text stringlengths 54 19.6k |
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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... |
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