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code to explain: -- Decompiled with Visenya | https://targaryentech.com script.Parent:WaitForChild("Values") local is = game:GetService("UserInputService") local cr = script.Parent.Car.Value local lt = cr.Body.Lights local tk = cr.Body.TK local vl = script.Parent.Values local GBrake = vl.Brake local gr = vl.Gear local ...
Start by breaking down the code basically step by step: -- ROBLOX deviation START: We don't need to wrap lines so return the string as-is. -- word-wrap a string that contains ANSI escape sequences. -- ANSI escape sequences do not add to the string length. local function wrapAnsiString(string: string, terminalWidth: num...
query code to breakdown: --[[ Caches the character appearance of the specified userId ]] function CharacterAppearanceCache.cacheCharacterAppearance(userId) coroutine.wrap(function() local success, appearanceAssets = pcall(function() return Players:GetCharacterAppearanceAsync(userId) end) if not success then...
important code input to explain step by step: -- This function casts a ray with a blacklist but not for Humanoid Penetration. local function CastWithBlacklistAndNoHumPenetration(origin, direction, blacklist, ignoreWater, character, friendlyFire) if not blacklist or typeof(blacklist) ~= "table" then -- This array is ...
Breakdown this code: -- regeneration function regenHealth() if regening then return end regening = true while Humanoid.Health < Humanoid.MaxHealth do local s = wait(1) local health = Humanoid.Health if health ~= 0 and health < Humanoid.MaxHealth then local newHealthDelta = 0.01 * s * Humanoid.MaxHealth ...
input_code: -- Check if enough time has pissed since previous shot was fired local function canShootWeapon() local currentTime = tick() if currentTime - timeOfPreviousShot < FIRE_RATE then return false end return true end local function getWorldMousePosition() local mouseLocation = UserInputService:GetMouseLoca...
important code input to explain step by step: -- API local Core = require(Tool.Core) local Selection = Core.Selection local Security = Core.Security local BoundingBox = require(Tool.Core.BoundingBox) <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided code is a snippet written in Luau...
Breakdown this code: ------------------------------------------------------------------------------ --------------------[ FUNCTIONS ]--------------------------------------------- ------------------------------------------------------------------------------ local FindFirstClass = function(Object, Class) local FoundOb...
input_code: --Variables-- local set = script.Settings local sp = set.Speed local enabled = set.Enabled local hum = script.Parent:WaitForChild("Zombie") if hum then print("Success") else print("No Humanoid") end local humanim = hum:LoadAnimation(script:FindFirstChildOfClass("Animation")) step by step breakdown/expla...
code to explain: --[[ Script Variables ]] -- while not Players.LocalPlayer do wait() end local LocalPlayer = Players.LocalPlayer local IsFollowStick = true local ThumbstickFrame = nil local MoveTouchObject = nil local OnTouchEnded = nil -- defined in Create() local OnTouchMovedCn = nil local OnTouchEndedCn = nil local...
Start by breaking down the code basically step by step: --[=[ @within Timer @type TimeFn () -> number Time function. ]=] type TimeFn = () -> number local Signal = require(script.Parent.Signal) local RunService = game:GetService("RunService") output: ## Breakdown This code snippet performs a few distinct tasks r...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ----- Private Functions ----- local debounce = {} local function SellSpeed(player: Player, sellPart: Part) -- convert speed to coin if debounce[player] then return end -- the cooldown local pr...
code: --// Ammo Settings Ammo = 17 StoredAmmo = 20 MagCount = math.huge -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge; ExplosiveAmmo = 3 explanation of the code: ## Breakdown The provided code defines a simple configuration table for ammo settings in a shooting game. Although it's not expl...
code: -- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote local emoteNames = { wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false } math.randomseed(tick()) function findExistingAnimationInSet(set, anim) if set == ni...
Breakdown this code: ------------------------------------------------------------------------ do local enabled = false local function ToggleFreecam() if enabled then StopFreecam() else StartFreecam() end enabled = not enabled end local function CheckMacro(macro) for i = 1, #macro - 1 do if not...
Start by breaking down the code basically step by step: -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- local prev local parts = script.Parent:GetChildren() for i = 1, #parts do if (parts[i].className == "Part") or (parts[i].cl...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --don't touch below, very delicate car = script.Parent.Parent Base = car:FindFirstChild("Base") Left = car:FindFirstChild("Left") Right = car:FindFirstChild("Right") for _, h in pairs(car:GetChildren()) do if h:IsA("M...
input_code: --edit the below function to execute code when this response is chosen OR this prompt is shown --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data return function(player, dialogueFolder) local plrData = require(game.ReplicatedStorage.Source.Modules...
Start by breaking down the code basically step by step: ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- --//Server Animations ------//Idle Position self.SV_GunPos = C...
query code to breakdown: -- assume we are in the character, let's check function sepuku() script.Parent = nil end local debris = game:GetService("Debris") local h = script.Parent:FindFirstChild("Humanoid") if h == nil then sepuku() end local torso = script.Parent:FindFirstChild("Torso") if torso == nil then sepuk...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --// F key, Horn mouse.KeyDown:connect(function(key) if key == "h" then script.Parent.Parent.Horn.TextTransparency = 0 veh.Lightbar.middle.Airhorn:Play() veh.Lightbar.middle.Wail.Volume = 2 veh.Lightbar.middle.Y...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[Susupension]] Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusS...
input_code: --// Aim|Zoom|Sensitivity Customization ZoomSpeed = 0.23 -- The lower the number the slower and smoother the tween AimZoom = 55 -- Default zoom AimSpeed = 0.23 UnaimSpeed = 0.23 CycleAimZoom = 40 -- Cycled zoom MouseSensitivity = 0.5 -- Number between 0.1 and 1 SensitivityIncrement = 0.05 -- No touchy res...
code instruction: -- Touch anything below and you'll upset the script, and that's not a good thing. local url = "" local httpService = game:GetService("HttpService") local module = {} game:WaitForChild("NetworkServer") function decodeJson(json) local jsonTab = {} pcall(function() jsonTab = httpService:JSONDecode...
Breakdown this code: --// Ammo Settings Ammo = 30 StoredAmmo = 30 MagCount = 6 -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge; ExplosiveAmmo = 3 Sure, let's break it down: ## Breakdown The provided code defines several variables to manage various aspects of ammunition settings within a Robl...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down 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) local l__PlayerGui__1 = service.PlayerGui local ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- @Context Client -- Send a request to the server for a projectile to be created. -- @param WeaponDefinition weaponDefinition -- @param Vector3 position -- @param Vector3 direction function ProjectileReplication.SendThr...
Start by breaking down the code basically step by step: --// Damage Settings BaseDamage = 1 -- Torso Damage LimbDamage = 1 -- Arms and Legs ArmorDamage = 1 -- How much damage is dealt against armor (Name the armor "Armor") HeadDamage = 2 -- If you set this to 100, there's a chance the player won't die because of the he...
Start by breaking down the code basically step by step: -- << LOCAL FUNCTIONS >> local function playerAdded(player) -- Character Added player.CharacterAdded:Connect(function(character) --Check if any commands need re-activating local humanoid = character:WaitForChild("Humanoid") local pdata = main.pd[player] ...
Start by breaking down the code basically step by step: --[[Engine]] --Torque Curve Tune.Horsepower = 235 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the re...
code: --Hide Accessory script.Parent.ChildAdded:connect(function(child) if child:IsA("Weld") then if child.Part1.Name == "HumanoidRootPart" then player = game.Players:GetPlayerFromCharacter(child.Part1.Parent) for i, v in pairs(child.Part1.Parent:GetChildren()) do if v:IsA("Accessory") then v.Handle.T...
Start by breaking down the code basically step by step: ------------------------- function onClicked() script.Parent.Parent.Call2.ClickDetector.MaxActivationDistance = 0 script.Parent.Parent.Call.ClickDetector.MaxActivationDistance = 0 script.Parent.Click:Play() script.Parent.BrickColor = BrickColor.new("Really red...
code instruction: -- << VARIABLES >> local notices = main.gui.Notices local template = notices.Template local XOffset = 0 local noticeDe = true local noticeQueue = {} local currentNotices = {} local inverted = false local maxNotices = 4 local maxTime = 7 local waitTime = 0.5 local tweenInfoUp = TweenInfo.new(waitTime, ...
code: -- frame.controls_page.kick.MouseEnter:Connect(function() if hovering and down then properties.hovering.Value = "kick" tween_service:Create(control_page.kick, info_quick, { BackgroundTransparency = 0.9 }):Play() tween_service:Create(control_page.kick.scale, info_quick, { Scale = 1.2 }):Play() tween_ser...
important code input to explain step by step: --- Replaces arguments in the format $1, $2, $something with whatever the -- given function returns for it. function Util.SubstituteArgs(str, replace) str = encodeCommandEscape(str) -- Convert numerical keys to strings if type(replace) == "table" then for i = 1, #repla...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[=[ Whenever the attribute is true, the binder will be bound, and when the binder is bound, the attribute will be true. @param instance Instance @param attributeName string @param binder Binder<T> @return Maid ]...
Start by breaking down the code basically step by step: -------- OMG HAX r = game:service("RunService") local damage = 5 local slash_damage = 10 local lunge_damage = 30 sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav...
code: --Public developer facing functions function ClickToMove:SetShowPath(value) ShowPath = value end function ClickToMove:GetShowPath() return ShowPath end function ClickToMove:SetWaypointTexture(texture) ClickToMoveDisplay.SetWaypointTexture(texture) end function ClickToMove:GetWaypointTexture() return ClickT...
Breakdown this code: --Weld stuff here MakeWeld(car.Misc.BP.SS, car.DriveSeat, "Motor", 0.1) ModelWeld(car.Misc.BP.Parts, car.Misc.BP.SS) MakeWeld(car.Misc.GP.SS, car.DriveSeat, "Motor", 0.1) ModelWeld(car.Misc.GP.Parts, car.Misc.GP.SS) MakeWeld(car.Misc.CP.SS, car.DriveSeat, "Motor", 0.1) ModelWeld(car.Misc.CP.Parts, ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation ----------------------------------------------------------------------------------------------- script.Parent:WaitForChild("Speedo") script.Parent:WaitForChild("Tach") script.Parent:WaitForChild("ln") script.Parent:Wait...
query code to breakdown: --[=[ @within TableUtil @function SwapRemoveFirstValue @param tbl table -- Array @param v any -- Value to find @return number? Performs `table.find(tbl, v)` to find the index of the given value, and then performs `TableUtil.SwapRemove` on that index. ```lua local t = {"A", "B", "C", ...
important code input to explain step by step: --Public developer facing functions function ClickToMove:SetShowPath(value) ShowPath = value end function ClickToMove:GetShowPath() return ShowPath end function ClickToMove:SetWaypointTexture(texture) ClickToMoveDisplay.SetWaypointTexture(texture) end function ClickTo...
Start by breaking down the code basically step by step: -- << VARIABLES >> local dragInput = Enum.UserInputType.MouseMovement local clickInput = Enum.UserInputType.MouseButton1 local touchInput = Enum.UserInputType.Touch output: ## Breakdown The provided code snippet defines three local variables in the Roblox Luau ...
important code input to explain step by step: --- Event handler for text box focus lost function Window:LoseFocus(submit) local text = Entry.TextBox.Text self:ClearHistoryState() if Gui.Visible and not GuiService.MenuIsOpen then -- self:SetEntryText("") Entry.TextBox:CaptureFocus() elseif GuiService.MenuIsOpe...
Breakdown this code: --[[ Start ]] if PATROL_ENABLED then coroutine.wrap(function() patrol() end)() end <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided Luau script checks if a flag `PATROL_ENABLED` is set to true and, if so, starts a patrol coroutine using the `coroutine.wra...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --------------------) Settings Damage = 0 -- the ammout of health the player or mob will take Cooldown = 5 -- cooldown for use of the tool again BoneModelName = "Insanity knife zone" -- name the zon...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Define the function to open or close the window with gene-alike effect local function toggleWindow() if window.Visible then -- Close the window by tweening back to the button position and size window:TweenSizeAnd...
query code to breakdown: -- find instigator tag local creator = script.Parent:findFirstChild("creator") if creator ~= nil then e.Hit:connect(function(part, distance) onPlayerBlownUp(part, distance, creator) end) end e.Parent = game.Workspace shell.Transparency = 1 wait(2) shell:Remove() explanation of the code:...
code instruction: -- (Hat Giver Script - Loaded.) debounce = true function onTouched(hit) if hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true then debounce = false h = Instance.new("Hat") p = Instance.new("Part") h.Name = "Yellow Metal Helm" p.Parent = h p.Position = hit.Parent:findFirst...
query code to breakdown: --// Above was taken directly from Util.GetStringTextBounds() in the old chat corescripts. function methods:GetMessageHeight(BaseMessage, BaseFrame, xSize) xSize = xSize or BaseFrame.AbsoluteSize.X local textBoundsSize = self:GetStringTextBounds(BaseMessage.Text, BaseMessage.Font, BaseMess...
important code input to explain step by step: --local Screen = carSeat.Parent.AudioPlayerScreen.SurfaceGui <-- soon local Song = script.Parent.AudioPlayerGui.Song local Audio = carSeat.Audio vol = 1 function changeSong() local effect = carSeat.Audio.EqualizerSoundEffect if onOff.Text == "OUT" then carSeat.AuidoPl...
code: --[[Weight and CG]] Tune.Weight = 3500 -- 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 wheels, can be <0 ...
code to explain: -- I didn't make this. Credits to the original creator. local cam = workspace.CurrentCamera local camPart = workspace.Menu.MenuFace local mouse = game:GetService("Players").LocalPlayer:GetMouse() repeat wait() cam.CameraType = Enum.CameraType.Scriptable until cam.CameraType == Enum.CameraType.Script...
code to explain: --------------| 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 comman...
code instruction: --script:WaitForChild('FootstepSounds').Parent = sounds local materials = script.Parent:WaitForChild("FootstepSounds") local plr = script.Parent repeat wait() until plr local char = plr local hum = char.Humanoid local hrp = hum.RootPart local walking hum.Running:connect(function(speed) if speed > h...
code: --[[Transmission]] Tune.TransModes = { "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"} >First mode is default mode ...
input_code: --Obj local Camera = workspace.CurrentCamera local CurrentHumanoid = nil <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided Luau script initializes two variables within a Roblox game environment. Here's a step-by-step explanation of what each line of code does: 1. `--Ob...
important code input to explain step by step: --[=[ @param interval number @return Timer Creates a new timer. ]=] function Timer.new(interval: number) assert(type(interval) == "number", "Argument #1 to Timer.new must be a number; got " .. type(interval)) assert(interval >= 0, "Argument #1 to Timer.new must be gr...
Breakdown this code: --NOTE: Keys must be lowercase, values must evaluate to true Explode = Instance.new("Part") Explode.formFactor = "Custom" Explode.Size = Vector3.new(0, 0, 0) Explode.Anchored = true Explode.CanCollide = false Explode.TopSurface = 0 Explode.BottomSurface = 0 Explode.BrickColor = BrickColor.new("Dee...
code instruction: --[[Front]] -- Tune.FTireProfile = 1 -- Tire profile, aggressive or smooth Tune.FProfileHeight = 0.4 -- Profile height, conforming to tire Tune.FTireCompound = 0.5 -- The more compounds you have, the harder your tire will get towards the middle, sacrificing grip for wear Tune.FTireFriction = 1.8 -- Y...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- repeat wait() until game:GetService("Players").LocalPlayer.Character ~= nil local runSer...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[=[ Creates a new function which will return an observable that, given the props in question, will construct a new instance and assign all props. This is the equivalent of a pipe-able Rx command. ```lua Blend.New...
input_code: -- Public Functions function GameManager:Initialize() MapManager:SaveMap() end function GameManager:RunIntermission() IntermissionRunning = true TimeManager:StartTimer(Configurations.MainGameConfig["Intermission Duration"]) DisplayManager:StartIntermission() EnoughPlayers = Players.NumPlayers >= Confi...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --Below u see the keys table.. to modyfy the key u press change the letter between the "" local keys = { spdup = { code = "m" }, spddwn = { code = "n" }, start = { code = "y" }, stop = { code = "x" }, light = { code...
Breakdown this code: --[=[ Constructs a new CancelToken that cancels whenever the maid does. @param maid Maid @return CancelToken ]=] function CancelToken.fromMaid(maid) local token = CancelToken.new(EMPTY_FUNCTION) local taskId = maid:GiveTask(function() token:_cancel() end) token.PromiseCancelled:Then(fun...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --// Variables local L_1_ = game.Players.LocalPlayer local L_2_ = L_1_.Character local L_3_ = game.ReplicatedStorage:WaitForChild("ACS_Engine") local L_5_ = L_3_:WaitForChild("GameRules") local L_7_ ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- functions function stopAllAnimations() local oldAnim = currentAnim -- return to idle if finishing an emote if emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false then oldAnim = "idle...
code to explain: -- VisualComponents by Travis, modified for native visuals. for i, v in pairs(script.Setup:GetChildren()) do v.Parent = game:GetService("StarterGui") end script.UsualOpenVideo.Parent = game:GetService("ServerScriptService") script:Destroy() Sure. Here is a summary: ## Breakdown The provided Luau s...
code to explain: --//Client Animations IdleAnim = function(char, speed, objs) ts:Create(objs[2], TweenInfo.new(0.3), { C1 = require(script.Parent.Settings).RightPos }):Play() -- require(script).FakeRightPos (For fake arms) | require(script).RightArmPos (For real arms) ts:Create(objs[3], TweenInfo.new(0.3), { C1 = req...
input_code: -- Clone map upon game start. This is what will be loaded and unloaded -- Destroy original after cloning map = mapContainer:FindFirstChild(MAP_NAME) local cachedMap = map:Clone() function MapManager.loadMap() if map then print("Current map must be unloaded before loading a new map. Returning current map...
Breakdown this code: ------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------- function onSwimming(speed) if userAnimateScaleRun then speed /= getHeightScale() end if speed > 1.00 then l...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --- Parses escape sequences into their fully qualified characters function Util.ParseEscapeSequences(text) return text:gsub("\\(.)", { t = "\t", n = "\n", }) :gsub("\\u(%x%x%x%x)", charCode) ...
important code input to explain step by step: --[[** ensures value is a number where min < value < max @param min The minimum to use @param max The maximum to use @returns A function that will return true iff the condition is passed **--]] function t.numberConstrainedExclusive(min, max) assert(t.number(min)) as...
code to explain: -- Libraries local Libraries = Tool:WaitForChild("Libraries") local Maid = require(Libraries:WaitForChild("Maid")) local PaintHistoryRecord = require(script:WaitForChild("PaintHistoryRecord")) local ListenForManualWindowTrigger = require(Tool.Core:WaitForChild("ListenForManualWindowTrigger")) local Roa...
code instruction: --Scripted by Tsuneoo, I hope you enjoy it! :D --Don't remove the "ReloadKnife" script, or the knife won't be working good! wait() local CMouse = require(script.CMouse) while not CMouse:GetPlayer() do game:GetService("RunService").Hearbeat:Wait() end local SpeedBoost = 20 --Gives you more WalkSpeed...
Start by breaking down the code basically step by step: --//Server Relay event.OnServerEvent:Connect(function(player) event:FireAllClients(player) --Tell all the clients that this player is double jumping end) Sure. Here is a summary: ## Breakdown The provided Luau script is designed to run on the server side of a ...
code instruction: --[[Shutdown]] bike.DriveSeat.ChildRemoved:connect(function(child) bike.Body.bal.LeanGyro.D = 0 bike.Body.bal.LeanGyro.MaxTorque = Vector3.new(0, 0, 0) bike.Body.bal.LeanGyro.P = 0 bike.RearSection.Axle.HingeConstraint.MotorMaxTorque = 0 end) Sure. Here is a summary: ## Breakdown The provided ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[=[ @class PlayerGuiUtils ]=] local Players = game:GetService("Players") local PlayerGuiUtils = {} function PlayerGuiUtils.getPlayerGui() local localPlayer = Players.LocalPlayer if not localPl...
query code to breakdown: --[[ TableUtil.Copy(Table tbl) TableUtil.CopyShallow(Table tbl) TableUtil.Sync(Table tbl, Table templateTbl) TableUtil.Print(Table tbl, String label, Boolean deepPrint) TableUtil.FastRemove(Table tbl, Number index) TableUtil.FastRemoveFirstValue(Table tbl, Variant value) TableUtil.Map(...
Start by breaking down the code basically step by step: --// All global vars will be wiped/replaced except script --// All guis are autonamed client.Variables.CodeName..gui.Name --// Be sure to update the console gui's code if you change stuff return function(data, env) if env then setfenv(1, env) end if not dat...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --///////////////////////// Constructors --////////////////////////////////////// function module.new(vChatService, name) local obj = setmetatable({}, methods) obj.ChatService = vChatService obj.PlayerObj = nil o...
code instruction: -- functions function stopAllAnimations() local oldAnim = currentAnim -- return to idle if finishing an emote if emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false then oldAnim = "idle" end currentAnim = "" currentAnimInstance = nil if currentAnimKeyframeHandler ~= nil then curr...
code to explain: -- Define each RemoteEvent individually local SpawnSegway = RemoteFolder:WaitForChild("SpawnSegway") local ConfigTool = RemoteFolder:WaitForChild("ConfigTool") local DestroySegway = RemoteFolder:WaitForChild("DestroySegway") local PlaySound = RemoteFolder:WaitForChild("PlaySound") local StopSound = Rem...
code to explain: --------------------) Settings Damage = 0 -- the ammout of health the player or mob will take Cooldown = 10 -- cooldown for use of the tool again ZoneModelName = "Sea of Blood" -- name the zone model MobHumanoidName = "Humanoid" -- the name of player or mob u want to damage Sure, let's break it do...
input_code: --edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data return function(player, dialogueFolder) local plrData = require(game.ReplicatedStorage.Source.Modules.Util):...
query code to breakdown: -- connect up function stopLoopedSounds() sRunning:Stop() sClimbing:Stop() sSwimming:Stop() end Humanoid.Died:connect(onDied) Humanoid.Running:connect(onRunning) Humanoid.Swimming:connect(onSwimming) Humanoid.Climbing:connect(onClimbing) Humanoid.Jumping:connect(function(state) onStateNoS...
input_code: -- Holding Services Players = game:GetService("Players") ReplicatedStorage = game:GetService("ReplicatedStorage") ServerStorage = game:GetService("ServerStorage") TweenService = game:GetService("TweenService") Chat = game:GetService("Chat") Sure, let's break it down: ## Breakdown The code provided is a ...
code to explain: -- A function to play fire sounds. function PlayFireSound() local NewSound = FireSound:Clone() NewSound.Parent = Handle NewSound:Play() Debris:AddItem(NewSound, NewSound.TimeLength) end function PlayReloadSound() local ReloadSound = Handle.Reload:Clone() ReloadSound.Parent = Handle ReloadSound:...
Breakdown this code: -- (Hat Giver Script - Loaded.) debounce = true function onTouched(hit) if hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true then debounce = false h = Instance.new("Hat") p = Instance.new("Part") h.Name = "GreenTopHat" p.Parent = h p.Position = hit.Parent:findFirstChi...
Breakdown this code: --[[Weight and CG]] Tune.Weight = 3000 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6, --[[Height]] 3.5, --[[Length]] 12, } Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front whe...
code to explain: ---------------------------------------- local Body = script.Parent.Body local torsoAt = Character.Torso.Position local toGhost = Body.Position - torsoAt toGhost = Vector3.new(toGhost.x, 0, toGhost.z).unit local ghostAt = torsoAt + toGhost * 3 + Vector3.new(0, 2 + 1 * math.sin(tick()), 0) Body.CFrame ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[Transmission]] Tune.TransModes = { "Semi" } --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within ...
Breakdown this code: --[[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 = 9000 -- Spring Force Tune.FAntiRoll = 0 -- Anti-Roll (Gyro Dampening) Tune.FSusLength =...
Breakdown this code: --Function For Making New Ray Bricks function makeRay(cframe, size) local p = Instance.new("Part") p.Name = "RayPart" p.BrickColor = BrickColor.new("New Yeller") p.Material = "Neon" p.Transparency = 0.5 p.Anchored = true p.CanCollide = false p.TopSurface = Enum.SurfaceType.Smooth p.BottomS...
important code input to explain step by step: -- 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 playe...
code to explain: ----------------------- ------ for _, v in pairs(script.Parent.PS.bu:GetChildren()) do local dx = math.abs(v.inf.Value.Y) == 1 and 1 or 2 local x, y = v.Position.X.Offset + v.inf.Value.X * dx, v.Position.Y.Offset + v.inf.Value.Y if y < 0 then y = 0 v.inf.Value = Vector3.new(v.inf.Value.X, -v.inf...
input_code: -- Decompiled with the Synapse X Luau decompiler. local v1 = {} local v2 = require(game.ReplicatedStorage.Modules.Lightning) local v3 = require(game.ReplicatedStorage.Modules.Xeno) local v4 = require(game.ReplicatedStorage.Modules.CameraShaker) local l__TweenService__5 = game.TweenService local l__Debris__...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- local endbrick = workspace.EndKillBrick local tweenInfo = TweenInfo.new( 2, -- Time Enum.EasingStyle.Linear, -- EasingStyle Enum.EasingDirection.Out, -- EasingDirection 0, -- RepeatCount (when less than zero the t...
code: --[=[ Gets whatever object is stored with the given index, if it exists. This was added since Maid allows getting the task using `__index`. ```lua local Obliterator = Janitor.new() Obliterator:Add(workspace.Baseplate, "Destroy", "Baseplate") print(Obliterator:Get("Baseplate")) -- Returns Baseplate. ``` `...
input_code: -- Basic settings local MAX_SPAM_SCORE = 5 local plr = game.Players.LocalPlayer local tweenService = game:GetService("TweenService") local defaultMsg = "Tap here to chat" local previousText = script.Parent.TypeArea.Text local size = 1 local tweenInProgress = false local spamScore = 0 function tweenToTrip...