text stringlengths 54 19.6k |
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code:
-- Generated by https://roblox-ts.github.io v0.0.34
-- Compiled May 9, 2019, 6:07 PM Coordinated Universal Time
local _exports = {}
local Connection
do
Connection = {}
Connection.__index = {
Fire = function(self, data)
if self.Connected then
self.Function(data)
end
end,
Disconnect = function(se... |
Breakdown this code:
--[=[
Requires all the modules that are children of the given parent. This is an easy
way to quickly load all controllers that might be in a folder.
```lua
Knit.AddControllers(somewhere.Controllers)
```
]=]
function KnitClient.AddControllers(parent: Instance): { Controller }
local addedContro... |
input_code:
--Made by Luckymaxer
Debris = game:GetService("Debris")
ProjectileNames = { "MeshPart", "Arrow", "Projectile", "Effect", "Rail", "Laser", "Ray", "Bullet", "ParticlePart" }
Functions = {
CreateConfiguration = function(Configurations, Table)
for i, v in pairs(Configurations:GetChildren()) do
if stri... |
code:
-- A simple function to explode a specified part
function Explode(shell)
local explosion = Instance.new("Explosion", workspace)
explosion.Position = shell.Position
explosion.BlastRadius = config.ExplosionRadius.Value
shell:Destroy()
end
script.Parent.Throw.OnServerEvent:connect(function(player, mousePosition... |
code instruction:
--[[Weight and CG]]
Tune.Weight = 1900 -- 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... |
input_code:
-------------------------
local player = game.Players.LocalPlayer
local char = player.Character or player.CharacterAdded:Wait()
local timerStarted = false
local UIS = game:GetService("UserInputService")
local Values = script.Parent:WaitForChild("Values")
local car = script.Parent.Car.Value
local DriveSeat ... |
important code input to explain step by step:
--[=[
Destroys the Touch input capturer.
]=]
function Touch:Destroy()
self._trove:Destroy()
end
return Touch
result breakdown output:
## Breakdown
The provided code defines a method named `Destroy` for a class called `Touch`. This method is responsible for cleaning up... |
Start by breaking down the code basically step by step:
-- goro7
local voteStates = game.ServerStorage.States.MapVote
voteStates.CurrentlyVoting.Changed:connect(function()
-- Adjust visiblity
local newVal = voteStates.CurrentlyVoting.Value
script.Parent.Image.Visible = newVal
script.Parent.CountLabel.Visible = ne... |
Start by breaking down the code basically step by step:
--// Functions
function Weld(L_31_arg1, L_32_arg2)
local L_33_ = Instance.new("WeldConstraint", L_31_arg1)
L_33_.Part0 = L_31_arg1
L_33_.Part1 = L_32_arg2
L_33_.Name = L_31_arg1.Name
end
explanation:
## Breakdown
The provided Lua code defines a function nam... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- DONT EDIT NOTHING IN THE SCRIPT IF YOU DONT KNOW WHAT YOU DOING!
-- zlpds
wait(1)
local InputService = game:GetService("UserInputService")
local Camera = game.Workspace.CurrentCamera
local Player =... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
-- STATE CHANGE ... |
code to explain:
-- Tweening size function
local tweenPartSize = function(part, duration, direction, size)
local tween = tweenService:Create(part, TweenInfo.new(duration, Enum.EasingStyle.Sine, direction), { Size = size })
tween:Play()
return tween
end
step by step breakdown/explanation:
## Breakdown
The provide... |
code instruction:
-- 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 }
local PreloadAnimsUserFlag = false
local PreloadedAnims = {}
local succes... |
query code to breakdown:
-- Declarations
local Figure = script.Parent
local Head = Figure:WaitForChild("Head")
local Humanoid = Figure:WaitForChild("NPC")
local Regening = false
explanation:
## Breakdown
The provided Lua script initializes variables for a Roblox character's Figure, Head, and Humanoid, and sets up a ... |
code:
--// Walk and Sway
local L_139_
local L_140_ = 0.6
local L_141_ = 0.05 -- speed
local L_142_ = -0.1 -- height
local L_143_ = 0
local L_144_ = 0
local L_145_ = 35 --This is the limit of the mouse input for the sway
local L_146_ = -9 --This is the magnitude of the sway when you're unaimed
local L_147_ = -9 --This... |
code instruction:
--------- CONFIGURATION -----------
local detectionDistance = 40 -- slime will wander until a player comes within this distance
local wanderSpeed = 1 -- the walk speed at which the slime will wander as long as no player is within detection distance
local wanderDistance = 5 -- how far the slime can wan... |
query code to breakdown:
-- SolarCrane
local MAX_TWEEN_RATE = 2.8 -- per second
local function clamp(low, high, num)
return (num > high and high or num < low and low or num)
end
local math_floor = math.floor
local function Round(num, places)
local decimalPivot = 10 ^ places
return math_floor(num * decimalPivot +... |
code instruction:
-- Messy code but it works.. (Alternative to playeradded since that doesn't work.) ((Also only fires once per second so no big deal))
spawn(function()
while task.wait(1) do
for _, v in pairs(workspace:GetDescendants()) do
if v:IsA("Sound") and v.Name == "Running" then
v.Volume = 0
end
e... |
input_code:
-- << Functions >> --
UserInputService.MouseIconEnabled = false
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.Humanoi... |
important code input to explain step by step:
-- Changeable Settings
------------------------
local FlashlightKey = "F"
local brightness = 2
local range = 70
local shadowson = true
explanation of the code:
## Breakdown
The provided code snippet defines a set of configuration settings for a flashlight feature in a... |
input_code:
--// Special Variables
return function(Vargs, GetEnv)
local env = GetEnv(nil, { script = script })
setfenv(1, env)
local server = Vargs.Server
local service = Vargs.Service
local MaxLogs = 1000
local Functions, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Settings
local function Init(... |
input_code:
--Remember, this must be in StarterCharacterScripts
local trail = Instance.new("Trail")
local att0 = Instance.new("Attachment")
local att1 = Instance.new("Attachment")
code breakdown:
## Breakdown
The provided code snippet is a starting point for creating a trail effect that will be attached to a charact... |
input_code:
-- Check if character is there
if script.Owner.Value.Character ~= nil then
-- Find knife
local knife = nil
if script.Owner.Value.Backpack:FindFirstChild("Knife") then
knife = script.Owner.Value.Backpack.Knife
elseif script.Owner.Value.Character:FindFirstChild("Knife") then
knife = script.Owner.Value... |
important code input to explain step by step:
--[[
Returns the object associated with the given key
]]
function Registry:get(key)
return self.objects[key]
end
<<explaining>>
Of course, here is a step by step summary:
## Breakdown
This code snippet defines a method named `get` for a class called `Registry`. The ... |
input_code:
-- these are support functions for the "old VR code"
if not FFlagUserFlagEnableNewVRSystem then
function BaseCamera:CancelCameraFreeze(keepConstraints: boolean)
if not keepConstraints then
self.cameraTranslationConstraints =
Vector3.new(self.cameraTranslationConstraints.x, 1, self.cameraTranslatio... |
input_code:
--[[ @brief Creates a new FunctionQueue object.
--]]
function FunctionQueue.new()
local self = setmetatable({}, FunctionQueue.Meta)
self._Functions = {}
return self
end
return FunctionQueue
output_code:
## Breakdown
The provided code defines a Lua module that implements a `FunctionQueue` class with a... |
important code input to explain step by step:
--[=[
Connect a new handler to the event. Returns a connection object that can be disconnected.
@param handler (... T) -> () -- Function handler called when `:Fire(...)` is called
@return RBXScriptConnection
]=]
function Signal:Connect(handler)
if not (type(handler) == ... |
code instruction:
--[[Wheel Alignment]]
--[Don't physically apply alignment to wheels]
--[Values are in degrees]
Tune.FCamber = -2.0
Tune.RCamber = -1.2
Tune.FToe = 0
Tune.RToe = 0
Sure. Here is a summary:
## Breakdown
The provided Luau code snippet creates a configuration table named `Tune` and assigns specific val... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Update the previous floor material, current floor material and sound data
humanoid:GetPropertyChangedSignal("FloorMaterial"):Connect(function()
getFloorMaterial()
getSoundProperties()
update()
if humanoid.MoveDir... |
query code to breakdown:
--[=[
@return Streamable
@param parent Model
Constructs a streamable that watches for the PrimaryPart of the
given `parent` Model.
]=]
function Streamable.primary(parent: Model)
local self: StreamableWithInstance = {}
setmetatable(self, Streamable)
self._trove = Trove.new()
self._show... |
input_code:
-- Functions
function Default()
Avatar = nil
Hold = nil
end
function SearchTable(Item, List)
for i, s in pairs(List) do
if s == Item then
return true
end
end
return false
end
function MorphHead(Part)
-- Sub Morph (1/2): Remove Player Customizations
for i, s in pairs(Part:GetChildren()) do
... |
input_code:
--- Splits a string using a simple separator (no quote parsing)
function Util.SplitStringSimple(inputstr, sep)
if sep == nil then
sep = "%s"
end
local t = {}
local i = 1
for str in string.gmatch(inputstr, "([^" .. sep .. "]+)") do
t[i] = str
i = i + 1
end
return t
end
local function charCode(n... |
input_code:
---KILL FOR CASH
local Humanoid = script.Parent.Humanoid
function PwntX_X()
local tag = Humanoid:FindFirstChild("creator")
if tag ~= nil then
if tag.Value ~= nil then
local Leaderstats = tag.Value:FindFirstChild("leaderstats")
if Leaderstats ~= nil then
Leaderstats.FlagBucks.Value = Leadersta... |
code instruction:
-- Public Constructors
function MaidClass.new()
local self = setmetatable({}, MaidClass)
self.Trash = {}
return self
end
explanation of the code:
## Breakdown
The provided code snippet defines a constructor function for a class named `MaidClass`. This function is responsible for creating and ... |
important code input to explain step by step:
--Funcion for getting all the tools a player has
function config.GetTools(plr)
local plrTools = plr.Backpack:GetChildren()
local toolEquipped = plr.Character:FindFirstChildOfClass("Tool")
if toolEquipped then
table.insert(plrTools, toolEquipped)
end
return plrTools... |
code to explain:
-- Initialize promise values
_emptyFulfilledPromise = Promise.new()
_emptyFulfilledPromise:_fulfill({}, 0)
_emptyRejectedPromise = Promise.new()
_emptyRejectedPromise:_reject({}, 0)
return Promise
output_code:
## Breakdown
The provided code snippet is intended to create two promise instances: one ... |
code:
--// Damage Settings
BaseDamage = 167 -- Torso Damage
LimbDamage = 105 -- Arms and Legs
ArmorDamage = 105 -- How much damage is dealt against armor (Name the armor "Armor")
HeadDamage = 317 -- If you set this to 100, there's a chance the player won't die because of the heal script
explanation of the code:
## B... |
code:
-- ROBLOX deviation END
local typesModule = require(script.Parent.Parent.Parent.Types)
type Config = typesModule.Config
type Printer = typesModule.Printer
type Refs = typesModule.Refs
local escapeHTML = require(script.Parent.escapeHTML).default
Sure. Here is a summary:
## Breakdown
The provided Luau code is r... |
code to explain:
--[[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"}
>First mode is def... |
query code to breakdown:
--[[ END OF SERVICES ]]
local LocalPlayer = PlayersService.LocalPlayer
while LocalPlayer == nil do
PlayersService.ChildAdded:Wait()
LocalPlayer = PlayersService.LocalPlayer
end
local PlayerGui = LocalPlayer:WaitForChild("PlayerGui")
local okShouldClipInGameChat, valueShouldClipInGameChat =... |
Start by breaking down the code basically step by step:
-- destroy the loading screen
screenGui:Destroy()
game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.All, true)
Sure, let's break it down:
## Breakdown
The provided code snippet is written in Luau, which is a variant of Lua used in Roblox for scripting. The co... |
Breakdown this code:
--Script is automatically enabled / disabled
--Changing the speed of this may require you to increase the hold time on the proximity prompt, to prevent items from backing up
while wait(0.1) do
script.Parent.Velocity = script.Parent.CFrame.lookVector * 5
end
output:
## Breakdown
The provided scr... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[
Adds a CollectionService tag to all player and character objects
Used by CollisionGroupManager to create components wrapped around Characters,
and by ZoneHandler to check for characters in zon... |
code instruction:
-- 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 ZERO_VECTOR3 = Vector3.new(0, 0, 0)
local AUTO_PILOT_DEFAULT_MAX_STEERING_ANGLE = 35
step by step breakdown/explanation:
## Breakdown
The... |
code to explain:
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
-- STATE CHANGE HANDLERS
function onRunning(speed)
local heightScale = if userAnimateScaleRun then getHeightScale() e... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--!strict
--[=[
@function removeIndex
@within Array
@param array {T} -- The array to remove the value from.
@param index number -- The index to remove the value from (can be negative).
@return {... |
Breakdown this code:
--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.Torso.Position, (n - t.Torso.Positio... |
code to explain:
---------------------------------MOBILE------------------------------------
if UserInputService.TouchEnabled then
local MobileButtons = plr.PlayerGui.MobileButtons:WaitForChild("MobileButtons")
MobileButtons.Visible = true
local MobileBlockButton = MobileButtons.Block
MobileBlockButton.Activated... |
code to explain:
-- Management of which options appear on the Roblox User Settings screen
do
local PlayerScripts = Players.LocalPlayer:WaitForChild("PlayerScripts")
PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Default)
PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovem... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Renderers that don't support test selectors
-- can re-export everything from this module.
local function shim(...)
invariant(
false,
"The current renderer does not support test selectors. "
.. "This error is ... |
query code to breakdown:
-- Thourough check to see if a character is sitting
local function amISitting(character)
return character.Humanoid.SeatPart ~= nil
end
Sure, let's break it down:
## Breakdown
The provided function `amISitting` is designed to determine whether a character in a Roblox game is sitting or not. ... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- declarations
local Figure = script.Parent
local Torso = waitForChild(Figure, "Torso")
local RightShoulder = waitForChild(Torso, "Right Shoulder")
local LeftShoulder = waitForChild(Torso, "Left Sho... |
input_code:
-- Gradually regenerates the Humanoid's Health over time.
local REGEN_RATE = 1 / 2000 -- Regenerate this fraction of MaxHealth per second.
local REGEN_STEP = 1 -- Wait this long between each regeneration step.
code breakdown:
## Breakdown
The provided code snippet is the beginning of a script designed t... |
important code input to explain step by step:
--//ENGINE//--
Horsepower = 170 --{This is how much power your engine block makes ALONE, this does not represent to total horsepower output [IF you have a turbo/SC]}
EngineDisplacement = 2200 --{Engine size in CC's}
EngineType = "Petrol" --{Petrol, Diesel, Electric]
EngineL... |
query code to breakdown:
-- Touching this Battle Armor doubles you MaxHealth and heals you to full power
local debounce = false
function getPlayer(humanoid)
-- find the owning player of a humanoid.
local players = game.Players:children()
for i = 1, #players do
if players[i].Character ~= nil then
if players[i]... |
important code input to explain step by step:
--This only works under StarterGui, The main code is located under the local script.
script.Chat.Disabled = false
script.PlayerSent.OnServerEvent:Connect(function(player, msg)
print(player, msg)
--code when received command
end)
result breakdown output:
## Breakdown
Th... |
input_code:
--[[
Generates symbols used to denote property change handlers when working with
the `New` function.
]]
local Package = script.Parent.Parent
local PubTypes = require(Package.PubTypes)
local function OnChange(propertyName: string): PubTypes.OnChangeKey
return {
type = "Symbol",
name = "OnChange",
... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--Move this script to Workspace.
function onPlayerEntered(player)
player.Chatted:connect(function(msg)
if msg == "!REJOIN" then
game:GetService("TeleportService"):Teleport(game.PlaceId, player)... |
code:
--[[**
<description>
Sets the value of the result in the database with the key and the new value. Attempts to get the value from the data store. Does not call functions fired on update.
</description>
<parameter name = "key">
The key to set.
</parameter>
<parameter name = "newValue">
The value to set.
... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[ FUNCTIONS ]]
--
Players.PlayerAdded:connect(function(player) -- player Joins Game
if player.MembershipType == Enum.MembershipType.Premium then -- if they are premium
--[[ EXTRA PLAYER LEADERSTATS]]
--
local... |
input_code:
-- options -------------------------
setupmode = "Manual" -- Manual or Auto (if you want to pick what plugins you have yourself or you want it to be automated)
soundplugin = "SoundSuite" -- StockSound, SoundSuite or 1.5 Sound (no others are supported, sorry!) (MANUAL ONLY)
camkey = "v" -- the key you use f... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[=[
@param name string
@param inboundMiddleware ClientMiddleware?
@param outboundMiddleware ClientMiddleware?
@return ClientRemoteSignal
Returns a new ClientRemoteSignal that mirrors the matchi... |
Breakdown this code:
--[[ END OF SERVICES ]]
local LocalPlayer = PlayersService.LocalPlayer
while LocalPlayer == nil do
PlayersService.ChildAdded:wait()
LocalPlayer = PlayersService.LocalPlayer
end
local PlayerGui = LocalPlayer:WaitForChild("PlayerGui")
local okShouldClipInGameChat, valueShouldClipInGameChat = pca... |
Start by breaking down the code basically step by step:
--////////////////////////////// Include
--//////////////////////////////////////
local Chat = game:GetService("Chat")
local clientChatModules = Chat:WaitForChild("ClientChatModules")
local modulesFolder = script.Parent
local moduleChannelsTab = require(modulesFol... |
query code to breakdown:
--Set up event for when the server is shutting down.
StartShutdown.OnClientEvent:Connect(function()
--Create the Gui and have it semi-transparent for 1 second.
local Gui, Background = CreateTeleportScreen()
Background.BackgroundTransparency = 0.5
Gui.Parent = game.Players.LocalPlayer:WaitFo... |
Start by breaking down the code basically step by step:
--[=[
Constructs a new Signal that wraps around an RBXScriptSignal.
@param rbxScriptSignal RBXScriptSignal -- Existing RBXScriptSignal to wrap
@return Signal
For example:
```lua
local signal = Signal.Wrap(workspace.ChildAdded)
signal:Connect(function(part... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--health.Changed:connect(function()
--root.Velocity = Vector3.new(0,5000,0)
--end)
local anims = {}
local lastAttack = tick()
local target, targetType
local lastLock = tick()
local fleshDamage = 5... |
code instruction:
--Positions
local xpos = script.Parent.Position.X
local ypos = script.Parent.Position.Y
local zpos = script.Parent.Position.Z
local size = Vector3.new(xsize, ysize, zsize)
local newsize = Vector3.new(xsize + 0.1, ysize + 0.1, zsize + 0.1)
while true do
script.Parent.Size = newsize
script.Parent.Po... |
Breakdown this code:
--[=[
@param instance Instance
@return RBXScriptConnection
Attaches the Janitor to a Roblox instance. Once this
instance is removed from the game (parent or ancestor's
parent set to `nil`), the Janitor will automatically
clean up.
:::caution
Will throw an error if `instance` is not a desce... |
code to explain:
--Scripted by DermonDarble
local userInputService = game:GetService("UserInputService")
local player = game.Players.LocalPlayer
local character = player.Character
local humanoid = character.Humanoid
local horse = script:WaitForChild("Horse").Value
local horseGui = script:WaitForChild("HorseGui")
hors... |
important code input to explain step by step:
---------------------------------------------------
Displays = 3 -- Sets how many displays this scripts will use...
DisplayColor = Color3.fromRGB(33, 84, 185)
UColor = Color3.fromRGB(33, 84, 185)
DColor = Color3.fromRGB(33, 84, 185)
ArrowDelay = 0.05
output_code:
## Brea... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--Rescripted by Luckymaxer
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
Debris = game:GetService("Debris")
Speed = 250
Duration = 1
NozzleOffset = Vector3.new(0, 0.4,... |
query code to breakdown:
-----------------
--| Functions |--
-----------------
local function OnActivated()
local myModel = MyPlayer.Character
if Tool.Enabled and myModel and myModel:FindFirstChildOfClass("Humanoid") and myModel.Humanoid.Health > 0 then
Tool.Enabled = false
script.Parent.Handle.FireSound:Play()
... |
input_code:
--[[ Settings Changed Connections ]]
--
LocalPlayer.Changed:connect(function(property)
if lastInputType == Enum.UserInputType.Touch and property == "DevTouchMovementMode" then
ControlState:SwitchTo(ControlModules.Touch)
elseif UserInputService.KeyboardEnabled and property == "DevComputerMovementMode" th... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--vehicle.Nose.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
--vehicle.Bumper_Front.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
--vehicle.Bumper_Back.... |
query code to breakdown:
--Made by Luckymaxer
Character = script.Parent
Humanoid = Character:FindFirstChild("Humanoid")
Debris = game:GetService("Debris")
WindDirection = script:FindFirstChild("WindDirection")
Force = script:FindFirstChild("Force")
Parts = {}
BaseColor = BrickColor.new("Really red")
Color = BaseCo... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--- FUNCTIONS ---
local isFreecam = false
local MouseListening = false
Freecam = function()
UserInputService.MouseIconEnabled = not UserInputService.MouseIconEnabled
if not isFreecam then
isFreecam = not isFreecam
... |
input_code:
-- perform the update loop
if rigtype == "R15" then
-- do the r15 update loop
stepped_con = game:GetService("RunService").RenderStepped:Connect(function()
-- checkfirstperson() checks if camera is first person and enables/disables the viewmodel accordingly
checkfirstperson()
-- update loop
if isfi... |
query code to breakdown:
--Made by Luckymaxer
Players = game:GetService("Players")
Debris = game:GetService("Debris")
RbxUtility = LoadLibrary("RbxUtility")
Create = RbxUtility.Create
Character = script.Parent
Humanoid = Character:FindFirstChild("Humanoid")
Player = Players:GetPlayerFromCharacter(Character)
Fire =... |
Breakdown this code:
-- emote bindable hook
script:WaitForChild("PlayEmote").OnInvoke = function(emote)
-- Only play emotes when idling
if pose ~= "Standing" then
return
end
if emoteNames[emote] ~= nil then
-- Default emotes
playAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid)
return true, currentAnimTrac... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[*
* Windows glob regex
]]
local WINDOWS_CHARS = Object.assign({}, POSIX_CHARS, {
SLASH_LITERAL = ("[%s]"):format(WIN_SLASH),
QMARK = WIN_NO_SLASH,
STAR = ("%s*?"):format(WIN_NO_SLASH),
DOTS_... |
Start by breaking down the code basically step by step:
--- Alias for DoCleaning()
-- @function Destroy
Maid.destroy = Maid.doCleaning
Maid.clean = Maid.doCleaning
return Maid
code breakdown:
## Breakdown
The provided Luau code snippet performs the following actions:
1. **Alias Creation for `doCleaning` Method**:
... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--------------| SYSTEM SETTINGS |--------------
Prefix = "/" -- The character you use before every command (e.g. ';jump me').
SplitKey = " " -- The character inbetween command arguments (e.g. setting ... |
query code to breakdown:
--[[Engine]]
--
-- Everything below can be illustrated and tuned with the graph below.
-- https://www.desmos.com/calculator/x1h2vdccu1
-- This includes everything, from the engines, to boost, to electric.
-- Naturally Aspirated Engine
Tune.Engine = true
Tune.IdleRPM = 100
Tune.Redline = 8500... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- May return NaN or inf or -inf
-- This is a way of finding the angle between the two vectors:
local function findAngleBetweenXZVectors(vec2, vec1)
return math.atan2(vec1.X * vec2.Z - vec1.Z * vec2.X, vec1.X * vec2.X +... |
input_code:
-- Trips anyone that touches this part then plays a sound
function sit(hit)
local humanoid = hit.Parent:findFirstChild("Humanoid")
if humanoid ~= nil then
humanoid.Sit = true
end
end
script.Parent.Touched:connect(sit)
local Oof = script.Parent:WaitForChild("Sound")
wait(1)
script.Parent.Touched:conne... |
input_code:
--[[Steering]]
Tune.SteeringType = "New" -- New = Precise steering calculations based on real life steering assembly (LuaInt)
-- Old = Previous steering calculations
-- New Options
Tune.SteerRatio = 15 / 1 -- Steering ratio of your steering rack, google it for your car
Tune.LockToLock = 2.6 -- Number of tur... |
input_code:
--clean up the plane if the creator leaves
if script.Parent.creator.Value then
game.Players.ChildRemoved:connect(function(p)
if script.Parent.creator.Value.Parent == nil then
script.Parent.Parent:remove()
end
end)
end
<<explaining>>
Of course, here is a step by step summary:
## Breakdown
The pro... |
query code to breakdown:
--[[
Since Roact yields between render and didMount, a Dev Module user can, in theory, update the
configuration values between the two lifecycle methods, resulting in a race condition.
We need to make sure the event is connected before the yield happens, therefore we connect to this
event ... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[=[
Converts this arbitrary value into an observable that can be used to emit events.
@param value any
@return Observable?
]=]
function Blend.toEventObservable(value)
if Observable.isObservable... |
code to explain:
--[[Engine]]
--Torque Curve
Tune.Horsepower = 570 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 900 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 7000 -- Use sliders to manipulate values
Tune.Redline = 7700 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 660... |
code to explain:
--- Update the text entry label
function Window:UpdateLabel()
Entry.TextLabel.Text = Player.Name .. "@" .. self.Cmdr.PlaceName .. "$"
Entry.TextLabel.Size = UDim2.new(0, Entry.TextLabel.TextBounds.X, 0, 20)
Entry.TextBox.Position = UDim2.new(0, Entry.TextLabel.Size.X.Offset + 7, 0, 0)
end
explanat... |
code:
--part.Size = Vector3.new(100,1000,1000)
part.Size = Vector3.new(200, 200, 200)
part.Massless = true
part.Anchored = false
part.Name = plr.Name
result breakdown output:
## Breakdown
The provided code snippet is written in Luau, the language used for scripting in Roblox. This code is designed to configure the p... |
code:
-- Container for temporary connections (disconnected automatically)
local Connections = {}
function NewPartTool:Equip()
-- Enables the tool's equipped functionality
-- Start up our interface
self:ShowUI()
EnableClickCreation()
-- Set our current type
self:SetType(NewPartTool.Type)
end
function NewPartTo... |
Breakdown this code:
-- ROBLOX deviation: Bindings are a feature migrated from Roact
exports.isBinding = function(object: any)
return exports.typeOf(object) == ReactSymbols.REACT_BINDING_TYPE
end
return exports
result breakdown output:
## Breakdown
The provided code snippet defines a function named `isBinding` tha... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Maintain a container for options
Tools.NewPart.Options = {
["type"] = "normal",
}
explanation of the code:
## Breakdown
The provided code initializes a table named `Options` within a module table called `NewPart`.... |
input_code:
-- Returns true if the table contains the specified value.
Table.contains = function(tbl, value)
return Table.indexOf(tbl, value) ~= nil -- This is kind of cheatsy but it promises the best performance.
end
output:
## Breakdown
The provided code snippet defines a function `Table.contains` that checks if ... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--MOT is up and down while MOT2 is side to side
wt = 0.07
while wait(0.01) do
if script.Parent.Values.PBrake.Value == true then
MOT3.DesiredAngle = 0.3
end
if script.Parent.Values.PBrake.Value == false then
MOT3... |
code to explain:
-- Any arguments passed into Tree:run() can be received after the first parameter, obj
-- Example: Tree:run(deltaTime) - > task:start(obj,deltaTime)
function task:start(obj)
--[[
(optional) this function is called directly before the run method
is called. It allows you to setup things before st... |
code:
-- ROBLOX FIXME: should intersect with Omit<typeof globalThis, keyof GlobalAdditions>
export type Global = GlobalAdditions & { [string]: any }
return {}
code breakdown:
## Breakdown
The provided code is a type definition and a return statement in Luau, Roblox's version of Lua with additional static type-check... |
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