diff --git a/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua b/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua index e68068435..27478a98b 100644 --- a/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua +++ b/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua @@ -1233,7 +1233,7 @@ do -- AI_A2A_DISPATCHER -- -- **Use the method @{#AI_A2A_DISPATCHER.SetEngageRadius}() to modify the default Engage Radius for ALL squadrons.** -- - -- Demonstration Mission: [AID-019 - AI_A2A - Engage Range Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-019%20-%20AI_A2A%20-%20Engage%20Range%20Test) + -- Demonstration Mission: [AID-019 - AI_A2A - Engage Range Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching/AID-A2A-019%20-%20Engage%20Range%20Test) -- -- @param #AI_A2A_DISPATCHER self -- @param #number EngageRadius (Optional, Default = 100000) The radius to report friendlies near the target. @@ -1283,7 +1283,7 @@ do -- AI_A2A_DISPATCHER -- Use the method @{#AI_A2A_DISPATCHER.SetGciRadius}() to set a specific controlled ground intercept radius. -- **The Ground Controlled Intercept radius is defined for ALL squadrons which are operational.** -- - -- Demonstration Mission: [AID-013 - AI_A2A - Intercept Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-013%20-%20AI_A2A%20-%20Intercept%20Test) + -- Demonstration Mission: [AID-013 - AI_A2A - Intercept Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching/AID-A2A-013%20-%20Intercept%20Test) -- -- @param #AI_A2A_DISPATCHER self -- @param #number GciRadius (Optional, Default = 200000) The radius to ground control intercept detected targets from the nearest airbase. diff --git a/Moose Development/Moose/AI/AI_A2A_Gci.lua b/Moose Development/Moose/AI/AI_A2A_Gci.lua index e0f9a77ec..a2c8f966d 100644 --- a/Moose Development/Moose/AI/AI_A2A_Gci.lua +++ b/Moose Development/Moose/AI/AI_A2A_Gci.lua @@ -19,34 +19,20 @@ --- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. -- --- ![Process](..\Presentations\AI_GCI\Dia3.JPG) --- -- The AI_A2A_GCI is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_GCI process can be started using the **Start** event. -- --- ![Process](..\Presentations\AI_GCI\Dia4.JPG) --- -- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits. -- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits. -- --- ![Process](..\Presentations\AI_GCI\Dia5.JPG) --- -- This cycle will continue. -- --- ![Process](..\Presentations\AI_GCI\Dia6.JPG) --- -- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event. -- --- ![Process](..\Presentations\AI_GCI\Dia9.JPG) --- -- When enemies are detected, the AI will automatically engage the enemy. -- --- ![Process](..\Presentations\AI_GCI\Dia10.JPG) --- -- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB. -- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land. -- --- ![Process](..\Presentations\AI_GCI\Dia13.JPG) --- -- ## 1. AI_A2A_GCI constructor -- -- * @{#AI_A2A_GCI.New}(): Creates a new AI_A2A_GCI object. @@ -75,18 +61,14 @@ -- -- ## 3. Set the Range of Engagement -- --- ![Range](..\Presentations\AI_GCI\Dia11.JPG) --- -- An optional range can be set in meters, -- that will define when the AI will engage with the detected airborne enemy targets. -- The range can be beyond or smaller than the range of the Patrol Zone. -- The range is applied at the position of the AI. --- Use the method @{AI.AI_GCI#AI_A2A_GCI.SetEngageRange}() to define that range. +-- Use the method @{AI.AI_A2A_GCI#AI_A2A_GCI.SetEngageRange}() to define that range. -- -- ## 4. Set the Zone of Engagement -- --- ![Zone](..\Presentations\AI_GCI\Dia12.JPG) --- -- An optional @{Core.Zone} can be set, -- that will define when the AI will engage with the detected airborne enemy targets. -- Use the method @{AI.AI_CAP#AI_CAP_ZONE.SetEngageZone}() to define that Zone. diff --git a/Moose Development/Moose/AI/AI_Patrol.lua b/Moose Development/Moose/AI/AI_Patrol.lua index 6a502f679..6d8c98214 100644 --- a/Moose Development/Moose/AI/AI_Patrol.lua +++ b/Moose Development/Moose/AI/AI_Patrol.lua @@ -27,8 +27,8 @@ -- ### Author: **FlightControl** -- ### Contributions: -- --- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-) --- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Testing and API concept review. +-- * **Dutch_Baron**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-) +-- * **Pikey**: Testing and API concept review. -- -- === -- diff --git a/Moose Development/Moose/Core/Fsm.lua b/Moose Development/Moose/Core/Fsm.lua index 2580bd386..3b2f3b52c 100644 --- a/Moose Development/Moose/Core/Fsm.lua +++ b/Moose Development/Moose/Core/Fsm.lua @@ -1260,7 +1260,7 @@ do -- FSM_PROCESS --- Assign the process to a @{Wrapper.Unit} and activate the process. -- @param #FSM_PROCESS self - -- @param Task.Tasking#TASK Task + -- @param Tasking.Task#TASK Task -- @param Wrapper.Unit#UNIT ProcessUnit -- @return #FSM_PROCESS self function FSM_PROCESS:Assign( ProcessUnit, Task ) diff --git a/Moose Development/Moose/Core/Set.lua b/Moose Development/Moose/Core/Set.lua index 00bc8edf1..0f200e532 100644 --- a/Moose Development/Moose/Core/Set.lua +++ b/Moose Development/Moose/Core/Set.lua @@ -5471,7 +5471,7 @@ do -- SET_CARGO --- (R2.1) Remove CARGOs from SET_CARGO. -- @param Core.Set#SET_CARGO self - -- @param Wrapper.Cargo#CARGO RemoveCargoNames A single name or an array of CARGO names. + -- @param Cargo.Cargo#CARGO RemoveCargoNames A single name or an array of CARGO names. -- @return Core.Set#SET_CARGO self function SET_CARGO:RemoveCargosByName( RemoveCargoNames ) -- R2.1 @@ -5487,7 +5487,7 @@ do -- SET_CARGO --- (R2.1) Finds a Cargo based on the Cargo Name. -- @param #SET_CARGO self -- @param #string CargoName - -- @return Wrapper.Cargo#CARGO The found Cargo. + -- @return Cargo.Cargo#CARGO The found Cargo. function SET_CARGO:FindCargo( CargoName ) -- R2.1 local CargoFound = self.Set[CargoName] @@ -5630,7 +5630,7 @@ do -- SET_CARGO --- (R2.1) Iterate the SET_CARGO while identifying the nearest @{Cargo.Cargo#CARGO} from a @{Core.Point#POINT_VEC2}. -- @param #SET_CARGO self -- @param Core.Point#POINT_VEC2 PointVec2 A @{Core.Point#POINT_VEC2} object from where to evaluate the closest @{Cargo.Cargo#CARGO}. - -- @return Wrapper.Cargo#CARGO The closest @{Cargo.Cargo#CARGO}. + -- @return Cargo.Cargo#CARGO The closest @{Cargo.Cargo#CARGO}. function SET_CARGO:FindNearestCargoFromPointVec2( PointVec2 ) -- R2.1 self:F2( PointVec2 ) @@ -6195,7 +6195,7 @@ do -- SET_ZONE --- Start watching if the Object or Objects move into or out of our set of zones. -- @param #SET_ZONE self - -- @param Wrappe.Controllable#CONTROLLABLE Objects Object or Objects to watch, can be of type UNIT, GROUP, CLIENT, or SET\_UNIT, SET\_GROUP, SET\_CLIENT + -- @param Wrapper.Controllable#CONTROLLABLE Objects Object or Objects to watch, can be of type UNIT, GROUP, CLIENT, or SET\_UNIT, SET\_GROUP, SET\_CLIENT -- @return #SET_ZONE self -- @usage -- -- Create a SET_GROUP and a SET_ZONE for this: diff --git a/Moose Development/Moose/Core/Settings.lua b/Moose Development/Moose/Core/Settings.lua index e24527798..5712af676 100644 --- a/Moose Development/Moose/Core/Settings.lua +++ b/Moose Development/Moose/Core/Settings.lua @@ -120,7 +120,7 @@ -- -- Will customize which display format is used to indicate A2A coordinates in text as part of the Command Center communications. -- --- - A2A BRAA: [Bearing Range Altitude Aspect](https://en.wikipedia.org/wiki/Bearing_(navigation)). +-- - A2A BRAA: [Bearing Range Altitude Aspect](https://en.wikipedia.org/wiki/Bearing_\(navigation\)). -- - A2A MGRS: The [Military Grid Reference System](https://en.wikipedia.org/wiki/Military_Grid_Reference_System). The accuracy can also be adapted. -- - A2A LL DMS: Lattitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted. -- - A2A LL DDM: Lattitude Longitude [Decimal Degrees and Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted. @@ -190,8 +190,8 @@ -- -- There are different methods that can be used to change the **System settings** using the \_SETTINGS object. -- --- - @{#SETTINGS.SetMessageTime}(): Define for a specific @{Message.MESSAGE.MessageType} the duration to be displayed in seconds. --- - @{#SETTINGS.GetMessageTime}(): Retrieves for a specific @{Message.MESSAGE.MessageType} the duration to be displayed in seconds. +-- - @{Core.Settings#SETTINGS.SetMessageTime}(): Define for a specific @{Message.MESSAGE.MessageType} the duration to be displayed in seconds. +-- - @{Core.Settings#SETTINGS.GetMessageTime}(): Retrieves for a specific @{Message.MESSAGE.MessageType} the duration to be displayed in seconds. -- -- ## 3.5) **Era** of the battle -- diff --git a/Moose Development/Moose/Core/Zone.lua b/Moose Development/Moose/Core/Zone.lua index 648249020..175e3c660 100644 --- a/Moose Development/Moose/Core/Zone.lua +++ b/Moose Development/Moose/Core/Zone.lua @@ -1787,7 +1787,7 @@ ZONE_UNIT = { -- @param #ZONE_UNIT self -- @param #string ZoneName Name of the zone. -- @param Wrapper.Unit#UNIT ZoneUNIT The unit as the center of the zone. --- @param Dcs.DCSTypes#Distance Radius The radius of the zone. +-- @param #number Radius The radius of the zone in meters. -- @param #table Offset A table specifying the offset. The offset table may have the following elements: -- dx The offset in X direction, +x is north. -- dy The offset in Y direction, +y is east. diff --git a/Moose Development/Moose/Functional/Artillery.lua b/Moose Development/Moose/Functional/Artillery.lua index df31fd196..20ed363eb 100644 --- a/Moose Development/Moose/Functional/Artillery.lua +++ b/Moose Development/Moose/Functional/Artillery.lua @@ -25,9 +25,9 @@ -- -- === -- --- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)** +-- ### Author: **funkyfranky** -- --- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536) +-- ### Contributions: FlightControl -- -- ==== -- @module Functional.Artillery diff --git a/Moose Development/Moose/Functional/Designate.lua b/Moose Development/Moose/Functional/Designate.lua index 7bc0c7a82..a55cadbc2 100644 --- a/Moose Development/Moose/Functional/Designate.lua +++ b/Moose Development/Moose/Functional/Designate.lua @@ -167,9 +167,9 @@ -- -- ### Contributions: -- --- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script. --- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing --- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing +-- * **Ciribob**: Showing the way how to lase targets + how laser codes work!!! Explained the autolase script. +-- * **EasyEB**: Ideas and Beta Testing +-- * **Wingthor**: Beta Testing -- -- ### Authors: -- diff --git a/Moose Development/Moose/Functional/Detection.lua b/Moose Development/Moose/Functional/Detection.lua index 3558354a1..9fc086cd9 100644 --- a/Moose Development/Moose/Functional/Detection.lua +++ b/Moose Development/Moose/Functional/Detection.lua @@ -2452,7 +2452,7 @@ do -- DETECTION_AREAS -- -- Retrieve the DetectedItems[].Set with the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}(). A @{Core.Set#SET_UNIT} object will be returned. -- - -- Retrieve the formed @{Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZones}(). + -- Retrieve the formed @{Core.Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZones}(). -- To understand the amount of zones created, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZoneCount}(). -- If you want to obtain a specific zone from the DetectedZones, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZoneByID}() with a given index. -- diff --git a/Moose Development/Moose/Functional/ZoneCaptureCoalition.lua b/Moose Development/Moose/Functional/ZoneCaptureCoalition.lua index 8dbf6f659..113b3aa7f 100644 --- a/Moose Development/Moose/Functional/ZoneCaptureCoalition.lua +++ b/Moose Development/Moose/Functional/ZoneCaptureCoalition.lua @@ -364,7 +364,7 @@ do -- ZONE_CAPTURE_COALITION --- ZONE_CAPTURE_COALITION Constructor. -- @param #ZONE_CAPTURE_COALITION self -- @param Core.Zone#ZONE Zone A @{Core.Zone} object with the goal to be achieved. Alternatively, can be handed as the name of late activated group describing a @{Core.Zone#ZONE_POLYGON} with its waypoints. - -- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone. + -- @param #number Coalition The initial coalition owning the zone. -- @param #table UnitCategories Table of unit categories. See [DCS Class Unit](https://wiki.hoggitworld.com/view/DCS_Class_Unit). Default {Unit.Category.GROUND_UNIT}. -- @param #table ObjectCategories Table of unit categories. See [DCS Class Object](https://wiki.hoggitworld.com/view/DCS_Class_Object). Default {Object.Category.UNIT, Object.Category.STATIC}, i.e. all UNITS and STATICS. -- @return #ZONE_CAPTURE_COALITION diff --git a/Moose Development/Moose/Functional/ZoneGoalCoalition.lua b/Moose Development/Moose/Functional/ZoneGoalCoalition.lua index 64e0034ef..246d55c7a 100644 --- a/Moose Development/Moose/Functional/ZoneGoalCoalition.lua +++ b/Moose Development/Moose/Functional/ZoneGoalCoalition.lua @@ -54,7 +54,7 @@ do -- ZoneGoal --- ZONE_GOAL_COALITION Constructor. -- @param #ZONE_GOAL_COALITION self -- @param Core.Zone#ZONE Zone A @{Core.Zone} object with the goal to be achieved. - -- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone. Default coalition.side.NEUTRAL. + -- @param #number Coalition The initial coalition owning the zone. Default coalition.side.NEUTRAL. -- @param #table UnitCategories Table of unit categories. See [DCS Class Unit](https://wiki.hoggitworld.com/view/DCS_Class_Unit). Default {Unit.Category.GROUND_UNIT}. -- @return #ZONE_GOAL_COALITION function ZONE_GOAL_COALITION:New( Zone, Coalition, UnitCategories ) diff --git a/Moose Development/Moose/Tasking/CommandCenter.lua b/Moose Development/Moose/Tasking/CommandCenter.lua index 07a7ab2f4..8f4c5b1b3 100644 --- a/Moose Development/Moose/Tasking/CommandCenter.lua +++ b/Moose Development/Moose/Tasking/CommandCenter.lua @@ -339,7 +339,7 @@ end --- Gets the coalition of the command center. -- @param #COMMANDCENTER self --- @return DCScoalition#coalition +-- @return #number Coalition of the command center. function COMMANDCENTER:GetCoalition() return self.CommandCenterCoalition diff --git a/Moose Development/Moose/Tasking/Task_CARGO.lua b/Moose Development/Moose/Tasking/Task_CARGO.lua index 637298e51..b3b5a6711 100644 --- a/Moose Development/Moose/Tasking/Task_CARGO.lua +++ b/Moose Development/Moose/Tasking/Task_CARGO.lua @@ -49,7 +49,7 @@ -- Once the task is assigned to the player and accepted by the player, the player will obtain -- an extra **Cargo (Radio) Menu** that contains the CARGO objects that need to be transported. -- --- Each @{CARGO.Cargo} object has a certain state: +-- Each @{Tasking.Task_CARGO#TASK_CARGO} object has a certain state: -- -- * **UnLoaded**: The cargo is located within the battlefield. It may still need to be transported. -- * **Loaded**: The cargo is loaded within a Carrier. This can be your air unit, or another air unit, or even a vehicle. @@ -447,7 +447,7 @@ do -- TASK_CARGO -- -- ## 2.2) Handle TASK_CARGO Events ... -- - -- The TASK_CARGO classes define @{Cargo} transport tasks, + -- The TASK_CARGO classes define Cargo transport tasks, -- based on the tasking capabilities defined in @{Tasking.Task#TASK}. -- -- ### 2.2.1) Boarding events.