Documentation fixes. (#1803)

Improve the consistency of the module intros to the most commonly used version (single dash).

Add missing module information (abbreviated where none existed previously).

Fix broken documentation links

Make module names correspond to filenames (and fix links).

Fix typos.
This commit is contained in:
TommyC81
2022-10-19 14:20:39 +04:00
committed by GitHub
parent 89f0909a8f
commit 0441acf101
80 changed files with 191 additions and 209 deletions

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@@ -1,4 +1,4 @@
--- **Functional** -- Monitor airbase traffic and regulate speed while taxiing.
--- **Functional** - Monitor airbase traffic and regulate speed while taxiing.
--
-- ===
--

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@@ -30,7 +30,7 @@
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536)
--
-- ====
-- @module Functional.Arty
-- @module Functional.Artillery
-- @image Artillery.JPG
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -108,7 +108,7 @@
--- Enables mission designers easily to assign targets for artillery units. Since the implementation is based on a Finite State Model (FSM), the mission designer can
-- interact with the process at certain events or states.
--
-- A new ARTY object can be created with the @{#ARTY.New}(*group*) contructor.
-- A new ARTY object can be created with the @{#ARTY.New}(*group*) constructor.
-- The parameter *group* has to be a MOOSE Group object and defines ARTY group.
--
-- The ARTY FSM process can be started by the @{#ARTY.Start}() command.
@@ -146,7 +146,7 @@
-- When a new target is assigned via the @{#ARTY.AssignTargetCoord}() function (see below), the **NewTarget** event is triggered.
--
-- ## Assigning Targets
-- Assigning targets is a central point of the ARTY class. Multiple targets can be assigned simultanioulsly and are put into a queue.
-- Assigning targets is a central point of the ARTY class. Multiple targets can be assigned simultaneously and are put into a queue.
-- Of course, targets can be added at any time during the mission. For example, once they are detected by a reconnaissance unit.
--
-- In order to add a target, the function @{#ARTY.AssignTargetCoord}(*coord*, *prio*, *radius*, *nshells*, *maxengage*, *time*, *weapontype*, *name*) has to be used.
@@ -161,7 +161,7 @@
-- * *maxengage*: Number of times a target is engaged.
-- * *time*: Time of day the engagement is schedule in the format "hh:mm:ss" for hh=hours, mm=minutes, ss=seconds.
-- For example "10:15:35". In the case the attack will be executed at a quarter past ten in the morning at the day the mission started.
-- If the engagement should start on the following day the format can be specified as "10:15:35+1", where the +1 denots the following day.
-- If the engagement should start on the following day the format can be specified as "10:15:35+1", where the +1 denotes the following day.
-- This is useful for longer running missions or if the mission starts at 23:00 hours and the attack should be scheduled at 01:00 hours on the following day.
-- Of course, later days are also possible by appending "+2", "+3", etc.
-- **Note** that the time has to be given as a string. So the enclosing quotation marks "" are important.
@@ -179,7 +179,7 @@
-- Let's first consider the case that none of the targets is scheduled to be executed at a certain time (*time*=nil).
-- The ARTY group will first engage the target with higher priority (*prio*=10). After the engagement is finished, the target with lower priority is attacked.
-- This is because the target with lower prio has been attacked one time less. After the attack on the lower priority task is finished and both targets
-- have been engaged equally often, the target with the higher priority is engaged again. This coninues until a target has engaged three times.
-- have been engaged equally often, the target with the higher priority is engaged again. This continues until a target has engaged three times.
-- Once the maximum number of engagements is reached, the target is deleted from the queue.
--
-- In other words, the queue is first sorted with respect to the number of engagements and targets with the same number of engagements are sorted with
@@ -190,7 +190,7 @@
-- As mentioned above, targets can be engaged at a specific time of the day via the *time* parameter.
--
-- If the *time* parameter is specified for a target, the first engagement of that target will happen at that time of the day and not before.
-- This also applies when multiple engagements are requested via the *maxengage* parameter. The first attack will not happen before the specifed time.
-- This also applies when multiple engagements are requested via the *maxengage* parameter. The first attack will not happen before the specified time.
-- When that timed attack is finished, the *time* parameter is deleted and the remaining engagements are carried out in the same manner as for untimed targets (described above).
--
-- Of course, it can happen that a scheduled task should be executed at a time, when another target is already under attack.
@@ -201,7 +201,7 @@
--
-- ## Determining the Amount of Ammo
--
-- In order to determin when a unit is out of ammo and possible initiate the rearming process it is necessary to know which types of weapons have to be counted.
-- In order to determine when a unit is out of ammo and possible initiate the rearming process it is necessary to know which types of weapons have to be counted.
-- For most artillery unit types, this is simple because they only have one type of weapon and hence ammunition.
--
-- However, there are more complex scenarios. For example, naval units carry a big arsenal of different ammunition types ranging from various cannon shell types
@@ -217,7 +217,7 @@
-- **Note** that the default parameters "weapons.shells", "weapons.nurs", "weapons.missiles" **should in priciple** capture all the corresponding ammo types.
-- However, the logic searches for the string "weapon.missies" in the ammo type. Especially for missiles, this string is often not contained in the ammo type descriptor.
--
-- One way to determin which types of ammo the unit carries, one can use the debug mode of the arty class via @{#ARTY.SetDebugON}().
-- One way to determine which types of ammo the unit carries, one can use the debug mode of the arty class via @{#ARTY.SetDebugON}().
-- In debug mode, the all ammo types of the group are printed to the monitor as message and can be found in the DCS.log file.
--
-- ## Employing Selected Weapons
@@ -274,7 +274,7 @@
--
-- ## Simulated Weapons
--
-- In addtion to the standard weapons a group has available some special weapon types that are not possible to use in the native DCS environment are simulated.
-- In addition to the standard weapons a group has available some special weapon types that are not possible to use in the native DCS environment are simulated.
--
-- ### Tactical Nukes
--
@@ -283,9 +283,9 @@
--
-- By default, they group does not have any nukes available. To give the group the ability the function @{#ARTY.SetTacNukeShells}(*n*) can be used.
-- This supplies the group with *n* nuclear shells, where *n* is restricted to the number of conventional shells the group can carry.
-- Note that the group must always have convenctional shells left in order to fire a nuclear shell.
-- Note that the group must always have conventional shells left in order to fire a nuclear shell.
--
-- The default explostion strength is 0.075 kilo tons TNT. The can be changed with the @{#ARTY.SetTacNukeWarhead}(*strength*), where *strength* is given in kilo tons TNT.
-- The default explosion strength is 0.075 kilo tons TNT. The can be changed with the @{#ARTY.SetTacNukeWarhead}(*strength*), where *strength* is given in kilo tons TNT.
--
-- ### Illumination Shells
--
@@ -301,12 +301,12 @@
--
-- ### Smoke Shells
--
-- In a similar way to illumination shells, ARTY groups can also employ smoke shells. The numer of smoke shells the group has available is set by the function
-- In a similar way to illumination shells, ARTY groups can also employ smoke shells. The number of smoke shells the group has available is set by the function
-- @{#ARTY.SetSmokeShells}(*n*, *color*), where *n* is the number of shells and *color* defines the smoke color. Default is SMOKECOLOR.Red.
--
-- The weapon type to be used in the @{#ARTY.AssignTargetCoord}() function is *ARTY.WeaponType.SmokeShells*.
--
-- The explosive shell the group fired is destroyed shortly before its impact on the ground and smoke of the speficied color is triggered at that position.
-- The explosive shell the group fired is destroyed shortly before its impact on the ground and smoke of the specified color is triggered at that position.
--
--
-- ## Assignments via Markers on F10 Map
@@ -320,15 +320,15 @@
-- ### Target Assignments
-- A new target can be assigned by writing **arty engage** in the marker text.
-- This is followed by a **comma separated list** of (optional) keywords and parameters.
-- First, it is important to address the ARTY group or groups that should engage. This can be done in numrous ways. The keywords are *battery*, *alias*, *cluster*.
-- First, it is important to address the ARTY group or groups that should engage. This can be done in numerous ways. The keywords are *battery*, *alias*, *cluster*.
-- It is also possible to address all ARTY groups by the keyword *everyone* or *allbatteries*. These two can be used synonymously.
-- **Note that**, if no battery is assigned nothing will happen.
--
-- * *everyone* or *allbatteries* The target is assigned to all batteries.
-- * *battery* Name of the ARTY group that the target is assigned to. Note that **the name is case sensitive** and has to be given in quotation marks. Default is all ARTY groups of the right coalition.
-- * *alias* Alias of the ARTY group that the target is assigned to. The alias is **case sensitive** and needs to be in quotation marks.
-- * *cluster* The cluster of ARTY groups that is addessed. Clusters can be defined by the function @{#ARTY.AddToCluster}(*clusters*). Names are **case sensitive** and need to be in quotation marks.
-- * *key* A number to authorize the target assignment. Only specifing the correct number will trigger an engagement.
-- * *cluster* The cluster of ARTY groups that is addressed. Clusters can be defined by the function @{#ARTY.AddToCluster}(*clusters*). Names are **case sensitive** and need to be in quotation marks.
-- * *key* A number to authorize the target assignment. Only specifying the correct number will trigger an engagement.
-- * *time* Time for which which the engagement is schedules, e.g. 08:42. Default is as soon as possible.
-- * *prio* Priority of the engagement as number between 1 (high prio) and 100 (low prio). Default is 50, i.e. medium priority.
-- * *shots* Number of shots (shells, rockets or missiles) fired at each engagement. Default is 5.
@@ -353,8 +353,8 @@
-- arty engage, battery "Paladin Alpha", weapon nukes, shots 1, time 20:15
-- arty engage, battery "Horwitzer 1", lldms 41:51:00N 41:47:58E
--
-- Note that the keywords and parameters are *case insensitve*. Only exception are the battery, alias and cluster names.
-- These must be exactly the same as the names of the goups defined in the mission editor or the aliases and cluster names defined in the script.
-- Note that the keywords and parameters are *case insensitive*. Only exception are the battery, alias and cluster names.
-- These must be exactly the same as the names of the groups defined in the mission editor or the aliases and cluster names defined in the script.
--
-- ### Relocation Assignments
--
@@ -363,11 +363,11 @@
-- * *time* Time for which which the relocation/move is schedules, e.g. 08:42. Default is as soon as possible.
-- * *speed* The speed in km/h the group will drive at. Default is 70% of its max possible speed.
-- * *on road* Group will use mainly roads. Default is off, i.e. it will go in a straight line from its current position to the assigned coordinate.
-- * *canceltarget* Group will cancel all running firing engagements and immidiately start to move. Default is that group will wait until is current assignment is over.
-- * *canceltarget* Group will cancel all running firing engagements and immediately start to move. Default is that group will wait until is current assignment is over.
-- * *battery* Name of the ARTY group that the relocation is assigned to.
-- * *alias* Alias of the ARTY group that the target is assigned to. The alias is **case sensitive** and needs to be in quotation marks.
-- * *cluster* The cluster of ARTY groups that is addessed. Clusters can be defined by the function @{#ARTY.AddToCluster}(*clusters*). Names are **case sensitive** and need to be in quotation marks.
-- * *key* A number to authorize the target assignment. Only specifing the correct number will trigger an engagement.
-- * *cluster* The cluster of ARTY groups that is addressed. Clusters can be defined by the function @{#ARTY.AddToCluster}(*clusters*). Names are **case sensitive** and need to be in quotation marks.
-- * *key* A number to authorize the target assignment. Only specifying the correct number will trigger an engagement.
-- * *lldms* Specify the coordinates in Lat/Long degrees, minutes and seconds format. The actual location of the marker is unimportant. The group will move to the coordinates given in the lldms keyword.
-- Format is DD:MM:SS[N,S] DD:MM:SS[W,E]. See example below.
-- * *readonly* Marker cannot be deleted by users any more. Hence, assignment cannot be cancelled by removing the marker.
@@ -410,12 +410,12 @@
--
-- A few options can be set by marks. The corresponding keyword is **arty set**. This can be used to define the rearming place and group for a battery.
--
-- To set the reamring place of a group at the marker position type
-- To set the rearming place of a group at the marker position type
-- arty set, battery "Paladin Alpha", rearming place
--
-- Setting the rearming group is independent of the position of the mark. Just create one anywhere on the map and type
-- arty set, battery "Mortar Bravo", rearming group "Ammo Truck M818"
-- Note that the name of the rearming group has to be given in quotation marks and spellt exactly as the group name defined in the mission editor.
-- Note that the name of the rearming group has to be given in quotation marks and spelt exactly as the group name defined in the mission editor.
--
-- ## Transporting
--

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--- **Functional** -- Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.
--- **Functional** - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.
--
-- ===
--

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--- **Functional** -- Management of target **Designation**. Lase, smoke and illuminate targets.
--- **Functional** - Management of target **Designation**. Lase, smoke and illuminate targets.
--
-- ===
--

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--- **Functional** -- Models the detection of enemy units by FACs or RECCEs and group them according various methods.
--- **Functional** - Models the detection of enemy units by FACs or RECCEs and group them according various methods.
--
-- ===
--

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--- **Functional** - Captures the class DETECTION_ZONES.
-- @module Functional.DetectionZones
do -- DETECTION_ZONES
--- @type DETECTION_ZONES
@@ -40,27 +43,27 @@ do -- DETECTION_ZONES
ClassName = "DETECTION_ZONES",
DetectionZoneRange = nil,
}
--- DETECTION_ZONES constructor.
-- @param #DETECTION_ZONES self
-- @param Core.Set#SET_ZONE DetectionSetZone The @{Set} of ZONE_RADIUS.
-- @param DCS#Coalition.side DetectionCoalition The coalition of the detection.
-- @return #DETECTION_ZONES
function DETECTION_ZONES:New( DetectionSetZone, DetectionCoalition )
-- Inherits from DETECTION_BASE
local self = BASE:Inherit( self, DETECTION_BASE:New( DetectionSetZone ) ) -- #DETECTION_ZONES
self.DetectionSetZone = DetectionSetZone -- Core.Set#SET_ZONE
self.DetectionCoalition = DetectionCoalition
self._SmokeDetectedUnits = false
self._FlareDetectedUnits = false
self._SmokeDetectedZones = false
self._FlareDetectedZones = false
self._BoundDetectedZones = false
return self
end

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--- **Functional** -- Taking the lead of AI escorting your flight.
--- **Functional** - Taking the lead of AI escorting your flight.
--
-- ===
--

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-- ===
--
-- ### Author: **funkyfranky**
-- @module Functional.FOX
-- @module Functional.Fox
-- @image Functional_FOX.png
--- FOX class.

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--- **Functional** -- Modular, Automatic and Network capable Targeting and Interception System for Air Defenses
--- **Functional** - Modular, Automatic and Network capable Targeting and Interception System for Air Defenses
--
-- ===
--

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--- **Functional** -- Train missile defence and deflection.
--- **Functional** - Train missile defence and deflection.
--
-- ===
--

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--- **Functional** -- Limit the movement of simulaneous moving ground vehicles.
--- **Functional** - Limit the movement of simulaneous moving ground vehicles.
--
-- ===
--

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@@ -51,7 +51,7 @@
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536)
--
-- ===
-- @module Functional.Rat
-- @module Functional.RAT
-- @image RAT.JPG
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

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--- **Functional** -- Make SAM sites execute evasive and defensive behaviour when being fired upon.
--- **Functional** - Make SAM sites execute evasive and defensive behaviour when being fired upon.
--
-- ===
--

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--- **Functional** -- Short Range Air Defense System
--- **Functional** - Short Range Air Defense System
--
-- ===
--

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@@ -1274,7 +1274,7 @@
--
-- ## Example 13: Battlefield Air Interdiction
--
-- This example show how to couple the WAREHOUSE class with the @{AI.AI_Bai} class.
-- This example show how to couple the WAREHOUSE class with the @{AI.AI_BAI} class.
-- Four enemy targets have been located at the famous Kobuleti X. All three available Viggen 2-ship flights are assigned to kill at least one of the BMPs to complete their mission.
--
-- -- Start Warehouse at Kobuleti.

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--- **Functional** -- Models the process to zone guarding and capturing.
--- **Functional** - Models the process to zone guarding and capturing.
--
-- ===
--

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--- **Functional (WIP)** -- Base class that models processes to achieve goals involving a Zone.
--- **Functional (WIP)** - Base class that models processes to achieve goals involving a Zone.
--
-- ===
--

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--- **Functional (WIP)** -- Base class that models processes to achieve goals involving a Zone and Cargo.
--- **Functional (WIP)** - Base class that models processes to achieve goals involving a Zone and Cargo.
--
-- ===
--

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--- **Functional (WIP)** -- Base class that models processes to achieve goals involving a Zone for a Coalition.
--- **Functional (WIP)** - Base class that models processes to achieve goals involving a Zone for a Coalition.
--
-- ===
--