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code: --[=[ Destroys the ClientRemoteSignal object. ]=] function ClientRemoteSignal:Destroy() if self._signal then self._signal:Destroy() end end Sure. Here is a summary: ## Breakdown The provided code is a method for a class named `ClientRemoteSignal`. This method is designed to handle the destruction of the `...
query code to breakdown: --Function For Making Rays Which Kills Bricks function ray(angle, radius, orig) ----------------SET POSITIONS local startPos = (orig * CFrame.new(0, 0, 3)).p local secondPos = orig * CFrame.Angles(0, 0, math.rad(angle)) * CFrame.new(radius, 0, -6) ----------------MAKE RAY local damageRay ...
important code input to explain step by step: --[[Transmission]] Tune.TransModes = { "Auto", "Semi" } --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"}...
code to explain: -- Finds out which side the player is on and teleports them to the other local function TeleportToOtherSide(character, hitPart) local bottomOfDoor = VipDoor.CFrame.p - Vector3.new(0, VipDoor.Size.Y / 2, 0) local inFrontOfDoor = bottomOfDoor + VipDoor.CFrame.lookVector * 8 local behindDoor = bottomOf...
query code to breakdown: --[=[ @function isEmpty @within Sift @since v0.0.1 @param table table -- The table to check. @return boolean -- Whether or not the table is empty. Checks whether or not a table is empty. ```lua local a = {} local b = { hello = "world" } local value = isEmpty(a) -- true ...
code: -- Functions workspace.Gravity = gravity soundService.AmbientReverb = amientReverb chat.BubbleChatEnabled = bubbleChatEnabled players.RespawnTime = respawnTime lighting.ClockTime = clockTime lighting.FogColor = fogColor lighting.FogEnd = fogEnd lighting.FogStart = fogStart local function onPlayerAdded(playe...
important code input to explain step by step: --[[Status Vars]] local _IsOn = _Tune.AutoStart if _Tune.AutoStart then script.Parent.IsOn.Value = true end local _GSteerT = 0 local _GSteerC = 0 local _GThrot = 0 local _GThrotShift = 1 local _GBrake = 0 local _ClutchOn = true local _ClPressing = false local _RPM = 0 l...
code: -- Used to lock the chat bar when the user has chat turned off. function methods:DoLockChatBar() if self.TextLabel then if LocalPlayer.UserId > 0 then self.TextLabel.Text = ChatLocalization:Get( "GameChat_ChatMessageValidator_SettingsError", "To chat in game, turn on chat in your Privacy Settings." ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ---This server script creates the sounds and also exists so that it can be easily copied into an NPC and create sounds for that NPC. --Remove the local script if you copy this into an NPC. function w...
Start by breaking down the code basically step by step: -------- OMG HAX r = game:service("RunService") Tool = script.Parent local equalizingForce = 236 / 1.2 -- amount of force required to levitate a mass local gravity = 0.9999999999999999 -- things float at > 1 local ghostEffect = nil local massCon1 = nil local m...
code to explain: --[=[ Adds the remote function mixin to a class ```lua local BaseObject = require("BaseObject") local Bird = setmetatable({}, BaseObject) Bird.ClassName = "Bird" Bird.__index = Bird require("PromiseRemoteEventMixin"):Add(Bird, "BirdRemoteEvent") function Bird.new(inst) local self = setmet...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- to avoid nested ifs in deserializing local float_types = { [4] = { little = rd_flt_le, big = rd_flt_be }, [8] = { little = rd_dbl_le, big = rd_dbl_be }, } code breakdown: ## Breakdown The prov...
Start by breaking down the code basically step by step: --[[ When the character is added, teleport them to the spawn, and attach interest to the character. ]] local function onCharacterAdded(player, character) character:SetPrimaryPartCFrame(CFrame.new(-28, 217, 9)) connectInterestToCharacter(character) character....
input_code: --------------| SYSTEM SETTINGS |-------------- Prefix = ":" -- The character you use before every command (e.g. ';jump me'). SplitKey = " " -- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me'). BatchKey = "" -- The character inbetween batch commands (e...
Start by breaking down the code basically step by step: -- Runs when a round finishes. Reloads all players back into the lobby, removing tools and listeners. function PlayerManager.resetPlayers() actionManager:UnbindGameActions(activePlayers) -- REMINDER: Runs for only players actively in the game and doesn't affect...
Breakdown this code: --// Functions function MakeFakeArms() Arms = Instance.new("Model") Arms.Name = "Arms" Arms.Parent = L_5_ local L_172_ = Instance.new("Humanoid") L_172_.MaxHealth = 0 L_172_.Health = 0 L_172_.Name = "" L_172_.Parent = Arms if L_3_:FindFirstChild("Shirt") then local L_177_ = L_3_:FindFi...
important code input to explain step by step: -- @Context Server -- Given a weapon definition, position, and direction. A throwable projectile will be simulated on all clients. -- @param WeaponDefinition weaponDefinition -- @param Vector3 position -- @param Vector3 direction -- @param Player _owner function ProjectileR...
Start by breaking down the code basically step by step: --- STAGGERED RUNTIME --- task.wait(5) Mobile = Player.PlayerGui:WaitForChild("General"):WaitForChild("Mobile") Mobile:WaitForChild("Run").MouseButton1Down:Connect(function() Run(Player.Character.Humanoid) end) Mobile:WaitForChild("ShiftLock").MouseButton1Down:...
important code input to explain step by step: -- declarations local Figure = script.Parent local Head = waitForChild(Figure, "Head") local Humanoid = waitForChild(Figure, "Humanoid") explanation: ## Breakdown The provided Luau script is designed to declare and initialize three variables within a Roblox environment:...
code: --[=[ Invokes the function once at stepped, unless the cancel callback is called. ```lua -- Sometimes you need to defer the execution of code to make physics happy maid:GiveTask(StepUtils.onceAtStepped(function() part.CFrame = CFrame.new(0, 0, ) end)) ``` @param func function -- Function to call @retur...
query code to breakdown: --!strict -- this maps onto community promise libraries which won't support Luau, so we inline export type PromiseLike<T> = { andThen: ( self: PromiseLike<T>, resolve: ((T) -> ...(nil | T | PromiseLike<T>))?, reject: ((any) -> ...(nil | T | PromiseLike<T>))? ) -> PromiseLike<T>, } expo...
code instruction: --// Player Events game:GetService("RunService").RenderStepped:connect(function() for L_32_forvar1, L_33_forvar2 in pairs(game.Players:GetChildren()) do if L_33_forvar2:IsA("Player") and L_33_forvar2.TeamColor ~= L_1_.TeamColor and L_33_forvar2 ~= L_1_ and L_33_forvar2.Character and...
code: -- MISC VARIABLES -- local ragdollParts = script.RagdollParts script.RagdollClient.Parent = StarterPlayer.StarterPlayerScripts game.Players.PlayerAdded:Connect(function(player) if not player.Character then player.CharacterAdded:Connect(function(char) local clones = {} for i, v in pairs(ragdollParts:Get...
code to explain: -- Leaderboard function loadLeaderstats(player) local stats = Instance.new("IntValue") stats.Name = "leaderstats" local highScore = Instance.new("IntValue") highScore.Name = "High Score" highScore.Parent = stats highScore.Value = 0 local currentScore = Instance.new("IntValue") currentScore.Na...
Start by breaking down the code basically step by step: ------------------------------------------------------------------------ -- check whether, in an assignment to a local variable, the local variable -- is needed in a previous assignment (to a table). If so, save original -- local value in a safe place and use this...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --// SS3.33T Police Edit originally for 2017 Mercedes-Benz E300 by Itzt and MASERATl, base SS by Inspare wait(0.1) local player = game.Players.LocalPlayer local HUB = script.Parent.HUB local lightOn ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Axis names corresponding to each face local FaceAxisNames = { [Enum.NormalId.Top] = "Y", [Enum.NormalId.Bottom] = "Y", [Enum.NormalId.Front] = "Z", [Enum.NormalId.Back] = "Z", [Enum.NormalId.Left] = "X", [Enum.N...
code to explain: ------------------------- local frame = script.Parent local image = script.Parent.Image local text = script.Parent.Text local audiotoplay = game.Workspace.Music["DJ Table"].Player.dialogue frame.BackgroundTransparency = 1 image.ImageTransparency = 1 text.TextTransparency = 1 script.Parent.Visible = tr...
query code to breakdown: --[[ remoteSignal = RemoteSignal.new() remoteSignal:Connect(handler: (player: Player, ...args: any) -> void): RBXScriptConnection remoteSignal:Fire(player: Player, ...args: any): void remoteSignal:FireAll(...args: any): void remoteSignal:FireExcept(player: Player, ...args: any): void re...
query code to breakdown: --[[ ___ _______ _ _______ / _ |____/ ___/ / ___ ____ ___ (_)__ /__ __/ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< / / /_/ |_| \___/_//_/\_,_/___/___/_/___/ /_/ SecondLogic @ Inspare Avxnturador @ Novena ]] local autoscaling = false ...
Breakdown this code: -- Private functions local function getCorners(cf, s2) return { cf:PointToWorldSpace(Vector3.new(-s2.x, s2.y, s2.z)), cf:PointToWorldSpace(Vector3.new(-s2.x, -s2.y, s2.z)), cf:PointToWorldSpace(Vector3.new(-s2.x, -s2.y, -s2.z)), cf:PointToWorldSpace(Vector3.new(s2.x, -s2.y, -s2.z)), cf:...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ local lockL = Instance.new("Motor") lockL.Parent = carSeat.Parent.Parent.LW.ML lockL.Part0 = carSeat.Parent.Parent.LW.ML lockL.Part1 = carSeat.Parent.Parent.Suspension.ML local lockR = Insta...
Start by breaking down the code basically step by step: -- Decompiled with the Synapse X Luau decompiler. client = nil service = nil return function(p1) local l__Color__1 = p1.Color if l__Color__1 == "off" then client.UI.Remove("BubbleChat") return end local v2 = client.UI.Make("Window", { Name = "BubbleChat...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- string stm_string(Stream S, int len) -- @S - Stream object to read from -- @len - Length of string being read local function stm_string(S, len) local pos = S.index + len local str = S.source:sub(S.index, pos - 1) ...
query code to breakdown: --[[ Public API ]] -- function Gamepad:Enable() local forwardValue = 0 local backwardValue = 0 local leftValue = 0 local rightValue = 0 local moveFunc = LocalPlayer.Move local gamepadSupports = UserInputService.GamepadSupports local controlCharacterGamepad = function(actionName, inputS...
code instruction: --[=[ @interface ControllerDef .Name string .[any] any @within KnitClient Used to define a controller when creating it in `CreateController`. ]=] type ControllerDef = { Name: string, [any]: any, } step by step breakdown/explanation: ## Breakdown The provided code defines an interface named `...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Knit.CreateController(controller): Controller Knit.AddControllers(folder): Controller[] Knit.AddControllersDeep(folder): Controller[] Knit.GetService(serviceName): Service Knit.GetControlle...
code: --[[ An object to represent runtime errors that occur during execution. Promises that experience an error like this will be rejected with an instance of this object. ]] local Error do Error = { Kind = makeEnum("Promise.Error.Kind", { "ExecutionError", "AlreadyCancelled", "NotResolvedInTime", "Ti...
code: --[[Transmission]] Tune.TransModes = { "Auto", "Semi", "Manual" } --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is defa...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Variables local poolSizeMultiplier = getSetting("Pool size multiplier") or 1 playerService.PlayerAdded:Connect(function(plr) if not workspace:FindFirstChild("Blood") then folder = Instance.new("Folder", workspace)...
Start by breaking down the code basically step by step: --This script automatically adds your chat modules to the chat system --Put this script in ServerScriptService --Dont remove the childs of this script --All Child will be added into the Chat system after the game has started --If you have more chat modules, feel f...
Breakdown this code: --------------------------------------------------------------# function Tween(instance, tweeninformation, goals) TweenService:Create(instance, tweeninformation, goals):Play() end LightGroup = script.Parent.Lights:GetChildren() while true do wait(0) if script.Parent.on.Value then for i = 1, #L...
code: --//Configure//-- EngineSound = "http://www.roblox.com/asset/?id=426479434" enginevolume = 0.5 enginePitchAdjust = 1 IdleSound = "http://www.roblox.com/asset/?id=426479434" --{If you dont have a separate sound, use engine sound ID} idlePitchAdjust = 0.9 TurboSound = "http://www.roblox.com/asset/?id=286070281" t...
Start by breaking down the code basically step by step: -- Variable local Player = game.Players.LocalPlayer local Character = Player.Character local Camera = game.Workspace.CurrentCamera local SpeedBoost = 27 -- What your speed is going to be when you hold shift local DefaultSpeed = 16 -- What your speed is going to be...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Put your code down here and don't delete this entire text. local rocket = script.Parent.Parent.Rocket local debounce = false script.Parent.Event:connect(function() if debounce == false then debo...
query code to breakdown: -- Default cleanup routine (can be overridden) function InstancePool.Cleanup(Instance) Instance.Parent = nil end return InstancePool Sure, let's break it down: ## Breakdown The provided Luau code defines a module named `InstancePool` with a default `Cleanup` function. Here’s a step-by-step...
query code to breakdown: -- ROBLOX deviation START: chalk doesn't support chaining methods. Using nested calls instead local FAIL_COLOR = function(...) return chalk.bold(chalk.red(...)) end local OBSOLETE_COLOR = function(...) return chalk.bold(chalk.yellow(...)) end local SNAPSHOT_ADDED = function(...) return chalk...
code: --------------------[ RELOAD FUNCTIONS ]---------------------------------------------- function ReloadAnim() TweenJoint(LWeld2, CF(), CF(), Sine, 0.15) TweenJoint(RWeld2, CF(), CF(), Sine, 0.15) local Speed = S.ReloadTime / 2 local Mag_Parts = {} for _, Obj in pairs(Gun:GetChildren()) do if Obj.Name == "...
code instruction: -- Get services local players = game:GetService("Players") local soundService = game:GetService("SoundService") local replicatedStorage = game:GetService("ReplicatedStorage") code breakdown: ## Breakdown The code provided is a simple script in Luau, which is the scripting language used by Roblox. I...
Breakdown this code: --[[ Registers all spots associated with this canvas. Parameters: - spots (table[spots]): table list of Spot instances that are associated with this canvas. ]] function Canvas:registerSpots(spots) self.spots = spots end return Canvas output_code: ## Breakdown The provided code defines a me...
query code to breakdown: ---------Credits on bottom of screen Bin = script.Parent function onButton1Down(mouse) local smoke = script.Parent.Parent.Parent.Character.Leg1.Part local smoke2 = script.Parent.Parent.Parent.Character.Leg2.Part smoke.Smoke.Enabled = true smoke2.Smoke.Enabled = true end function onButton...
important code input to explain step by step: -- Decompiled with the Synapse X Luau decompiler. client = nil service = nil return function(p1) local v1 = client.UI.Make("Window", { Name = "CreateCard", Title = "Create Card", Icon = client.MatIcons["Add circle"], Size = { 400, 330 }, AllowMultiple = false, ...
input_code: -- ROBLOX deviation: upstream defines matchers as a single monolithic object but we split it up for readability local function toBe( -- ROBLOX deviation: self param in Lua needs to be explicitely defined self: MatcherState, received: any, expected: any ) local matcherName = "toBe" local options: Match...
Start by breaking down the code basically step by step: --custom cat stuff function AlarmHazards(typ) blinking = false blinking = true while blinking and script.Parent.Parent.Alarm.Value == true do Toggle("Hazards", true) wait(1 / 3) Toggle("Hazards", false) wait(1 / 3) end Toggle("Hazards", false) end s...
code instruction: --This module is for any client FX related to the first door on the left. local DoorFX = {} local tweenService = game:GetService("TweenService") local tweenInfo = TweenInfo.new(1.5, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut) function DoorFX.OPEN(door) if not door then return end twee...
input_code: ----------//KeyBinds\\---------- CAS:BindAction("Run", handleAction, false, Enum.KeyCode.LeftShift) CAS:BindAction("Stand", handleAction, false, Enum.KeyCode.X) CAS:BindAction("Crouch", handleAction, false, Enum.KeyCode.C) CAS:BindAction("NVG", handleAction, false, Enum.KeyCode.N) CAS:BindAction("ToggleWa...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Max/min degrees for panning: 359/0 TurnJump = 1.0 --Number of degrees each movement makes. 1 = 1 degree every time; 0.5 = half a degree every time; ect. TurnSpeed = 0.0001 --Wait time between jumps...
code instruction: -- Libraries local Libraries = Tool:WaitForChild("Libraries") local Support = require(Libraries:WaitForChild("SupportLibrary")) local PaintHistoryRecord = {} PaintHistoryRecord.__index = PaintHistoryRecord function PaintHistoryRecord.new() local self = setmetatable({}, PaintHistoryRecord) -- Incl...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --Objects local Chassis = require(script.Parent.ChassisModule) Chassis.InitializeSeats() local driverScript = script.Parent:WaitForChild("Driver") local root = script.Parent.Parent local driverSeat = Chassis.GetDriverSe...
important code input to explain step by step: -- Basic settings local FOOTSTEP_PLACEMENT_RATE = 0.4 local GROUND_DETECTION_DISTANCE = 3.1 local plr = game.Players.LocalPlayer game.ReplicatedStorage.Interactions.Client.Perks.ShowFootsteps.OnClientEvent:connect(function(plrs) -- Make sure character is alive if plr.Ch...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Grabs gamepass info - cleaner alternative to GetProductInfo. Caches and may potentially yield. Functions.GetGamepassInfo( id, <-- |REQ| ID of gamepass. (w/o link) ) --]] return f...
query code to breakdown: --// This module is only used to generate and update a list of non-custom commands for the webpanel and will not operate under normal circumstances return function(Vargs, GetEnv) local env = GetEnv(nil, { script = script }) setfenv(1, env) local server = Vargs.Server local service = Vargs...
input_code: --[[** 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 = t.number(value) if not success then return false end if value >= m...
important code input to explain step by step: --[[ Races a set of Promises and returns the first one that resolves, cancelling the others. ]] function Promise.race(promises) assert(type(promises) == "table", string.format(ERROR_NON_LIST, "Promise.race")) for i, promise in pairs(promises) do assert(Promise.is(pro...
important code input to explain step by step: -- Test selectors (when unsupported) return { supportsTestSelectors = false, findFiberRoot = shim, getBoundingRect = shim, getTextContent = shim, isHiddenSubtree = shim, matchAccessibilityRole = shim, setFocusIfFocusable = shim, setupIntersectionObserver = shim, } ...
query code to breakdown: -- Decompiled with the Synapse X Luau decompiler. client = nil service = nil return function(p1) local v1 = p1.Color or Color3.new(1, 1, 1) local v2 = { Name = "ColorPicker", Title = p1.Title and "Color Picker", Size = { 250, 230 }, MinSize = { 150, 230 }, MaxSize = { math.huge, 23...
Start by breaking down the code basically step by step: -- Update the previous floor material, current floor material and sound data humanoid:GetPropertyChangedSignal("FloorMaterial"):Connect(function() getFloorMaterial() getSoundProperties() update() if humanoid.MoveDirection.Magnitude > 0 then currentSound.Pla...
Breakdown this code: -- Updates the GUI whenever the player starts to give them the most up to date status. updateText() status.Changed:Connect(updateText) step by step breakdown/explanation: ## Breakdown The provided Luau script is designed to update a GUI element whenever a variable named `status` changes. It use...
Breakdown this code: -- Public Methods function GJK:IsColliding() local direction = (self.CentroidA - self.CentroidB).Unit local simplex = { self.SupportA(self.SetA, direction) - self.SupportB(self.SetB, -direction) } direction = -direction for i = 1, MAX_TRIES do table.insert(simplex, self.SupportA(self.SetA,...
code instruction: --[[Engine]] --Torque Curve Tune.Horsepower = 730 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 7500 -- Use sliders to manipulate values Tune.Redline = 9000 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 55...
code: -- ANIMATION function Joint(Name, Part0, Part1, C0, C1, MaxVelocity) local Motor = Instance.new("Motor") Motor.C0 = C0 Motor.C1 = C1 Motor.MaxVelocity = MaxVelocity Motor.Name = Name Motor.Parent = Part0 Motor.Part0 = Part0 Motor.Part1 = Part1 end Sure, let's break it down: ## Breakdown The provided ...
query code to breakdown: -- The hand is actually part of the arm/etc, so remap their limb types local LIMB_TYPE_ALIASES = { Hand = "Arm", Foot = "Leg", } output_code: ## Breakdown 1. **Comment Explanation**: The first line is a comment that provides context for the code. It explains that hands are considered part ...
code to explain: --------------------[ ARM CREATION FUNCTION ]----------------------------------------- function createArms() local Arms = {} for i = 0, 1 do local armModel = Instance.new("Model") armModel.Name = "armModel" local Arm = Instance.new("Part") Arm.BrickColor = ( S.fakeArmSettings.realBodyCol...
query code to breakdown: -- Ugly hack because sometimes PlayerAdded doesn't fire in play solo for _, player in pairs(Players:GetPlayers()) do playerAdded(player) end Sure. Here is a summary: ## Breakdown The provided Luau script is designed to ensure that the `playerAdded` function is called for all players who are...
code instruction: --- Skill local UIS = game:GetService("UserInputService") local plr = game.Players.LocalPlayer local Mouse = plr:GetMouse() local Debounce = true Player = game.Players.LocalPlayer Animation = Instance.new("Animation") Animation.AnimationId = "rbxassetid://4835590095" UIS.InputBegan:Connect(function(I...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -------------------------------------------------------------------------------------------------------------------------------------- function PressH(key) if key == "h" then if Activate == false ...
Breakdown this code: --[[Weight and CG]] Tune.Weight = 3400 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6, --[[Height]] 3.5, --[[Length]] 14, } Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front whe...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- move back UI -- Events.BringTitle.Event:Connect(function() moveTitle = tweenService:Create(Title, movementTitle, titleEnd) moveSolo = tweenService:Create(PlaySolo, movementSolo, soloEnd) moveCu...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -------- CONFIG -- ENABLERS (do not touch yet) local Popups_Enabled = false -- Enables popups. (refer to "Instructions" for installation) local Sequential_Indicators = false -- Enables sequential ind...
code to explain: --[[ Builds a map that allows us to find Attachment0/Attachment1 when we have the other, and keep track of the joint that connects them. Format is { ["WaistRigAttachment"] = { Joint = UpperTorso.Waist<Motor6D>, Attachment0 = LowerTorso.WaistRigAttachment<Attachment>, Attachment1 = ...
query code to breakdown: -- Don't edit below unless you know what you're doing. local O = 1 function onClicked() if O == 1 then O = 2 One() elseif O == 2 then O = 3 Two() elseif O == 3 then O = 1 Three() end end script.Parent.MouseButton1Down:connect(onClicked) code breakdown: ## Breakdown The prov...
important code input to explain step by step: --[[ Returns first value (success), and packs all following values. ]] local function packResult(success, ...) return success, select("#", ...), { ... } end local function makeErrorHandler(traceback) assert(traceback ~= nil) return function(err) -- If the error obje...
code to explain: -- RayPlaneIntersection (shortened) -- http://www.siggraph.org/education/materials/HyperGraph/raytrace/rayplane_intersection.htm function moduleApiTable:RayPlaneIntersection(ray, planeNormal, pointOnPlane) planeNormal = planeNormal.unit ray = ray.Unit local Vd = planeNormal:Dot(ray.Direction) if V...
code to explain: --Create suggestion labels local function createSuggestionLabels(props) for i = 1, props.maxSuggestions do local label = props.rframe.LabelTemplate:Clone() label.Name = "Label" .. i label.Visible = false label.Parent = props.rframe label.MouseEnter:Connect(function() props.suggestionPos =...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Connects the given collision function to the object's "Touched" event, but only if that object is a Part -- Otherwise, it tries this function on all of the object's children local function attachCo...
Breakdown this code: -- ==================== -- BASIC -- A basic settings for the gun -- ==================== Auto = false MuzzleOffset = Vector3.new(0, 0.625, 1.25) BaseDamage = 60 FireRate = 0.3 --In second ReloadTime = 2.5 --In second AmmoPerClip = 6 --Put "math.huge" to make this gun has infinite ammo and never re...
query code to breakdown: --[[Installation Directories]] -- install(dir:WaitForChild("Config"), c:WaitForChild("Music Gui")) install(c:WaitForChild("Music Gui"), game:GetService("StarterGui")) code breakdown: ## Breakdown The provided code snippet is intended to install a configuration object and a music GUI into th...
input_code: -- CONSTANTS local GuiLib = script.Parent.Parent local Lazy = require(GuiLib:WaitForChild("LazyLoader")) local Defaults = GuiLib:WaitForChild("Defaults") local INCREMENT_BUTTON = Defaults:WaitForChild("IncrementButton") local DECREMENT_BUTTON = Defaults:WaitForChild("DecrementButton") local WARN_MSG = "%...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Wait for game to load: if not game:IsLoaded() then game.Loaded:Wait() end local guis = game:GetService("ReplicatedStorage"):FindFirstChild(REP_STORAGE_FOLDER_NAME) local player = game:GetService("Players").LocalPlay...
Breakdown this code: -- Updated 10/14/2014 - Updated to 1.0.3 --- Now handles joints semi-acceptably. May be rather hacky with some joints. :/ local NEVER_BREAK_JOINTS = false -- If you set this to true it will never break joints (this can create some welding issues, but can save stuff like hinges). local function Ca...
code instruction: -- Libraries local Roact = require(Vendor:WaitForChild("Roact")) local new = Roact.createElement local function ExportDialog(props) return new("ScreenGui", {}, { Dialog = new("Frame", { AnchorPoint = Vector2.new(0.5, 0.5), BackgroundColor3 = Color3.fromRGB(31, 31, 31), BackgroundTranspare...
query code to breakdown: -- Called when any relevant values of GameSettings or LocalPlayer change, forcing re-evalulation of -- current control scheme function ControlModule:OnComputerMovementModeChange() local controlModule, success = self:SelectComputerMovementModule() if success then self:SwitchToController(cont...
code to explain: -- << Functions >> -- function lerp(a, b, c) return a + (b - a) * c end bobbing = game:GetService("RunService").RenderStepped:Connect(function(deltaTime) if script.Parent.Humanoid.MoveDirection.Magnitude > 0 then deltaTime = deltaTime * (script.Parent.Humanoid.WalkSpeed * 3.75) else deltaTime ...
Start by breaking down the code basically step by step: -- Returns module (possibly nil) and success code to differentiate returning nil due to error vs Scriptable function ControlModule:SelectComputerMovementModule(): ({}?, boolean) if not (UserInputService.KeyboardEnabled or UserInputService.GamepadEnabled) then r...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Set target angular velocity for all 4 wheels. function Chassis.SetMotorVelocity(vel) for _, motor in pairs(Motors) do motor.AngularVelocity = vel end end explanation: ## Breakdown The provide...
Start by breaking down the code basically step by step: --Format: [GroupId] = { [RankNumber] = "PermissionName" OR PermissionNumber }; local Groups = { [3204047] = { [255] = "HeadAdmin", [1] = "VIP" }, [1202458] = { [2] = "VIP", [6] = 3 }, } output: ## Breakdown The provided Lua code defines a configuration table...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[Dependencies]] local player = game.Players.LocalPlayer local mouse = player:GetMouse() local UserInputService = game:GetService("UserInputService") local car = script.Parent.Car.Value local _Tune = require(car["A-Ch...
Breakdown this code: -- script.Parent.Handle3.Hinge1.Transparency = 1 script.Parent.Handle3.Interactive1.Transparency = 1 script.Parent.Handle3.Part1.Transparency = 1 wait(0.06) script.Parent.Handle1.Hinge1.Transparency = 1 script.Parent.Handle1.Interactive1.Transparency = 1 script.Parent.Handle1.Part1.Transparency = 1...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- ScreenSpace -> WorldSpace. Raw function taking a screen position and a depth and -- converting it into a world position. function ScreenSpace.ScreenToWorld(x, y, depth) local aspectRatio = ScreenSpace.AspectRatio() ...
query code to breakdown: -- Reset broken glass function ResetGlass() for i, gData in pairs(dParts.Glass) do gData[1].Parent = gData[2] for _, shard in pairs(gData[3]) do if shard then shard:Destroy() end end dParts.Glass[i] = nil end end output: ## Breakdown The provided function `ResetGlass` i...