diff --git a/Moose Development/Moose/AI/AI_A2A_Gci.lua b/Moose Development/Moose/AI/AI_A2A_Gci.lua index ff03a8c7a..e40e8513b 100644 --- a/Moose Development/Moose/AI/AI_A2A_Gci.lua +++ b/Moose Development/Moose/AI/AI_A2A_Gci.lua @@ -65,7 +65,6 @@ -- 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_A2A_GCI#AI_A2A_GCI.SetEngageRange}() to define that range. -- -- # Developer Note -- diff --git a/Moose Development/Moose/AI/AI_A2G_SEAD.lua b/Moose Development/Moose/AI/AI_A2G_SEAD.lua index f98ffbe3b..b6f9d9426 100644 --- a/Moose Development/Moose/AI/AI_A2G_SEAD.lua +++ b/Moose Development/Moose/AI/AI_A2G_SEAD.lua @@ -44,7 +44,6 @@ -- 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_A2G_SEAD.SetEngageRange}() to define that range. -- -- # Developer Note -- diff --git a/Moose Development/Moose/AI/AI_Air_Engage.lua b/Moose Development/Moose/AI/AI_Air_Engage.lua index 441193b45..90c20b79e 100644 --- a/Moose Development/Moose/AI/AI_Air_Engage.lua +++ b/Moose Development/Moose/AI/AI_Air_Engage.lua @@ -43,7 +43,6 @@ -- 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_AIR_ENGAGE.SetEngageRange}() to define that range. -- -- ## 4. Set the Zone of Engagement -- diff --git a/Moose Development/Moose/Functional/ZoneGoalCoalition.lua b/Moose Development/Moose/Functional/ZoneGoalCoalition.lua index 7e5c86291..622843b10 100644 --- a/Moose Development/Moose/Functional/ZoneGoalCoalition.lua +++ b/Moose Development/Moose/Functional/ZoneGoalCoalition.lua @@ -80,7 +80,7 @@ do -- ZoneGoal --- Set the owning coalition of the zone. -- @param #ZONE_GOAL_COALITION self - -- @param DCSCoalition.DCSCoalition#coalition Coalition The coalition ID, e.g. *coalition.side.RED*. + -- @param #number Coalition The coalition ID, e.g. *coalition.side.RED*. -- @return #ZONE_GOAL_COALITION function ZONE_GOAL_COALITION:SetCoalition( Coalition ) self.PreviousCoalition = self.Coalition or Coalition @@ -120,14 +120,14 @@ do -- ZoneGoal --- Get the owning coalition of the zone. -- @param #ZONE_GOAL_COALITION self - -- @return DCSCoalition.DCSCoalition#coalition Coalition. + -- @return #number Coalition. function ZONE_GOAL_COALITION:GetCoalition() return self.Coalition end --- Get the previous coalition, i.e. the one owning the zone before the current one. -- @param #ZONE_GOAL_COALITION self - -- @return DCSCoalition.DCSCoalition#coalition Coalition. + -- @return #number Coalition. function ZONE_GOAL_COALITION:GetPreviousCoalition() return self.PreviousCoalition end diff --git a/Moose Development/Moose/Tasking/TaskInfo.lua b/Moose Development/Moose/Tasking/TaskInfo.lua index 858937ac5..4007230dc 100644 --- a/Moose Development/Moose/Tasking/TaskInfo.lua +++ b/Moose Development/Moose/Tasking/TaskInfo.lua @@ -256,7 +256,7 @@ end --- Add Cargo. -- @param #TASKINFO self --- @param Core.Cargo#CARGO Cargo +-- @param Cargo.Cargo#CARGO Cargo -- @param #number Order The display order, which is a number from 0 to 100. -- @param #TASKINFO.Detail Detail The detail Level. -- @param #boolean Keep (optional) If true, this would indicate that the planned taskinfo would be persistent when the task is completed, so that the original planned task info is used at the completed reports. diff --git a/Moose Development/Moose/Tasking/Task_Capture_Dispatcher.lua b/Moose Development/Moose/Tasking/Task_Capture_Dispatcher.lua index 37bb3afd4..be2086a2f 100644 --- a/Moose Development/Moose/Tasking/Task_Capture_Dispatcher.lua +++ b/Moose Development/Moose/Tasking/Task_Capture_Dispatcher.lua @@ -128,7 +128,7 @@ do -- TASK_CAPTURE_DISPATCHER -- -- ## 2.2. Create a set of player groups. -- - -- What is also needed, is to have a set of @{Core.Group}s defined that contains the clients of the players. + -- What is also needed, is to have a set of @{Wrapper.Group}s defined that contains the clients of the players. -- -- -- Allocate the player slots, which must be aircraft (airplanes or helicopters), that can be manned by players. -- -- We use the method FilterPrefixes to filter those player groups that have client slots, as defined in the mission editor.