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input_code: --[[ deviation: the toStrictEqual matcher in Jest adds three features beyond that of the toEqual matcher: 1) Checking for undefined properties 2) Checking array sparseness 3) Type checking Of these, Jest-Roblox's version of the toStrictEqual matcher only applies type checking ]] local function to...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Internal Settings-- local fullMag = 30 local spread = 1.1 -- in degrees local fullauto = false -- shoots all bullets as long as the player is visible. turning this off reverts shooting mechanic b...
input_code: --[[ Adds a Tween to be updated every render step. ]] function TweenScheduler.add(tween: Tween) allTweens[tween] = true end output: ## Breakdown The provided code defines a function within a module or script called `TweenScheduler` that is responsible for managing tweens in a Roblox environment. Here's...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- EasyConfiguration.lua -- @author Quenty -- Last Modified February 3rd, 2014 local Type = require(script.Parent:WaitForChild("Type")) local lib = {} local function Modify(Instance, Values) -- Modifies an Instance b...
code: -- ROBLOX FIXME: Can we define ClientChatModules statically in the project config pcall(function() ChatLocalization = require((game:GetService("Chat") :: any).ClientChatModules.ChatLocalization :: any) end) if ChatLocalization == nil then ChatLocalization = {} end if not ChatLocalization.FormatMessageToSend or ...
Breakdown this code: --[[Transmission]] -- Tune.Clutch = true -- Implements a realistic clutch. Tune.TransModes = { "Auto" } --[[ [Modes] "Manual" ; Traditional clutch operated manual transmission "DCT" ; Dual clutch transmission, where clutch is operated automatically "Auto" ; Automatic transmission that sh...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[Vehicle Weight]] --Determine Current Mass local mass = 0 function getMass(p) for i, v in pairs(p:GetChildren()) do if v:IsA("BasePart") then mass = mass + v:GetMass() end getMass(v) end end getMass(car) ...
input_code: ------------------------------------------------------------------------ -- parses an expression in parentheses or a single variable -- * used in primaryexp() ------------------------------------------------------------------------ function luaY:prefixexp(ls, v) -- prefixexp -> NAME | '(' expr ')' local c...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --PlayerClick ClickDetector.MouseClick:Connect(function() if Ready == true then if Open == false then Ready = false Open = true OpenSound:Play() OpenTween:Play() wait(0.5) Ready =...
code: -- Torso character.UpperTorso.Material = Material character.LowerTorso.Material = Material character.HumanoidRootPart.Material = Material character.Head.Material = Material Sure, let's break it down: ## Breakdown The provided code snippet is written in Luau, which is the scripting language used for Roblox game...
Start by breaking down the code basically step by step: --end) task.spawn(function() while true do if Dead then break end AI() local n, mag, hum = near() if n and not Dead then n = n.p if not r then w = 0.14 local dir = h.Position - n local tst, _ = workspace:FindPartOnRay(Ray.new(t.T...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- / Functions / -- RoundModule.StartRound = function(Gamemode) local GamemodeModule = require(script:WaitForChild(Gamemode)) GamemodeModule.ApplyGamemode() end output_code: ## Breakdown The pro...
code instruction: -- Function to turn particles on or off local function ConfigWater() for _, v in pairs(Emitters:GetChildren()) do if v and v:FindFirstChild("Emit1") then v:FindFirstChild("Emit1").Enabled = IsOn.Value end if v and v:FindFirstChild("Emit2") then v:FindFirstChild("Emit2").Enabled = IsOn.Val...
code instruction: --[[ FUNCTIONS ]] local function lerpLength(msg, min, max) return min + (max - min) * math.min(getMessageLength(msg) / 75.0, 1.0) end local function createFifo() local this = {} this.data = {} local emptyEvent = Instance.new("BindableEvent") this.Emptied = emptyEvent.Event function this:Size...
input_code: --Made by Stickmasterluke local sp = script.Parent damage = 40 cooldown = 0.30 debris = game:GetService("Debris") check = true function waitfor(parent, name) while true do local child = parent:FindFirstChild(name) if child ~= nil then return child end wait() end end local handle = waitfor(...
Start by breaking down the code basically step by step: -----------------------------------------ONLY EDIT THESE VALUES!!!!!----------------------------------------- -----!Instructions!----- --Make sure you have a part in the gun named Barrel, it is where the raycast will shoot from.-- --Just place this script into any...
code: --[=[ @private @class LoaderUtils ]=] local loader = script.Parent local BounceTemplateUtils = require(script.Parent.BounceTemplateUtils) local GroupInfoUtils = require(script.Parent.GroupInfoUtils) local PackageInfoUtils = require(script.Parent.PackageInfoUtils) local ScriptInfoUtils = require(script.Parent.S...
important code input to explain step by step: --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(gam...
query code to breakdown: --//Settings\-- local Save_Wait_Time = 60 local Auto_Save = true local Save_On_Leave = true function onPlayerEntered(newPlayer) local datafolder = Instance.new("Folder") datafolder.Parent = DataFolder datafolder.Name = newPlayer.UserId local DataValue = DataFolder.Data:clone() DataValue.P...
Start by breaking down the code basically step by step: --[[Steering]] function Steering(dt) local deltaTime = (60 / (1 / dt)) --Mouse Steer if _MSteer then local msWidth = math.max(1, mouse.ViewSizeX * _Tune.Peripherals.MSteerWidth / 200) local mdZone = _Tune.Peripherals.MSteerDZone / 100 local mST = ((mouse...
Start by breaking down the code basically step by step: --[[ TweenSequence Editor Animator ]] local TweenSequenceUtils = script.Parent local Track = require(TweenSequenceUtils.Track) local Animator = {} function Animator.new(tweens, root) local newAnimator = {} for _, tween in pairs(tweens:GetChildren()) do lo...
code: --[[ function moveupL1() local amount = A local current = 0 MoverL1.TargetPosition = 0.076 repeat current = current + amount/B script.Parent.LowToneSolenoid.MovingParts.Spring.Size = script.Parent.LowToneSolenoid.MovingParts.Spring.Size + Vector3.new(0,0,(amount/B)*C) local lv = script.Parent.LowToneSol...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --//Toggle event//-- script.Parent.Button1.ClickDetector.MouseClick:Connect(function() if DoorStatus == "Closed" and Debounce == false then Debounce = true Door.Button1.Click:Play() DoorMain.Sound:Play() Open() ...
input_code: -- Setup selection camera local SelectedCamera = Instance.new("Camera") SelectedCamera.Parent = Selected SelectedCamera.FieldOfView = 30 Selected.CurrentCamera = SelectedCamera explanation: ## Breakdown The provided Luau code is designed to create a new camera specifically for a selected object in a Robl...
input_code: --[[ --------- ]] -- function speed(run) if run then if not running then running = true script.Running.Value = true for i = 1, 8 do game.Workspace.CurrentCamera.FieldOfView = (90 + (i * 2)) r.Stepped:wait() end end else if running then running = false script.Running.Value =...
important code input to explain step by step: --// Event for making player say chat message. function chatBarFocusLost(enterPressed, inputObject) DoBackgroundFadeIn() chatBarFocusChanged:Fire(false) if enterPressed then local message = ChatBar:GetTextBox().Text if ChatBar:IsInCustomState() then local custom...
input_code: -- New ProfileStore: function ProfileService.GetProfileStore(profile_store_name, profile_template) --> [ProfileStore] if type(profile_store_name) ~= "string" then error("[ProfileService]: profile_store_name must be a string") elseif string.len(profile_store_name) == 0 then error("[ProfileService]: In...
code: --Supercharger local Whine_Pitch = 1.3 --max pitch of the whine (not exact so might have to mess with it) local S_Loudness = 1.3 --volume of the supercharger(s) (not exact volume so you kinda have to experiment with it also) script:WaitForChild("Whistle") script:WaitForChild("Whine") script:WaitForChild("BOV") ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --This is my first time scripting something! :D --It's good for horror games too! local mouse = game.Players.LocalPlayer:GetMouse() function Light() player = game.Players.LocalPlayer playerChar = p...
code to explain: --[[** ensures value matches string pattern @param string pattern to check against @returns A function that will return true iff the condition is passed **--]] function t.match(pattern) assert(t.string(pattern)) return function(value) local stringSuccess, stringErrMsg = t.string(value) if no...
Start by breaking down the code basically step by step: ---RandFade SCRIPT, DO NOT EDIT!--- for i, v in pairs(game.workspace.PLights:GetChildren()) do spawn(function() while true do wait(math.random()) v.Body.Head.Lens.Transparency = 0.2 v.Body.Head.Lens.SurfaceLgt.PointLight.Brightness = 5 v.Body.Head....
Start by breaking down the code basically step by step: ------------------------------------------------------------------------------------ local item = game.Lighting:findFirstChild(tostring(itemname)) local trigger = script.Parent enabled = true function onClick(plyr) if plyr.Backpack:findFirstChild(tostring(item...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --THIS SCRIPT GOES IN StarterPlayer > StarterCharacterScripts math.randomseed(tick()) local runService = game:GetService("RunService") local char = script.Parent local hum = char:WaitForChild("Human...
query code to breakdown: -- definimos la posicion inicial musicGui.Position = UDim2.new(2, 0, 0.69, 0) function showMusic(gui, name) gui.Text = name -- aqui mostramos el nombre de la cancion gui:TweenPosition(UDim2.new(0.818, 0, 0.69, 0), Enum.EasingDirection.In, Enum.EasingStyle.Linear, 1, true) delay(5, functio...
Breakdown this code: -- Clean up the event connections when a character model is removed local function onCharacterRemoving(character) if signalBindings[character] then signalBindings[character]:Disconnect() end if charactersOnFire[character] then charactersOnFire[character] = nil end end output_code: ## Brea...
query code to breakdown: -- Recusively parses folders only and makes a table tree. ---@param rootFolder instance ---@param data table function Database._Parse_R(dataRoot, rootFolder, data, _id) _id = _id and _id or 0 local initialTable = {} -- Ignore the first folder which is our root if _id > 0 then initialTabl...
code instruction: --[[ Constructs a new computed state object, which follows the value of another state object using a spring simulation. ]] local Package = script.Parent.Parent local Dependencies = require(Package.Dependencies) local xtypeof = require(Package.ObjectUtility).xtypeof local unwrap = require(Package.S...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[Controls]] local _CTRL = _Tune.Controls local Controls = Instance.new("Folder", script.Parent) Controls.Name = "Controls" for i, v in pairs(_CTRL) do local a = Instance.new("StringValue", Contro...
code to explain: ------------------------------------------------------------------------ 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 Use...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Text sizes local TextBoundaries = Vector2.new(math.huge, math.huge) local TITLE_SIZE = TextService:GetTextSize("Selection mode", 24 / 2, Enum.Font.SourceSans, TextBoundaries) local HOTKEY_SIZE = TextService:GetTextSiz...
input_code: -- SERVICES -- local Players = game:GetService("Players") local BadgeService = game:GetService("BadgeService") local TweenService = game:GetService("TweenService") result breakdown output: ## Breakdown The provided code snippet is a simple script in Luau, Roblox's version of Lua, designed to obtain refe...
Start by breaking down the code basically step by step: --[=[ Returns true if the value is a cancel token @param value any @return boolean ]=] function CancelToken.isCancelToken(value) return type(value) == "table" and getmetatable(value) == CancelToken end local EMPTY_FUNCTION = function() end output_code: ## B...
code: -- Ego's version local region = {} function region.new(cframe, size) local self = setmetatable({}, { __index = region }) self.CFrame = cframe self.Planes = { { n = cframe:vectorToWorldSpace(Vector3.FromNormalId(Enum.NormalId.Top)), d = -size.y / 2 }, { n = cframe:vectorToWorldSpace(Vector3.FromNormalId(...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -------------- I'm not responsible for any PAIN if you edit past this (pun intended) local blood_folder = Instance.new("Folder", game.Workspace) blood_folder.Name = "Blood.Splatter.Particles" functi...
code to explain: --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.U...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Local private variables and constants local ZERO_VECTOR2 = Vector2.new(0, 0) local tweenAcceleration = math.rad(220) --Radians/Second^2 local tweenSpeed = math.rad(0) --Radians/Second local tweenMaxSpeed = math.rad(2...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --- Skill local UIS = game:GetService("UserInputService") local plr = game.Players.LocalPlayer local Mouse = plr:GetMouse() local Debounce = true Player = game.Players.LocalPlayer UIS.InputBegan:Connect(function(Input) ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --// # key, ManOff mouse.KeyUp:connect(function(key) if key == "f" then veh.Lightbar.middle.Man:Stop() veh.Lightbar.middle.Wail.Volume = 10 veh.Lightbar.middle.Yelp.Volume = 10 veh.Lightbar.middle.Priority.Volum...
important code input to explain step by step: ------------------------------------------ gui.Track.Text = radio.TName.Value radio.TName.Changed:connect(function() gui.Track.Text = radio.TName.Value seat.Parent.Body.Dash.S.G.Song.Text = radio.TName.Value end) gui.Stop.MouseButton1Click:connect(function() if radio.Sto...
query code to breakdown: -- Display assertion for the report when a test fails. -- New format: rejects/resolves, not, and matcher name have black color -- Old format: matcher name has dim color function matcherHint(matcherName: string, received: string?, expected: string?, options: MatcherHintOptions?): string receive...
Breakdown this code: --[[ Script Variables ]] -- while not Players.LocalPlayer do wait() end local lastInputType = nil local LocalPlayer = Players.LocalPlayer local PlayerGui = LocalPlayer:WaitForChild("PlayerGui") local IsTouchDevice = UserInputService.TouchEnabled local UserMovementMode = IsTouchDevice and GameSett...
code: --// All global vars will be wiped/replaced except script return function(data, env) if env then setfenv(1, env) end local gui = client.UI.Prepare(script.Parent.Parent) -- Change it to a TextLabel to avoid chat clearing local playergui = service.PlayerGui local frame = gui.Frame local msg = gui.Frame.Mes...
Breakdown this code: -- Public function Utility.fastRemove(tbl: { number: any }, index: number) -- would use {any}, but it makes the linter angry local n = #tbl tbl[index] = tbl[n] tbl[n] = nil end function Utility.ser(...) local str = "" for _, num in next, { ... } do str = str .. math.floor(num) end retur...
important code input to explain step by step: --[[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-Chassis Tune"]) output: ## Breakdown The provided scr...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[Brakes]] Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 300 -- Front brake force Tune.RBrakeForce = 35...
code: -- alas poor coupler.ClickDetector.MouseClick:connect(function() ... end), I knew thee well remote.OnServerEvent:connect(function(player) if IsCoupled.Value then IsCoupled.Value = false else Allow.Value = not Allow.Value Recolor() end end) IsCoupled.Changed:connect(function() if IsCoupled.Value == fal...
important code input to explain step by step: ------------------------- mouse.KeyDown:connect(function(key) key = string.lower(key) if key == "k" then --Camera controls if cam == "car" then Camera.CameraSubject = player.Character.Humanoid Camera.CameraType = "Custom" cam = "freeplr" Camera.FieldOfView ...
important code input to explain step by step: -- Reset the camera look vector when the camera is enabled for the first time local SetCameraOnSpawn = true local hasGameLoaded = false local GestureArea = nil local GestureAreaManagedByControlScript = false code breakdown: ## Breakdown 1. **Initialize `SetCameraOnSpaw...
Start by breaking down the code basically step by step: -- Also set this to true if you want the thumbstick to not affect throttle, only triggers when a gamepad is conected local onlyTriggersForThrottle = false local function onThrottleAccel(actionName, inputState, inputObject) MasterControl:AddToPlayerMovement(Vecto...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Libraries local Roact = require(Vendor:WaitForChild("Roact")) local Cryo = require(Libraries:WaitForChild("Cryo")) local Maid = require(Libraries:WaitForChild("Maid")) local new = Roact.createElement result breakdow...
code instruction: ------------------------------------------------------------------------ -- adjusts debug information for last instruction written, in order to -- change the line where item comes into existence -- * used in (lparser) luaY:funcargs(), luaY:forbody(), luaY:funcstat() -----------------------------------...
code to explain: -- << Variables >> -- local Player = game:GetService("Players").LocalPlayer local Mouse = Player:GetMouse() local Camera = game:GetService("Workspace").CurrentCamera local UserInputService = game:GetService("UserInputService") local Humanoid = Player.Character:WaitForChild("Humanoid") local bobbing = ...
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...
Start by breaking down the code basically step by step: --immediatly game.Workspace.window.die.Transparency = 0.4 game.Workspace.Specksoof.ParticleEmitter.Enabled = true game.Workspace.Firereactor.Particles.Enabled = true game.Workspace.Firereactor.Particles1.Enabled = true game.Workspace.Firereactor.Smoke.Enabled = tr...
input_code: --[[ Set the current node's status based on that of its children. If all children are skipped, mark it as skipped. If any are fails, mark it as failed. Otherwise, mark it as success. ]] function TestSession:setStatusFromChildren() assert(#self.nodeStack > 0, "Attempting to set status from children on em...
Start by breaking down the code basically step by step: -- @outline // PRIVATE PROPERTIES local UIS = game:GetService("UserInputService") local Cam = game.Workspace.Camera local ScrollValue = 0 Sure. Here is a summary: ## Breakdown The provided Luau script is designed to set up some initial configurations for a ca...
Breakdown this code: --------STAGE-------- game.Workspace.projection1.Decal.Texture = "http://www.roblox.com/asset/?id=" .. game.Workspace.CurrentLeftBackground.Value .. "" game.Workspace.projection2.Decal.Texture = "http://www.roblox.com/asset/?id=" .. game.Workspace.CurrentRightBackground.Value .. "" <<explain...
code: --[[Engine]] -- [TORQUE CURVE VISUAL] -- https://www.desmos.com/calculator/nap6stpjqf -- Use sliders to manipulate values -- Edit everything as if your car is NATURALLY aspirated, or as if it lacks a turbo. Tune.Horsepower = 750 Tune.IdleRPM = 800 Tune.PeakRPM = 4500 Tune.Redline = 4350 Tune.EqPoint = 4350 ...
code to explain: --[[Gabes variables]] local CurrKickdown = 0 local LaunchBuild = _Tune.IdleRPM local Rev = script.Parent.Values.RPM car.DriveSeat.DriveMode.Changed:Connect(function() if car.DriveSeat.DriveMode.Value == "SportPlus" then if _Tune.TCSEnabled and _IsOn then _TCS = false end else if _Tune.TCSE...
query code to breakdown: -- Ganondude local time_zone = -5 -- Time zone, offset from GMT. local clock = script.Parent local face = clock.Face local hour_hand = clock.Hour local minute_hand = clock.Minute local second_hand = clock.Second local secondsInDay = 60 * 60 * 24 function rotateClockHand(hand, rotation) loc...
query code to breakdown: --game.Players.LocalPlayer:WaitForChild("PlayerGui"):WaitForChild("Sound"):Play() while game:GetService("RunService").RenderStepped:wait() do workspace.CurrentCamera.CameraType = "Scriptable" local l = 0 --(game.Players.LocalPlayer:WaitForChild("PlayerGui"):WaitForChild("Sound").PlaybackLoud...
Start by breaking down the code basically step by step: -- Private Methods function init(self) local label = self.Frame.Label local container = self.Frame.CheckContainer local checkmark = self.Button.Checkmark local function contentSizeUpdate() local absSize = self.Frame.AbsoluteSize local ratio = absSize.y /...
query code to breakdown: --[[ A manager for a single host virtual node's connected events. ]] local Logging = require(script.Parent.Logging) local CHANGE_PREFIX = "Change." local EventStatus = { -- No events are processed at all; they're silently discarded Disabled = "Disabled", -- Events are stored in a queue;...
Start by breaking down the code basically 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 ZoneModelName = "Fell + killer" -- name the zone model MobHumanoidName = "Humanoid" -- the name of player or mob u w...
code instruction: -- declarations ToolAnim = "None" ToolAnimTime = 0 JumpAnimTime = 0 JumpAnimDuration = 0.3 ToolTransitionTime = 0.1 FallTransitionTime = 0.3 JumpMaxLimbVelocity = 0.75 Sure, let's break it down: ## Breakdown The provided Luau code snippet initializes several variables that are likely used in mana...
Breakdown this code: ------------------------------------------------------------------------ -- this is a stripped-down luaM_growvector (from lmem.h) which is a -- macro based on luaM_growaux (in lmem.c); all the following does is -- reproduce the size limit checking logic of the original function -- so that error beh...
code to explain: -- Hot water faucet.HotWaterSet.Interactive.ClickDetector.MouseClick:Connect(function() faucet.Handle:SetPrimaryPartCFrame(faucet.HandleBase.CFrame * CFrame.Angles(math.rad(-150), 0, 0)) p.HotOn.Value = true p.ColdOn.Value = false end) output_code: ## Breakdown This code snippet is designed to ha...
important code input to explain step by step: --------------------[ TWEEN FUNCTIONS ]----------------------------------------------- function TweenJoint(Joint, NewC0, NewC1, Alpha, Duration) coroutine.resume(coroutine.create(function() local TweenIndicator = nil --At the current moment, this is how the script deter...
Breakdown this code: -- @param Int amount function WeaponRuntimeData:SubtractAmmo(amount) self.currentAmmo = self.currentAmmo - amount end output_code: ## Breakdown The code defines a method named `SubtractAmmo` for a class called `WeaponRuntimeData`. This method is designed to reduce the amount of ammunition a wea...
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 = "Suffer zone" -- name the zone model ...
code instruction: --[[ SCRIPT VERSION: 1.3, 10/19/21 CURRENT ISSUE: Nothing --]] if not game.Loaded or not workspace:FindFirstChild("Terrain") then game.Loaded:Wait() game:GetService("Players").LocalPlayer.CharacterAdded:Wait() end local Players = game:GetService("Players") local Player = Players.L...
input_code: --[=[ Unions the set with the other set, making a copy. @param set table @param otherSet table @return table ]=] function Set.union(set, otherSet) local newSet = {} for key, _ in pairs(set) do newSet[key] = true end for key, _ in pairs(otherSet) do newSet[key] = true end return newSet end ou...
Breakdown this code: -- This is to store other things that may require our radar attention local Camera = workspace.CurrentCamera local SaveList = { MinhaVisao = 1, RosaDosVentos = 1, FoeBlip = 1, FriendBlip = 1 } local SquadSave = { UIGridLayout = 1 } Character.Humanoid.Died:Connect(function() script.Parent.Enable...
important code input to explain step by step: --[[ DataStore2: A wrapper for data stores that caches and saves player's data. DataStore2(dataStoreName, player) - Returns a DataStore2 DataStore DataStore2 DataStore: - Get([defaultValue]) - Set(value) - Update(updateFunc) - Increment(value, defaultValue) - Befo...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[=[ Locks the mouse in its current position on screen. Call `mouse:Unlock()` to unlock the mouse. :::caution Must explicitly unlock Be sure to explicitly call `mouse:Unlock()` before cleaning up the mouse. The `D...
Breakdown this code: -- Get references to the DockShelf and its children local dockShelf = script.Parent.Parent.Parent.Parent.Parent.DockShelf local aFinderButton = dockShelf.GASettings local opened = aFinderButton.Opened local Minimalise = script.Parent local window = script.Parent.Parent.Parent Sure. Here is a summ...
code to explain: -- 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(SearchWe...
code: -- Controls IDs for the various handles. return { Left = "Left", Right = "Right", Top = "Top", Bottom = "Bottom", TopRight = "TopRight", TopLeft = "TopLeft", BottomRight = "BottomRight", BottomLeft = "BottomLeft", } explanation of the code: ## Breakdown The provided code snippet is a simple Lua table ...
input_code: --[[ By Precious Beam --]] game.Players.PlayerAdded:connect(function(player) local datastore = game:GetService("DataStoreService"):GetDataStore(player.Name .. "Stats") player:WaitForChild("Data") wait(1) local stats = player:FindFirstChild("Data"):GetChildren() for i = 1, #stats do st...
input_code: --[=[ @param name string @param inboundMiddleware ServerMiddleware? @param outboundMiddleware ServerMiddleware? @return RemoteSignal ]=] function ServerComm:CreateSignal( name: string, inboundMiddleware: ServerMiddleware?, outboundMiddleware: ServerMiddleware? ) return Comm.Server.CreateSignal(self....
input_code: ---------------------------------------- local Ghost = script.Parent local Player = game.Players:GetPlayerFromCharacter(script.Parent.Parent) local Character = Player.Character local Humanoid = Character.Humanoid local Alive = true output_code: ## Breakdown The provided Luau code initializes variables f...
query code to breakdown: -- @preconditions: vec should be a unit vector, and 0 < rayLength <= 1000 function RayCast(startPos, vec, rayLength) local hitObject, hitPos = game.Workspace:FindPartOnRay(Ray.new(startPos + (vec * 0.01), vec * rayLength), Handle) if hitObject and hitPos then local distance = rayLength - (h...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- you can mess with these settings local easingtime = 0.1 --0~1 local walkspeeds = { enabled = true, walkingspeed = 10, backwardsspeed = 6, sidewaysspeed = 8, diagonalspeed = 9, runningspeed = 14, runningFOV = 80...
code: --[=[ Rejects the promise with the values given @param ... T -- Params to reject with ]=] function Promise:Reject(...) self:_reject({ ... }, select("#", ...)) end function Promise:_reject(values, valuesLength) if not self._pendingExecuteList then return end self._rejected = values self._valuesLength = ...
input_code: --[[ SCRIPT VARIABLES ]] local CHAT_BUBBLE_FONT = Enum.Font.GothamSemibold local CHAT_BUBBLE_FONT_SIZE = Enum.FontSize.Size24 -- if you change CHAT_BUBBLE_FONT_SIZE_INT please change this to match local CHAT_BUBBLE_FONT_SIZE_INT = 24 -- if you change CHAT_BUBBLE_FONT_SIZE please change this to match local C...
important code input to explain step by step: -- Module 4 function NpcModule.CalculeWalk(NPC, Range, MinVector, MaxVector, Minrange) local MinRange = 0 if Minrange == nil then MinRange = 1.7 else MinRange = Minrange end -- Calcules local X = math.random(-Range, Range) local Z = math.random(-Range, Range) ...
input_code: -- Testing AC FE support local event = script.Parent local car = script.Parent.Parent local LichtNum = 0 event.OnServerEvent:connect(function(player, data) if data["ToggleLight"] then if car.Body.Light.on.Value == true then car.Body.Light.on.Value = false else car.Body.Light.on.Value = true e...
Start by breaking down the code basically step by step: -- Local variables local tool = script.Parent local muzzle = tool.Muzzle local currentAmmo -- current ammo amount in clip local ammoLeft -- how much ammo you have left besides what's in your current clip local remainingAmmo -- used during reloading to keep track o...
query code to breakdown: --Weld stuff here car.DriveSeat.ChildAdded:connect(function(child) if child.Name == "SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent) ~= nil then child.C0 = CFrame.new(0, -0.5, 0) * CFrame.fromEulerAnglesXYZ(-(math.pi / 2), 0, 0) * CFr...
query code to breakdown: -- [[ Services ]] local RunService = game:GetService("RunService") local CollectionService = game:GetService("CollectionService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local Modules = ReplicatedStorage:WaitForChild("Modules") local Thread = require(Modules.Thread) <...