Can Someone Explain What Some of This Codes Mean in This Script? Again

So I’m quiet new to Roblox scripting(I have been scripting for 3 days now) and I was wondering if anyone can help me define some of the codes in this script. I am getting this script from a free model, this time it is a gun giver. I just thought it would be helpful if I new what each code meant. I have tried to rewrite the code and I still don’t understand some of the lines of code. I also did try to look up some of the codes I did not know but I could not really find anything. If you do reply it is going to take a while so you don’t have to write me a reply but I would appreciate it. I would also like it if someone could give me tips and tricks on scripting. I know the basics because I watch the whole Alvin Blox series and some of the dev kings. Thank you for your time and the script is below this message.

local tool = nil
local region = Region3.new(Vector3.new(spawner.Position.X - spawner.Size.X/2, spawner.Position.Y + spawner.Size.Y/2, spawner.Position.Z - spawner.Size.Z/2),
   Vector3.new(spawner.Position.X + spawner.Size.X/2, spawner.Position.Y + 4, spawner.Position.Z + spawner.Size.Z/2))
local parts = game.Workspace:FindPartsInRegion3(region)
for _, part in pairs(parts) do
	if part and part.Parent and part.Parent:IsA("Tool") then
		tool = part.Parent
		break
	end
end

local configTable = spawner.Configurations
local configs = {}
local function loadConfig(configName, defaultValue)
	if configTable:FindFirstChild(configName) then
		configs[configName] = configTable:FindFirstChild(configName).Value
	else
		configs[configName] = defaultValue
	end
end

loadConfig("SpawnCooldown", 5)

if tool then
	tool.Parent = game.ServerStorage
	
	while true do
		-- put tool on pad
		local toolCopy = tool:Clone()
		local handle = toolCopy:FindFirstChild("Handle")
		toolCopy.Parent = game.Workspace
		local toolOnPad = true
		local parentConnection
		parentConnection = toolCopy.AncestryChanged:connect(function()
			if handle then handle.Anchored = false end
			toolOnPad = false
			parentConnection:disconnect()
		end)
		if handle then
			handle.CFrame = (spawner.CFrame + Vector3.new(0,handle.Size.Z/2 + 1,0)) * CFrame.Angles(-math.pi/2,0,0)
			handle.Anchored = true
		end
		-- wait for tool to be removed
		while toolOnPad do 
			if handle then
				handle.CFrame = handle.CFrame * CFrame.Angles(0,0,math.pi/60)
			end
			wait() 
		end
		
		-- wait for cooldown
		wait(configs["SpawnCooldown"])		
	end
	
end```

Im like 50% sure it is like make a crap ton of tools in workspace with a cooldown. Im not sure though. It was coded kinda odd lol, they could of done it a LOT easier if they are intending to make a tool spawner.

1 Like

First off, please put code in a code block — either wrap it in these:
```
your code here
```
or paste your code, select it and press the button with the </> on it. (You should’ve learned this in the devforum introduction with the bot)


As for the code itself:

local spawner = script.Parent
local tool = nil
local region = Region3.new(
	Vector3.new(spawner.Position.X - spawner.Size.X/2, spawner.Position.Y + spawner.Size.Y/2, spawner.Position.Z - spawner.Size.Z/2),
	Vector3.new(spawner.Position.X + spawner.Size.X/2, spawner.Position.Y + 4, spawner.Position.Z + spawner.Size.Z/2)
)
local parts = game.Workspace:FindPartsInRegion3(region)
for _, part in pairs(parts) do
	if part and part.Parent and part.Parent:IsA("Tool") then
		tool = part.Parent
		break
	end
end

This code will look for any Tool that’s on top of the spawner.
Specifically, it will get all parts in the area spanned by the part (and a little above it), then look for one of these parts which is directly inside a Tool.


local configTable = spawner.Configurations
local configs = {}
local function loadConfig(configName, defaultValue)
	if configTable:FindFirstChild(configName) then
		configs[configName] = configTable:FindFirstChild(configName).Value
	else
		configs[configName] = defaultValue
	end
end

loadConfig("SpawnCooldown", 5)

loadConfig() is an overly fancy function to look for a configurable value in the tool with a default value.
So if your spawner has a folder named Configurations inside it, and a value inside that named SpawnCooldown, then its value will be the cooldown for spawning something. If it’s missing, then the cooldown will be 5.
Afterward, you can get the value of SpawnCooldown with configs["SpawnCooldown"].
I think this function is rather pointless if it’s being used for only one thing.


if tool then
tool.Parent = game.ServerStorage

If no tool was found, do nothing at all.
Otherwise, move the tool somewhere where players can’t just brush up against it and pick it up.


	while true do
		-- put tool on pad
		local toolCopy = tool:Clone()
		toolCopy.Parent = game.Workspace

Pretty self-explanatory.
Place a clone of the tool where it was in the world, waiting to be picked up.


		local toolOnPad = true
		local parentConnection
		local handle = toolCopy:FindFirstChild("Handle")
		parentConnection = toolCopy.AncestryChanged:connect(function()
			if handle then handle.Anchored = false end
			toolOnPad = false
			parentConnection:disconnect()
		end)

When the tool is picked up, change the toolOnPad variable (which something below this is waiting for). In addition, unanchor the tool so that the player can move it.
parentConnection:disconnect() is there so that this code doesn’t run more than once.


		if handle then
			handle.CFrame = (spawner.CFrame + Vector3.new(0,handle.Size.Z/2 + 1,0)) * CFrame.Angles(-math.pi/2,0,0)
			handle.Anchored = true
		end

OK, I lied. The tool isn’t placed exactly where it was before - this part puts it on top of the spawner.
It also anchors the tool so that it doesn’t roll off on its own.


		-- wait for tool to be removed
		while toolOnPad do 
			if handle then
				handle.CFrame = handle.CFrame * CFrame.Angles(0,0,math.pi/60)
			end
			wait() 
		end

Wait for the tool to be removed. Also spin the tool around.
Note that the tool might be being rotated around the Z-axis, which might work for the specific tool this was made for, but not others.


		-- wait for cooldown
		wait(configs["SpawnCooldown"])

Wait a short time before spawning another tool.


Rewritten script
-- You can change this
local cooldown = 5

local RunService = game:GetService("RunService")
local spawner = script.Parent
local tool

-- Find the tool resting on top of the spawner
-- BUG: Ignores spawner's orientation
local parts = game.Workspace:FindPartsInRegion3(Region3.new(
	spawner.Position - spawner.Size / 2,
	spawner.Position + spawner.Size / 2 + Vector3.new(0, 4, 0)
))
for _, part in ipairs(parts) do
	if part.Parent:IsA("Tool") then
		tool = part.Parent
		break
	end
end

-- note: if tool is missing, then this will throw an error
-- which is GOOD, it will still do nothing in a live game,
-- but this time it rudely notifies you when there's a spawner that's doing nothing
-- unfortunately, this rewrite of the script doesn't deal with a tool that has no handle,
-- because if the tool doesn't spin and stay where it is, what's the point?
assert(tool, "No tool found above a tool spawner")
assert(tool:FindFirstChild("Handle"), "Tool has no handle")
tool.Parent = game.ServerStorage

while true do
	local toolCopy = tool:Clone()
	local handle = toolCopy.Handle
	local spinConnection
	
	-- put tool on pad
	toolCopy.Parent = game.Workspace
	handle.CFrame = (spawner.CFrame + Vector3.new(0, handle.Size.Z/2 + 1, 0)) * CFrame.Angles(-math.pi/2, 0, 0)
	handle.Anchored = true
	
	-- spin the handle
	spinConnection = RunService.Stepped:Connect(function(t, dt)
		handle.CFrame = handle.CFrame * CFrame.Angles(0, 0, math.pi * dt)
	end)
	
	-- wait for the tool to be removed
	toolCopy.AncestryChanged:Wait()
	
	-- clean up
	handle.Anchored = false
	spinConnection:Disconnect()
	
	-- wait for cooldown
	wait(cooldown)
end

(Untested)