class or a...
query code to breakdown: -- Libraries local Roact = require(Vendor:WaitForChild("Roact")) local Maid = require(Libraries:WaitForChild("Maid")) local Support = require(Libraries:WaitForChild("SupportLibrary")) output_code: ## Breakdown The provided Luau script is responsible for loading and requiring three different ...
code: -- oi bruv do iou haw a cop o tee bai ani chance? (something british, unintelligible.) local up = script.Parent.Up local down = script.Parent.Down local cf1 = up.CFrame local cf2 = down.CFrame local TS = game:GetService("TweenService") local deb = false local CD1 = Instance.new("ClickDetector", up) CD1.MaxActi...
important code input to explain step by step: ---------------------------------------------------------------------- --------------------[ SHOCKWAVE HANDLING ]---------------------------- ---------------------------------------------------------------------- local createShockwave = script:WaitForChild("createShockwave...
important code input to explain step by step: --[[ ControlModule - This ModuleScript implements a singleton class to manage the selection, activation, and deactivation of the current character movement controller. This script binds to RenderStepped at Input priority and calls the Update() methods on the active cont...
code to explain: -- Display a message to the client for a short time, with a background that covers the user's screen. local tweenService = game:GetService("TweenService") local playersService = game:GetService("Players") local localPlayer = playersService.LocalPlayer local gui = script:WaitForChild("MessageTakeoverGu...
query code to breakdown: --[[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 = 8000 -- Spring Force Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FSusMa...
Breakdown this code: -- Preload animations function playAnimation(animName, transitionTime, humanoid) if animName ~= currentAnim then if oldAnimTrack ~= nil then oldAnimTrack:Stop() oldAnimTrack:Destroy() end local roll = math.random(1, animTable[animName].totalWeight) local origRoll = roll local idx ...
code to explain: --[[** creates an intersection type @param ... The checks to intersect @returns A function that will return true iff the condition is passed **--]] function t.intersection(...) local checks = { ... } assert(callbackArray(checks)) return function(value) for _, check in ipairs(checks) do ...
query code to breakdown: -- Mimic the enabling of the topbar when StarterGui:SetCore("TopbarEnabled", state) is called coroutine.wrap(function() local ChatMain = require(players.LocalPlayer.PlayerScripts:WaitForChild("ChatScript").ChatMain) ChatMain.CoreGuiEnabled:connect(function() local topbarEnabled = checkTopba...
input_code: --Rescripted by Luckymaxer Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") RunService = game:GetService("RunService") ContentProvider = game:GetService("ContentProvider") UserInputService = game:GetService("UserInputService"...
Breakdown this code: -- For the sake of speed of converting hexes to strings, there's a map of the conversions here local BinaryStringMap = {} for Index = 0, 255 do BinaryStringMap[string.format("%02x", Index)] = string.char(Index) end result breakdown output: ## Breakdown The provided Lua code creates a table name...
code to explain: -- Set initial colors colorAll(brakelights, brakeColor_off) colorAll(headlights, lightColor_off) smoke.Enabled = false fire.Enabled = false Sure. Here is a summary: ## Breakdown The provided Lua code snippet is designed to initialize certain properties of vehicle lights and effects in a Roblox game ...
Start by breaking down the code basically step by step: -- Saves profile card information for next time Players.PlayerRemoving:Connect(function(player) local statusSuccess, statusError = pcall(function() Statuses:SetAsync(player.UserId, player:GetAttribute("status")) end) if statusSuccess then -- print("Status s...
important code input to explain step by step: -- Functions function PlayerManager:SetGameRunning(running) GameRunning = running end function PlayerManager:AllowPlayerSpawn(allow) PlayersCanSpawn = allow end function PlayerManager:ClearPlayerScores() for _, player in ipairs(Players:GetPlayers()) do local leaderst...
Breakdown this code: --[=[ Sets the name for the datastore to retrieve. :::info Must be done before start and after init. ::: @param dataStoreName string ]=] function PlayerDataStoreService:SetDataStoreName(dataStoreName) assert(type(dataStoreName) == "string", "Bad dataStoreName") assert(self._started, "Not i...
Breakdown this code: -- Formerly getCurrentCameraMode, this function resolves developer and user camera control settings to -- decide which camera control module should be instantiated. The old method of converting redundant enum types function CameraModule:GetCameraControlChoice() local player = Players.LocalPlayer ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Create an unnamed Symbol. Usually, you should create a named Symbol using Symbol.named(name) ]] function Symbol.unnamed() local self = newproxy(true) getmetatable(self).__tostring = function...
input_code: -- Static checkpoint color variables local HIT_COLOR = Color3.new(91 / 255, 93 / 255, 105 / 255) local NOT_HIT_COLOR = Color3.new(248 / 255, 217 / 255, 109 / 255) local PARTICLE_DURATION = 0.75 result breakdown output: ## Breakdown The provided code snippet in Luau, the scripting language for Roblox, de...
code instruction: -- ================================================================================ -- Settings -- ================================================================================ local Settings = {} Settings.DefaultSpeed = 100 -- Speed when not boosted [Studs/second, Range 50-300] Settings.BoostSpe...
Breakdown this code: --- local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Darkblue", Paint) end) output: ## Breakdown The provided Luau script is designed to toggle a boolean variable named `Paint` between `true` and `false` when the parent object is cli...
query code to breakdown: --print("intmoveTO") function Zombie:moveTo() local targetReached = false local humanoid = self.Humanoid local targetPoint = self:FindPath() local connection connection = humanoid.MoveToFinished:Connect(function(reached) targetReached = true connection:Disconnect() connection = nil...
input_code: --- Returns a new Maid object -- @constructor Maid.new() -- @treturn Maid function Maid.new() local self = {} self._tasks = {} return setmetatable(self, Maid) end output_code: ## Breakdown The provided code defines a constructor function for a class named `Maid` in the context of Roblox's Luau progr...
code: ------------------------------------ function onTouched(part) if part.Parent ~= nil then local h = part.Parent:findFirstChild("Humanoid") if h ~= nil then local teleportfrom = script.Parent.Enabled.Value if teleportfrom ~= 0 then if h == humanoid then return end local teleportto = scr...
Breakdown this code: --[=[ Provides utilities for working with ValueBase objects, like [IntValue] or [ObjectValue] in Roblox. @class ValueBaseUtils ]=] local ValueBaseUtils = {} local TYPE_TO_CLASSNAME_LOOKUP = { ["nil"] = "ObjectValue", boolean = "BoolValue", number = "NumberValue", string = "StringValue", ...
important code input to explain step by step: --[[ Determines which locators to show based on (in order of priority): 1. Distance from users, and 2. Total number of indicators to show Parameters: - userIds (table): list of user IDs for all candidate players - distanceFromCamera (table): Key (string): Stringifi...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[** <description> Unmark the data store as a backup data store and tell :Get() and reset values to nil. </description> **--]] function DataStore:ClearBackup() self.backup = nil self.haveValue = false self.value ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Time it takes to tween between view switches: local TWEEN_DURATION = 0.25 local V3 = Vector3.new local CF = CFrame.new local ANG = CFrame.Angles local ACOS = math.acos local COS = math.cos local SIN = math.sin local ...
input_code: --Steering Gyro SteeringGyro = Instance.new("BodyGyro") SteeringGyro.Parent = bike.FrontSection.TripleTreeHinge SteeringGyro.Name = "SteeringGyro" SteeringGyro.D = _Tune.SteerD SteeringGyro.MaxTorque = Vector3.new(0, 0, 0) SteeringGyro.P = _Tune.SteerP explanation of the code: ## Breakdown The code perfo...
Start by breaking down the code basically step by step: --FakeTorso.Massless = true FakeTorso.Parent = Viewmodel Viewmodel.PrimaryPart = FakeHumanoidRootPart Viewmodel.WorldPivot = FakeHumanoidRootPart.CFrame + FakeHumanoidRootPart.CFrame.UpVector * 5 Viewmodel.Parent = nil local LeftShoulderClone = nil local RightShou...
code to explain: --[[---------------- CONNECTIONS -----------------]] -- updateInputHoldEvent.OnServerEvent:Connect(onUpdateInputHoldEvent) updateHoverObjectEvent.OnServerEvent:Connect(onUpdateHoverObjectEvent) equippedGunIndexVal.Changed:Connect(function() onUpdateHoverObjectEvent(ply, mouseHoverObjectVal.Value or n...
Breakdown this code: --[[ * Given two strings, compute a score representing whether the internal * boundary falls on logical boundaries. * Scores range from 6 (best) to 0 (worst). * @param {string} one First string. * @param {string} two Second string. * @return {number} The score. * @private --]] local function _diff_...
important code input to explain step by step: -- Decompiled with the Synapse X Luau decompiler. client = nil cPcall = nil Pcall = nil Routine = nil service = nil gTable = nil return function(p1) if not p1.Question then return end local l__gTable__1 = p1.gTable local l__BaseClip__2 = script.Parent.Parent.BaseClip...
code instruction: -- return moduleResult -- end return { -- Mock functions fn = function(...) return mock:fn(...) end, clearAllMocks = function() return mock:clearAllMocks() end, resetAllMocks = function() return mock:resetAllMocks() end, _mock = mock, -- Mock timers useFakeTimers = function() retur...
Start by breaking down the code basically step by step: --------------------- PLEASE DO NOT EDIT BELOW!!! local Auto_Load = true local Auto_Save = true local Save_On_Leave = true local Stats = { "Kills" } local StatsNotToSave = { "Helmet", "Bandana", "Headset", "Glasses", "PW" } game.Players.PlayerAdded:connect(f...
input_code: -- Right Arms local RUA = character.UpperTorso:FindFirstChild("RightShoulderRigAttachment") local RUARig = character.RightUpperArm:FindFirstChild("RightShoulderRigAttachment") local RLA = character.RightUpperArm:FindFirstChild("RightElbowRigAttachment") local RLARig = character.RightLowerArm:FindFirstChild(...
code: --[[[Default Controls]] --Peripheral Deadzones Tune.Peripherals = { MSteerWidth = 67, -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10, -- Mouse steering deadzone (0 - 100%) ControlLDZone = 5, -- Controller steering L-deadzone (0 - 100%) ControlRDZone = 5, -- Controller steering R-...
code to explain: --CHANGE THE NAME, COPY ALL BELOW, AND PAST INTO COMMAND BAR local TycoonName = "TEST TYCOON" if game.Workspace:FindFirstChild(TycoonName) then local s = nil local bTycoon = game.Workspace:FindFirstChild(TycoonName) local zTycoon = game.Workspace:FindFirstChild("Zednov's Tycoon Kit") local new_Co...
important code input to explain step by step: -- ROBLOX deviation: console.log's name property is checked in SchedulerHostConfig. -- But since Lua functions don't carry properties, we export this and import it there -- for a reference equality. exports.disabledLog = disabledLog exports.disableLogs = function() if _G....
Start by breaking down the code basically step by step: ---------------------------------------------------------------------------------------------------------------- function GunUp() Holstered = false Tool.Enabled = true torso = Tool.Parent:FindFirstChild("Torso") if torso ~= nil then torso.weld1.C1 = CFrame.n...
code: -- atualiza o TextLabel com a NumberValue local function updateTextLabel() textLabel.Text = commaSeparateNumber(numValue.Value) end output_code: ## Breakdown The provided code defines a function named `updateTextLabel` that is intended to update the `Text` property of a `TextLabel` object with the value of a ...
code to explain: --[[Member functions]] function GunObject:Initialize() self.Fire = WaitForChild(self.Handle, "Fire") self.Ammo = self.Tool:FindFirstChild("Ammo") if self.Ammo ~= nil then self.Ammo.Value = self.ClipSize end self.Clips = self.Tool:FindFirstChild("Clips") if self.Clips ~= nil then self.Clips....
Breakdown this code: -- Return empty string if children is empty. function printChildren( children: Array<unknown>, config: Config, indentation: string, depth: number, refs: Refs, printer: Printer ): string return Array.join( Array.map(children, function(child) return config.spacingOuter .. indentation ...
code to explain: -- Change cooldown based on speed humanoid:GetPropertyChangedSignal("WalkSpeed"):Connect(function() if humanoid.WalkSpeed <= 7 then cooldown = 0.4 else cooldown = 0.325 end end) output: ## Breakdown The provided Luau script is designed to adjust a cooldown variable based on the `WalkSpeed` pr...
code instruction: ------------------------------------------------------------------------ -- The luai_num* macros define the primitive operations over numbers. -- * this is not the entire set of primitive operations from luaconf.h -- * used in luaK:constfolding() -------------------------------------------------------...
code to explain: -- Public methods function CameraModifier:Destroy() self.BaseClass.UpdateMouseBehavior = self.DefaultMouseBehavior end step by step breakdown/explanation: ## Breakdown The provided code snippet defines a method `Destroy` for a class named `CameraModifier`. This method is responsible for restoring ...
code to explain: --[[ Modules ]] -- local ClickToMoveTouchControls = nil local ControlModules = {} local ControlState = {} ControlState.Current = nil function ControlState:SwitchTo(newControl) if ControlState.Current == newControl then return end if ControlState.Current then ControlState.Current:Disable() end...
important code input to explain step by step: -- server script inside the NPC model local humanoid = script.Parent:WaitForChild("Humanoid") local function onDied() for _, part in ipairs(script.Parent:GetChildren()) do if part:IsA("BasePart") then part.Transparency = 1 part.Anchored = true end end end huma...
query code to breakdown: -- Get sound id local get_material = function() local soundTable = footstepModule:GetTableFromMaterial(humanoid.FloorMaterial) local randomSound = footstepModule:GetRandomSound(soundTable) return randomSound end code breakdown: ## Breakdown The provided Lua code defines a function named ...
code: --Scripted by DermonDarble local car = script.Parent local stats = car.Configurations local Raycast = require(script.RaycastModule) local HasDriver = false local mass = 0 for i, v in pairs(car:GetChildren()) do if v:IsA("BasePart") then mass = mass + (v:GetMass() * 196.2) end end local bodyPosition = car.C...
code: -- Events ClientOrchestration.ClientSceneMetadataEvent = Orchestra.Events.ClientEvents.ClientSceneMetadata ClientOrchestration.SendMediaControllerConfig = Orchestra.Events.MediaControllerConfigEvents.SendMediaControllerConfig ClientOrchestration.Seek = Orchestra.Events.ClientEvents.Seek ClientOrchestration.SceneE...
code to explain: -- [[ Dummiez's Data Store Score Board ]] -- This script updates the Data store with the values from the remote function. wait(1) local ods = game:GetService("DataStoreService"):GetOrderedDataStore("TopCoins") function updateBoard(board, data) for k, v in pairs(data) do local pos = k local name...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Compiled with roblox-ts v2.1.0 local default = { ["0"] = 0, ["50"] = 0.5, ["75"] = 0.75, ["90"] = 0.9, ["95"] = 0.95, ["100"] = 1, ["105"] = 1.05, ["110"] = 1.1, ["125"] = 1.25, ["150"] =...
important code input to explain step by step: --[[ Packages up the internals of Roact and exposes a public API for it. ]] local GlobalConfig = require(script.GlobalConfig) local createReconciler = require(script.createReconciler) local createReconcilerCompat = require(script.createReconcilerCompat) local RobloxRender...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- rotato for i, v in pairs(script.Parent:GetChildren()) do if v.Name == "Propeller" then coroutine.resume(coroutine.create(function() while task.wait() do v.CFrame = v.CFrame * CFrame.Angl...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --SSML.Rotation = SSML.Rotation + Vector3.new(0,0,-90) SSML.Name = "ML" SSML.Transparency = 1 SSML.CFrame = FL.CFrame SSML.Attachment.Rotation = Vector3.new(0, 0, 90) local SSMR = FR:Clone() SSMR.Can...
input_code: --// No-opt connect Server>Client RemoteEvents to ensure they cannot be called --// to fill the remote event queue. local function emptyFunction() --intentially empty end local function GetObjectWithNameAndType(parentObject, objectName, objectType) for _, child in pairs(parentObject:GetChildren()) do i...
code instruction: --F.headLights = function(Tog) -- for i,v in pairs(script.Parent.Parent.Parent:getChildren()) do -- if v:FindFirstChild('Head') or v:FindFirstChild('Tail') then -- v.BGUI.Enabled = (carSeat.Ignition.Value == 1 and Tog or false) -- v.SpotLight.Enabled = (carSeat.Ignition.Value == 1 and Tog or fals...
Breakdown this code: --[[Wheel Alignment]] --[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = -2.5 Tune.RCamber = -2 Tune.FToe = 0 Tune.RToe = 0 <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided code is a snippet in Lua (specifically using the Lu...
code to explain: -- TODO Luau: needs overloads to model this more correctly return function<T>(value: { [string]: T } | Array<T> | string): Array<T> | Array<string> if value == nil then error("cannot extract values from a nil value") end local valueType = typeof(value) local array: Array<T> | Array<string> if v...
code to explain: -------------------------------------------------------------------------------- -- 32-BIT BITWISE FUNCTIONS -------------------------------------------------------------------------------- -- Only low 32 bits of function arguments matter, high bits are ignored -- The result of all functions (except HE...
query code to breakdown: -- If you want to know how to retexture a hat, read this: http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388 debounce = true function onTouched(hit) if hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true then debounce = false h = Instance.new("Hat") p = Instance.n...
query code to breakdown: -- Making some calculations based on configurations local waitBetweenSegments = 0.05 local segmentsPerSecond = 1 / waitBetweenSegments local numSegments = range / bulletSpeed * segmentsPerSecond local segmentLength = range / numSegments local dropPerSegment = segmentLength * bulletDrop / 100 l...
Start by breaking down the code basically step by step: -- Modules local CreateTrail = require(script.CreateTrail) local SpiralModule = {} function SpiralModule.Init(Part: BasePart, Properties: table) -- Properties local Frequency = Properties.Frequency or math.huge -- Physics Properties local Radius = Propertie...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- options ------------------------- setupmode = "Auto" -- Manual or Auto (if you want to pick what plugins you have yourself or you want it to be automated) soundplugin = "StockSound" -- StockSound,...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Server Module --]] local Settings = { --, not ; ? | server module!! BulletHoleTexture = "http://www.roblox.com/asset/?id=64291961", Damage = { 60, 100 }, OneHanded = false, --DONT USE YET F...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Decompiled with the Synapse X Luau decompiler. local l__LocalPlayer__1 = game.Players.LocalPlayer local v2 = { value = 250, } local v3 = Instance.new("BindableEvent") v3.Name = script.Name v3.Parent = script v2.even...
Start by breaking down the code basically 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 = 0 local ButtonX = 0 local ButtonY = 0 local ButtonL1 = 0 local ...
Start by breaking down the code basically step by step: -- Map storing Player -> Blocked user Ids. local BlockedUserIdsMap = {} PlayersService.PlayerAdded:connect(function(newPlayer) for player, blockedUsers in pairs(BlockedUserIdsMap) do local speaker = ChatService:GetSpeaker(player.Name) if speaker then for ...
code instruction: -- MasterWeld by Zephyred -- Works for all types of parts, unions etc. function WeldPair(x, y) local weld = Instance.new("Weld", x) weld.Part0 = x weld.Part1 = y weld.C1 = y.CFrame:toObjectSpace(x.CFrame) end function WeldAll(model, main) -- model can be anything if model:IsA("BasePart") then ...
code: -- References to reduce indexing time local GetConnectedParts = Instance.new("Part").GetConnectedParts local GetChildren = script.GetChildren function GetPartWelds(Part) -- Returns any BT-created welds involving `Part` local Welds = {} -- Get welds stored inside `Part` for Weld in pairs(SearchWelds(Part, P...
code instruction: -- When key released function onKeyUp(key) if key == nil then return end key = key:lower() -- Stop firing MG if key == "f" then firingMg = false end end script.Parent.Selected:connect(onSelected) script.Parent.Deselected:connect(onDeselected) output_code: ## Breakdown The provided Lua s...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --//Setup//-- local Button = script.Parent local MainButton = Button.MainButton local ClickDetector = MainButton.ClickDetector step by step breakdown/explanation: ## Breakdown The provided Luau script is designed to ...
code to explain: ------------------------------ script.Parent.CanCollide = false script.Parent.Anchored = false for i, v in pairs(script.Parent:GetChildren()) do if v.ClassName == "Part" or v.ClassName == "WedgePart" or v.ClassName == "TrussPart" or v.ClassName == "CornerWedgePart" or v.ClassName == "MeshPa...
important code input to explain step by step: -- tween engine sound volume when we start driving local engineStartTween = TweenInfo.new(0.25, Enum.EasingStyle.Quad, Enum.EasingDirection.In, 0, false, 0) local Remotes = Vehicle:WaitForChild("Remotes") local SetThrottleRemote = Remotes:WaitForChild("SetThrottle") local ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --//Controller//-- ClickDetector.MouseClick:Connect(function() if not Settings.Clicked then Settings.Clicked = true MainButton.Color = Color3.fromRGB(0, 255, 0) if CurrentLayer.Value == 0 then CurrentLayer.Va...
Start by breaking down the code basically step by step: --[=[ Inverts the result of a promise, turning a resolved promise into a rejected one, and a rejected one into a resolved one. @param promise Promise<T> @return Promise<T> ]=] function PromiseUtils.invert(promise) if promise:IsPending() then return promise...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- events Players.PlayerRemoving:connect(function(player) if pings[player] then pings[player] = nil end end) script.Projectile.Event:connect(Projectile) result breakdown output: ## Breakdown ...
input_code: -- Constructor. function FastCast.new() return setmetatable({ LengthChanged = Signal.new("LengthChanged"), RayFinalHit = Signal.new("RayFinalHit"), RayHit = Signal.new("RayHit"), RayPenetrated = Signal.new("RayPenetrated"), CastTerminating = Signal.new("CastTerminating"), WorldRoot = workspace,...
code instruction: -- functions local function Raycast(position, direction, ignore) local ray = Ray.new(position, direction) local success = false local h, p, n, humanoid table.insert(ignore, Workspace.Effects) table.insert(ignore, Workspace.Drops) repeat h, p, n = Workspace:FindPartOnRayWithIgnoreList(ray, i...
code instruction: --use this to determine if you want this human to be harmed or not, returns boolean function checkTeams(otherHuman) return not (sameTeam(otherHuman) and not FriendlyFire == true) end function boom() wait(1.5) Used = true Object.Anchored = true Object.CanCollide = true Object.Orientation = Vecto...
important code input to explain step by step: --local pln_ID = math.random(0,300) +2312 --script.Parent.Pln_ID.Value = pln_ID plane = nil hold = false vSpeed = 0 taxiing = true local debounce = false local planedebounce = false local stuntdebounce = false local controlling = false local on = false local Mousefollow = f...
input_code: --[=[ @param tbl table @param name string @param inboundMiddleware ServerMiddleware? @param outboundMiddleware ServerMiddleware? @return RemoteFunction ]=] function ServerComm:WrapMethod( tbl: {}, name: string, inboundMiddleware: ServerMiddleware?, outboundMiddleware: ServerMiddleware? ): RemoteFun...
input_code: --// 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() LocalPl...
code instruction: --"False" = Not Acceptable Keycard To Open. "True" = Acceptable Keycard To Open.-- local door = script.Parent local CanOpen1 = true local CanClose1 = false local clearance = { ["[SCP] Card-Omni"] = true, ["[SCP] Card-L5"] = true, ["[SCP] Card-L4"] = true, ["[SCP] Card-L3"] = false, ["[SCP] Card-...
code: -- This function is monkey patched to return MockDataStoreService during tests local DataStoreService = game:GetService("DataStoreService") local DataStoreServiceRetriever = {} function DataStoreServiceRetriever.Get() return DataStoreService end return DataStoreServiceRetriever output_code: ## Breakdown Th...
code: -- Loading local CutsceneFolder = workspace.Cutscenes:WaitForChild("Died") -- The folder that contains the cutscene data (Cameras...) local Destroy = true -- Destroy folder after loading? you don't want your player to see your cameras floating around! local NoYield = false -- Generally you want this to be set to ...
Start by breaking down the code basically step by step: -- map a value from one range to another function CameraUtils.map(x: number, inMin: number, inMax: number, outMin: number, outMax: number): number return (x - inMin) * (outMax - outMin) / (inMax - inMin) + outMin end step by step breakdown/explanation: ## Break...
Breakdown this code: -- Using the desired target rotation and elevation, determine where the gun should point right now (smoothly turn) function getSmoothRotation(rotations) local targElev = rotations[1] local targRot = rotations[2] local maxGunDepression = tankStats.GunHandling.GunDepression.Value local maxTraver...
important code input to explain step by step: -- Animate.Rainbow = require(script:WaitForChild("Rainbow")) Animate.Rotate = require(script:WaitForChild("Rotate")) Animate.Animations = { --[[ Tool = { Idle = animation_track; Action = { animation_track; animation_track; animation_track; } }]] --...
code to explain: --[=[ Initializes the datastore service for players. Should be done via [ServiceBag.Start]. ]=] function PlayerDataStoreService:Start() -- Give time for configuration self._started:Resolve() end explanation: ## Breakdown The provided code defines a method named `Start` for a class called `PlayerD...
important code input to explain step by step: --Made by Luckymaxer Debris = game:GetService("Debris") Camera = game:GetService("Workspace").CurrentCamera Sounds = { RayHit = script:WaitForChild("Hit"), } BasePart = Instance.new("Part") BasePart.Shape = Enum.PartType.Block BasePart.Material = Enum.Material.Plastic ...
Start by breaking down the code basically step by step: -- Libraries RbxUtility = require(script.LoadLibrary.RbxUtility) Support = require(Tool.SupportLibrary) Security = require(Tool.SecurityModule) RegionModule = require(Tool["Region by AxisAngle"]) Serialization = require(Tool.SerializationModule) Create = RbxUtilit...