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Breakdown this code: -- if not UserInputService.TouchEnabled then self.activeMouseLockController = MouseLockController.new() local toggleEvent = self.activeMouseLockController:GetBindableToggleEvent() if toggleEvent then toggleEvent:Connect(function() self:OnMouseLockToggled() end) end output_code: ## Breakdown ...
code to explain: -- Leaderboard function loadLeaderstats(player) local stats = Instance.new("IntValue") stats.Name = "leaderstats" local highScore = Instance.new("IntValue") highScore.Name = "High Score" highScore.Parent = stats highScore.Value = 0 local currentScore = Instance.new("IntValue") currentScore.Na...
code instruction: --Weld stuff here MakeWeld(car.Misc.Wheel.W, car.DriveSeat, "Motor").Name = "W" ModelWeld(car.Misc.Wheel.Parts, car.Misc.Wheel.W) car.DriveSeat.ChildAdded:connect(function(child) if child.Name == "SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent) ~= n...
Breakdown this code: --[[Controls]] -- Tune.Peripherals = { MSteerWidth = 67, -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10, -- Mouse steering deadzone (0 - 100%) ControlLDZone = 15, -- Controller steering L-deadzone (0 - 100%) ControlRDZone = 15, -- Controller steering R-deadzone (0...
code to explain: --None of this is mine... Tool = script.Parent local arms = nil local torso = nil local welds = {} script.act.OnServerEvent:Connect(function() wait(0.01) local ui = script["if you delete this your scripts gonna break homes"]:Clone() --well done, now you know that you can delete this to not credit m...
Breakdown this code: --Serverside logic Event.OnServerEvent:Connect(function(player, ExhaustParticle, FireBool) print("ExhaustParticle") if FireBool then local RanNum = tostring(math.random(1, 3)) ExhaustPart["Backfire" .. RanNum]:Play() ExhaustPart.PointLight.Enabled = true ExhaustPart[ExhaustParticle].Enab...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- These are functions responsible for animating how text enters. The functions are passed: -- characters: A list of the characters to be animated. -- animateAlpha: A value of 0 - 1 that represents th...
Start by breaking down the code basically step by step: --Control Mapping Tune.Controls = { --Keyboard Controls --Mode Toggles ToggleTCS = Enum.KeyCode.T, ToggleABS = Enum.KeyCode.Y, ToggleTransMode = Enum.KeyCode.M, ToggleMouseDrive = Enum.KeyCode.R, --Primary Controls Throttle = Enum.KeyCode.Up, Brake = En...
Breakdown this code: -- ROBLOX deviation: Function annotation for func omitted local function fnNameFor(func) -- Upstream code omitted for now but translated below: --[[ if func.name then return func.name end ]] -- ROBLOX TODO: (ADO-1258) Return more advanced function information, if -- possible, by using ...
Start by breaking down the code basically step by step: --- 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) if Input.KeyCode == Enum.KeyCode.Z and ...
code to explain: ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Compress_Mu...
query code to breakdown: --------| Variables |-------- local queue = {} local datastoresCache = {} local queueLastKey = 0 step by step breakdown/explanation: ## Breakdown The provided code initializes three variables intended for use in a queue system and a datastores cache within a Roblox game environment usi...
code instruction: ------------------------- function DoorClose() if Shaft00.MetalDoor.CanCollide == false then Shaft00.MetalDoor.CanCollide = true while Shaft00.MetalDoor.Transparency > 0.0 do Shaft00.MetalDoor.Transparency = Shaft00.MetalDoor.Transparency - 0.1 wait(0.000001) end Car.BodyVelocity.veloci...
Start by breaking down the code basically step by step: ------------------------- function DoorClose() if Shaft00.MetalDoor.CanCollide == false then Shaft00.MetalDoor.CanCollide = true while Shaft00.MetalDoor.Transparency > 0.0 do Shaft00.MetalDoor.Transparency = Shaft00.MetalDoor.Transparency - 0.1 wait(0.0...
code: -- Navigation for _, NavButton in pairs(Navigation:GetChildren()) do if NavButton:IsA("TextButton") then NavButton.MouseButton1Click:connect(function() local CurrentIndex local NextIndex local NextFrame = NavButton.Name if NextFrame ~= CurrentFrame and not Tweening then for _, Button in pairs(...
input_code: -- Item usage system function FindToolInHand() if players.LocalPlayer.Character and players.LocalPlayer.Character:FindFirstChild("Humanoid") and players.LocalPlayer.Character:FindFirstChild("HumanoidRootPart") then return players.LocalPlayer.Character:FindFirstChildOfClass("Tool") end end functi...
important code input to explain step by step: --[[ Constructs and returns objects which can be used to model derived reactive state. ]] local Package = script.Parent.Parent local Types = require(Package.Types) local captureDependencies = require(Package.Dependencies.captureDependencies) local initDependency = requir...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Made by Luckymaxer Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") RunService = game:GetService("RunService") ServerControl = Tool:WaitForChild("Ser...
input_code: --[=[ @return Trove Creates and adds another trove to itself. This is just shorthand for `trove:Construct(Trove)`. This is useful for contexts where the trove object is present, but the class itself isn't. :::note This does _not_ clone the trove. In other words, the objects in the trove are not give...
query code to breakdown: --// Ammo Settings Ammo = 7 StoredAmmo = 7 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 snippet is a simple configuration script for setting up ammo-related variables f...
important code input to explain step by step: -- RANK, RANK NAMES & SPECIFIC USERS Ranks = { { 5, "Hotel Owner" }, { 4, "Hotel Manager", { "", 0 } }, { 3, "Hotel Worker", { "", 0 } }, { 2, "Hotel Helper", { "", 0 } }, { 1, "Hotel Desk", { "", 0 } }, { 0, "Hotel Guest" }, } code breakdown: ## Breakdown The prov...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --local cameraModule = playerModule:GetCameras() local camera = workspace.CurrentCamera local avatarEditorFrame = avatarEditorGui.Main local catalogFrame = avatarEditorFrame.Catalog local viewerFram...
code to explain: -- Game Mode Overrides _overrides.DEFAULT = { game_mode_name = "DEFAULT", override = true, } _overrides.DEATHMATCH = { game_mode_name = "DEATHMATCH", override = true, respawn = true, respawnTime = 5, respawn_radius_lowest_fraction = 0.7, -- players will respawn between lowest_fraction and high...
code to explain: -- constants local GUI = script.Parent local SQUAD_GUI = GUI:WaitForChild("Squad") local HEALTH_COLOR = Color3.fromRGB(80, 208, 45) local DOWN_COLOR = Color3.fromRGB(216, 33, 33) output: ## Breakdown The provided code snippet is a section of a Roblox Luau script designed to define constants for a ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --Actual script game.Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function() if script:FindFirstChild("SendDeathMessage") and script:FindFirstChild("DeathMessage") then script:FindFirs...
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.FSusLength = 2 -- Suspension length (in studs) Tune.FSusMaxExt = 0.2 -- Max E...
code instruction: --[=[ Flattens all the brios in one brio and combines them, and then switches it to a brio so only the last state is valid. @param observables { [any]: Observable<Brio<T>> | Observable<T> | T } @param filter function | nil @return Observable<Brio<{ [any]: T }>> ]=] function RxBrioUtils.flatCombi...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ ROBLOX deviation: ReactSharedInternals captures singleton state across the whole workspace. This file and the modules it requires were moved from React to untangle a cyclic workspace member dependency. Before: ...
code: -- Gradually regenerates the Humanoid's Health over time. FOTPS local REGEN_RATE = 20 -- Regenerate this fraction of MaxHealth per second. local REGEN_STEP = 0.1 -- Wait this long between each regeneration step. result breakdown output: ## Breakdown The provided code snippet initializes two local constants th...
Breakdown this code: -- REQUIRED PARTS ----------------------------------------------- -- Include all of these, or things will break! local headlights = { model.Headlight_Left, model.Headlight_Right, } local brakelights = { model.Brakelight_Left, model.Brakelight_Right, } local seat = model.VehicleSeat -- Your driv...
input_code: ------------------------------------------------------------------------- local function CheckAlive() local humanoid = findPlayerHumanoid(Player) return humanoid ~= nil and humanoid.Health > 0 end local function GetEquippedTool(character) if character ~= nil then for _, child in pairs(character:GetCh...
query code to breakdown: -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 1000 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6200 -- Use sliders to manipulate values Tune.Redline = 7700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult...
code instruction: --[=[ @param data table @return Option Deserializes the data into an Option. This data should have come from the `option:Serialize()` method. ]=] function Option.Deserialize(data) -- type data = {ClassName: string, Value: any} assert(type(data) == "table" and data.ClassName == CLASSNAME, "Invalid...
code to explain: --// Servc local UIS = game:GetService("UserInputService") local Players = game:GetService("Players") local SSS = game:GetService("ServerScriptService") local rp = game:GetService("ReplicatedStorage") Sure, let's break it down: ## Breakdown The provided code is a snippet of a Roblox Lua (Luau) script...
Start by breaking down the code basically step by step: --[[ Constructs a new Promise with the given initializing callback. This is generally only called when directly wrapping a non-promise API into a promise-based version. The callback will receive 'resolve' and 'reject' methods, used to start invoking the pro...
Breakdown this code: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ----------------------------------------------------------------------------------------------------...
input_code: --This is just some simple server script that moves the object around every frame --The kinematics module handles the rest game["Run Service"].Heartbeat:Connect(function(deltaTime) local speed = script:GetAttribute("speed") or Vector3.zero total += deltaTime part.CFrame = startPos * CFrame.fromEulerAngl...
code: -- ROBLOX deviation: we change from backtick to our literal string delimiter [=[ and ]=] local function printBacktickString(str: string): string return "[=[\n" .. str .. "]=]" end local function ensureDirectoryExists(filePath: string) -- ROBLOX deviation: gets path of parent directory, GetScriptFilePath can on...
important code input to explain step by step: -- wrapping long conditional in function local function isShiftLockMode() return LocalPlayer.DevEnableMouseLock and GameSettings.ControlMode == Enum.ControlMode.MouseLockSwitch and LocalPlayer.DevComputerMovementMode ~= Enum.DevComputerMovementMode.ClickToMove and Ga...
Breakdown this code: -- Clear any existing animation tracks -- Fixes issue with characters that are moved in and out of the Workspace accumulating tracks local animator = if Humanoid then Humanoid:FindFirstChildOfClass("Animator") else nil if animator then local animTracks = animator:GetPlayingAnimationTracks() for i...
Breakdown this code: --local TwoHandAnim = hammer:WaitForChild("TwoHandAnim") hammer.Equipped:Connect(function() local character = hammer.Parent if Players:GetPlayerFromCharacter(character) and character:FindFirstChild("Humanoid") then --character.Humanoid.Animator:LoadAnimation(TwoHandAnim):Play() end end) hamm...
code: --[[ Called when the goal state changes value. If the new goal can be animated to, the equilibrium point of the internal springs will be moved, but the springs themselves stay in place. Returns false, as this has no immediate impact on the current value of the Spring object. If the new goal can't be anima...
query code to breakdown: -------- OMG HAX r = game:service("RunService") local damage = 10 local slash_damage = 18 local lunge_damage = 36 sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" SlashSound.Parent = sword Sl...
Breakdown this code: -- Create debris for specified part (being destroyed) local function createDebris(targetPart) local pos = Vector3.new(0, 0, 0) local scale = 1 if targetPart:IsA("Model") then local plate = targetPart:FindFirstChild("Plate", true) pos = plate.Position scale = plate.Size.X / 8 else pos =...
Start by breaking down the code basically step by step: --local RecipesFrame = InventoryFrame.Recipes; local Sizes = { [ItemsFrame] = { [EquipButton] = { Size = ItemsFrame.Size, Position = ItemsFrame.Position, }, [CraftButton] = { Size = UDim2.new(0, -427, 1, -155), Position = ItemsFrame.Position, ...
query code to breakdown: -- math, thx roblox wiki function lerp(a, b, t) return a * (1 - t) + (b * t) end <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided code defines a function named `lerp` which stands for linear interpolation. This function is used to calculate a value that is...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[setmetatable( PriorityQueue, { __call = function (self) setmetatable({}, self) self:initialize() return self end } )]] function Pri...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ @class stringTween contains library of functions that add/remove text from a string. .backward: @params: string, function, string?, config? @info: clears text or until hit `StopAt` .forward: @pa...
Start by breaking down the code basically step by step: --[[Weight and CG]] Tune.Weight = 3590 -- 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 -...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- initialize local variables local camera = workspace.CurrentCamera local player = game.Players.LocalPlayer local character = player.Character local humanoid = character.Humanoid output: ## Breakdown The provided cod...
code instruction: ----------------- --| Variables |-- ----------------- local DebrisService = Game:GetService("Debris") local PlayersService = Game:GetService("Players") local Tool = script.Parent local ToolHandle = Tool.Handle local RocketScript = WaitForChild(script, "Rocket") local SwooshSound = WaitForChild(scr...
code to explain: -- LeftShoulderClone = LeftShoulder:Clone() LeftShoulderClone.Name = "LeftShoulderClone" LeftShoulderClone.Parent = Torso LeftShoulderClone.Part0 = Torso explanation of the code: ## Breakdown The provided code performs a series of steps to manipulate and modify parts within a Roblox game environment...
code to explain: --[[ Package link auto-generated by Rotriever ]] local PackageIndex = script.Parent.Parent.Parent._Index local Package = require(PackageIndex["JestTypes"]["JestTypes"]) export type Circus_DoneFn = Package.Circus_DoneFn export type Circus_BlockFn = Package.Circus_BlockFn export type Circus_BlockName ...
code: --[[Engine]] --Torque Curve Tune.Horsepower = 600 -- [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 respective tune values Tune.EqPoint = 5500 Tune.Peak...
Breakdown this code: -- yaw-axis rotational velocity of a part with a given CFrame and total RotVelocity local function yawVelocity(rotVel, cf) return math.abs(cf.YVector:Dot(rotVel)) end local worldDt = 1 / 60 local VRVehicleCamera = setmetatable({}, VRBaseCamera) VRVehicleCamera.__index = VRVehicleCamera function ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[=[ Defers the subscription and creation of the observable until the actual subscription of the observable. https://rxjs-dev.firebaseapp.com/api/index/function/defer https://netbasal.com/getting-to-know-the-defer-...
code instruction: -- Get the current floor material. local function getFloorMaterial() floorMaterial = humanoid.FloorMaterial material = string.split(tostring(floorMaterial), "Enum.Material.")[2] return material end output_code: ## Breakdown The provided Lua function, `getFloorMaterial`, is designed to determine...
Breakdown this code: --[[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...
query code to breakdown: --[=[ Extracts the locale from the name @param name string -- The name to parse @return string -- The locale ]=] function JsonToLocalizationTable.localeFromName(name) if name:sub(-5) == ".json" then return name:sub(1, #name - 5) else return name end end <<explaining>> Of course, he...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Written By Kip Turner, Copyright Roblox 2014 -- Updated by Garnold to utilize the new PathfindingService API, 2017 local DEBUG_NAME = "ClickToMoveController" local UIS = game:GetService("UserInpu...
code: --- Creates a listable type from a singlular type function Util.MakeListableType(type, override) local listableType = { Listable = true, Transform = type.Transform, Validate = type.Validate, Autocomplete = type.Autocomplete, Default = type.Default, Parse = function(...) return { type.Parse(...) } ...
Start by breaking down the code basically step by step: --[[ Calls any :finally handlers. We need this to be a separate method and queue because we must call all of the finally callbacks upon a success, failure, *and* cancellation. ]] function Promise.prototype:_finalize() for _, callback in ipairs(self._queuedFina...
important code input to explain step by step: -- / Functions / -- local function Control(key, inputState) if carSettings[key] then carSettings[key][1] = (inputState == Enum.UserInputState.Begin) end end result breakdown output: ## Breakdown The provided code defines a function named `Control` that is designed t...
input_code: -- ROBLOX TODO: add generic type constraints <EachCallback extends Global.TestCallback> function applyArguments<EachCallback>( supportsDone: boolean, params: Array<any>, test: Global_EachTestFn<EachCallback> ): Global_EachTestFn<any> local argumentCount if typeof(test) == "function" then argumentCoun...
Start by breaking down the code basically step by step: --[[Susupension]] Tune.SusEnabled = true -- Sets whether suspension is enabled for PGS --Front Suspension Tune.FSusStiffness = 25000 -- Spring Force Tune.FSusDamping = 400 -- Spring Dampening Tune.FAntiRoll = 400 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 1...
input_code: -- Local Functions local function OnPlayerAdded(player) -- Setup leaderboard stats local leaderstats = Instance.new("Model", player) leaderstats.Name = "leaderstats" local Captures = Instance.new("IntValue", leaderstats) Captures.Name = "Captures" Captures.Value = 0 -- Add player to team TeamManag...
code: --[=[ Adds json to a localization table @param localizationTable LocalizationTable -- The localization table to add to @param localeId string -- The localeId to use @param json string -- The json to add with @param tableName string -- Used for source ]=] function JsonToLocalizationTable.addJsonToTable(local...
query code to breakdown: -- Gradually regenerates the Humanoid's Health over time. local REGEN_RATE = 0.1 / 100 -- Regenerate this fraction of MaxHealth per second. local REGEN_STEP = 0.05 -- Wait this long between each regeneration step. <<explaining>> Of course, here is a step by step summary: ## Breakdown This s...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --Get in a seat local function enterStart() --Tell server we're trying to get in GetInStart:FireServer(AdornedSeat) --Wait until player lets go of button (causing them to get in) or seat out of range (nothing happens...
important code input to explain step by step: ----- cold tap handler ----- coldTap.Interactive.ClickDetector.MouseClick:Connect(function() if coldOn.Value == false then coldOn.Value = true faucet.ParticleEmitter.Enabled = true waterSound:Play() coldTap:SetPrimaryPartCFrame(coldTap.PrimaryPart.CFrame * CFrame....
input_code: --[[ Packs an array of numbers into a given animatable data type. If the type is not animatable, nil will be returned. FUTURE: When Luau supports singleton types, those could be used in conjunction with intersection types to make this function fully statically type checkable. ]] local Oklab = require...
code instruction: -- return nil -- end local function isObject(item: any): boolean return item and typeof(item) == "table" and not Array.isArray(item) end local function testNameToKey(testName: ConfigPath, count: number): string return testName .. " " .. count end local function keyToTestName(key: string): string ...
Breakdown this code: --[[Brakes]] Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 8500 -- Front brake force Tune.RBrakeForce = 8000 -- Rear brake force Tune.PBrakeForce = 9000 -- Handbrake force Tune.FLgcyBForce = 15000 -- Fro...
important code input to explain step by step: -- field:GetPropertyChangedSignal("Text"):Connect(function() result() tween_service:Create(frame, info, { ImageTransparency = Random.new():NextNumber(0, 1) }):Play() end) field.FocusLost:Connect(function() field.Text = "" -- tween_service:Create(frame, info, { Ima...
code to explain: -- Use the script's attributes as the default settings. -- The table provided is a fallback if the attributes -- are undefined or using the wrong value types. local DEFAULT_SETTINGS = Settings.new(script, { WindDirection = Vector3.new(0.5, 0, 0.5), WindSpeed = 0, WindPower = 0, }) explanation: ##...
code: --------------| SYSTEM SETTINGS |-------------- Prefix = "9" -- The character you use before every command (e.g. ';jump me'). SplitKey = " " -- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me'). BatchKey = "" -- The character inbetween batch commands (e.g. se...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Knit local ReplicatedStorage = game:GetService("ReplicatedStorage") local Knit = require(ReplicatedStorage:WaitForChild("Packages").Knit) local Janitor = require(ReplicatedStorage.Util.Janitor) local Promise = require...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -------------------------------------------------------------------------- local _WHEELTUNE = { --[[ SS6 Presets [Eco] WearSpeed = 1, TargetFriction = .7, MinFriction = .1, [Road] WearSpeed = 2, Tar...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[=[ @param name string -- Name passed to `RunService:BindToRenderStep` @param priority number -- Priority passed to `RunService:BindToRenderStep` @param callbackFn UpdateCallbackFn Bind the `Update` method to Rend...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --// Animations local L_119_ function IdleAnim(L_238_arg1) L_21_.IdleAnim(L_3_, L_119_, { L_26_, L_27_, L_28_, }) end function EquipAnim(L_239_arg1) L_21_.EquipAnim(L_3_, L_119_, { L_26_,...
code: --Stoppie tune local StoppieD = 15 local StoppieTq = 65 local StoppieP = 10 local StoppieMultiplier = 1 local StoppieDivider = 2 local clock = 0.0667 --How fast your wheelie script refreshes step by step breakdown/explanation: ## Breakdown The provided code defines a set of constants and a variable that are l...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Script Variables ]] -- while not Players.LocalPlayer do wait() end local LocalPlayer = Players.LocalPlayer local IsFollowStick = false local ThumbstickFrame = nil local MoveTouchObject = nil loc...
code: --[[Wheel Alignment]] --[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = 1.5 Tune.RCamber = 1.5 Tune.FToe = 0 Tune.RToe = 0 step by step breakdown/explanation: ## Breakdown The provided code is a snippet written in Luau, which is a variant of Lua designed specifically for R...
important code input to explain step by step: ------------------------------------------------------------------------- local function CheckAlive() local humanoid = findPlayerHumanoid(Player) return humanoid ~= nil and humanoid.Health > 0 end local function GetEquippedTool(character: Model?) if character ~= nil th...
code to explain: ---------------------------------------------DounutGuy's Lava Brick!------------------------------------------------ function onTouch(part) local h = part.Parent:findFirstChild("Humanoid") if h ~= nil then h.Health = 0 end end script.Parent.Touched:connect(onTouch) <<explaining>> Of course, he...
code: --[[ Sets the locked status of the given emote for the specified player. The player will be updated of this change via a RemoteEvent. Parameters: - player - The Player whose emote lock status will be changed - emoteName - The name of the emote that will have its lock status changed - isLocked - The lock st...
query code to breakdown: -- Decompiled with the Synapse X Luau decompiler. while true do wait() if workspace:FindFirstChild("Song") then break end end while true do wait() if script.Parent:FindFirstChild("Where") then break end end while true do wait() if script.Parent:FindFirstChild("Where").Value ~= nil ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ----------//Events\\---------- Evt.Refil.OnClientEvent:Connect(function(Tool, Infinite, Stored) local data = require(Tool.ACS_Settings) Evt.Refil:FireServer(Tool, Infinite, Stored, data.MaxStoredAm...
query code to breakdown: --[[Weight and CG]] Tune.Weight = 2200 -- 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...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --------------------[ STANCE FUNCTIONS ]---------------------------------------------- function Stand(OnDeselected) local LHip = Torso["Left Hip"] local RHip = Torso["Right Hip"] local Root = HRP.RootJoint Stance = ...
Breakdown this code: --[[ Module Functions ]] -- Chassis = {} Chassis.root = PackagedVehicle:FindFirstChild("Chassis") --the root of the Chassis model Chassis.Body = PackagedVehicle:FindFirstChild("Body") -- the body of the Chassis model Chassis.driverSeat = Chassis.root:FindFirstChildOfClass("VehicleSeat") Chassis.pa...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- ================================================================================ -- PUBLIC FUNCTIONS -- ================================================================================ function Che...
query code to breakdown: --Made by Luckymaxer Tool = script.Parent Handle = Tool:WaitForChild("Handle") PlaySound = Tool:WaitForChild("PlaySound") PlaySound.Value = "" PlaySound.Changed:connect(function() if PlaySound.Value ~= "" then local Sound = Handle:FindFirstChild(PlaySound.Value) if Sound then Sound:P...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Fixed by Luckymaxer --Updated for R15 Avatars by StarWars Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") RunServi...
code to explain: --DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!! local hitPart = script.Parent local debounce = true local tool = game.ServerStorage.EggStaff -- Change "Sword" to the name of your tool, make sure your tool is in ...
code: -- << LOCAL FUNCTIONS >> local function updateNotices(newNotice) for i, notice in pairs(currentNotices) do if not notice.Complete.Value then local tweenInfo = tweenInfoUp local destination if i == 1 then destination = template.Position + UDim2.new(0, -notice.Size.X.Offset, 0, 0) else local ...
input_code: --[[ Returns the index of the first value found or nil if not found. ]] local function find(list, value) for i = 1, #list do if list[i] == value then return i end end return nil end return find step by step breakdown/explanation: ## Breakdown The provided Lua function `find` is designed to s...
code instruction: --Made by Repressed_Memories -- Edited by Truenus local component = script.Parent.Parent local car = script.Parent.Parent.Parent.Parent.Car.Value local mouse = game.Players.LocalPlayer:GetMouse() local leftsignal = "z" local rightsignal = "c" local hazards = "x" local hazardson = false local lefton = ...
code instruction: --[=[ Gets a sub-datastore that will write at the given name point @param name string @return DataStoreStage ]=] function DataStoreStage:GetSubStore(name) assert(type(name) == "string", "Bad name") if self._stores[name] then return self._stores[name] end if self._takenKeys[name] then erro...
code: -- Set Pet Canvas Size -- function PetSrollingFrame:SetPetCanvasSize(Frame, searchOn) local UIGridLayout2 = Frame.UIGridLayout TradeMenuUI.Size = UDim2.new(0.55, 0, 0.925, 0) local PADDING, SIZE, MaxCells = getPetSizes() local AbsoluteSize = Frame.AbsoluteSize local NewPadding = PADDING * AbsoluteSize Ne...