diff --git a/Moose Development/Moose/AI/AI_A2A_Cap.lua b/Moose Development/Moose/AI/AI_A2A_Cap.lua index aa43344e6..790d08e90 100644 --- a/Moose Development/Moose/AI/AI_A2A_Cap.lua +++ b/Moose Development/Moose/AI/AI_A2A_Cap.lua @@ -1,4 +1,6 @@ ---- **AI** -- (R2.2) - Models the process of Combat Air Patrol (CAP) for airplanes. +--- **AI** - (R2.2) - Models the process of Combat Air Patrol (CAP) for airplanes. +-- +-- This is a class used in the @{AI.AI_A2A_Dispatcher}. -- -- === -- @@ -13,7 +15,6 @@ -- @extends AI.AI_Air_Patrol#AI_AIR_PATROL -- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE - --- The AI_A2A_CAP class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group} -- and automatically engage any airborne enemies that are within a certain range or within a certain zone. -- @@ -81,7 +82,7 @@ -- 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_CAP#AI_A2A_CAP.SetEngageRange}() to define that range. +-- Use the method @{#AI_A2A_CAP.SetEngageRange}() to define that range. -- -- ## 4. Set the Zone of Engagement -- @@ -89,7 +90,7 @@ -- -- An optional @{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_A2A_CAP.SetEngageZone}() to define that Zone. +-- Use the method @{#AI_A2A_CAP.SetEngageZone}() to define that Zone. -- -- === -- diff --git a/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua b/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua index 9776bf3f0..76174098d 100644 --- a/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua +++ b/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua @@ -1148,7 +1148,7 @@ do -- AI_A2A_DISPATCHER self:I( "Captured " .. AirbaseName ) - -- Now search for all squadrons located at the airbase, and sanatize them. + -- Now search for all squadrons located at the airbase, and sanitize them. for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do if Squadron.AirbaseName == AirbaseName then Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning. diff --git a/Moose Development/Moose/AI/AI_A2A_Gci.lua b/Moose Development/Moose/AI/AI_A2A_Gci.lua index 15653d1e0..ac8c5a19f 100644 --- a/Moose Development/Moose/AI/AI_A2A_Gci.lua +++ b/Moose Development/Moose/AI/AI_A2A_Gci.lua @@ -1,6 +1,6 @@ ---- **AI** -- (R2.2) - Models the process of Ground Controlled Interception (GCI) for airplanes. +--- **AI** - (R2.2) - Models the process of Ground Controlled Interception (GCI) for airplanes. -- --- This is a class used in the @{AI_A2A_Dispatcher}. +-- This is a class used in the @{AI.AI_A2A_Dispatcher}. -- -- === -- @@ -8,7 +8,7 @@ -- -- === -- --- @module AI.AI_A2A_GCI +-- @module AI.AI_A2A_Gci -- @image AI_Ground_Control_Intercept.JPG @@ -91,7 +91,7 @@ -- -- An optional @{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_A2A_GCI.SetEngageZone}() to define that Zone. +-- Use the method @{AI.AI_CAP#AI_CAP_ZONE.SetEngageZone}() to define that Zone. -- -- === -- diff --git a/Moose Development/Moose/AI/AI_A2A_Patrol.lua b/Moose Development/Moose/AI/AI_A2A_Patrol.lua index f4252fac1..199db84c6 100644 --- a/Moose Development/Moose/AI/AI_A2A_Patrol.lua +++ b/Moose Development/Moose/AI/AI_A2A_Patrol.lua @@ -1,4 +1,4 @@ ---- **AI** -- (R2.2) - Models the process of air patrol of airplanes. +--- **AI** - (R2.2) - Models the process of air patrol of airplanes. -- -- === -- diff --git a/Moose Development/Moose/AI/AI_A2G_BAI.lua b/Moose Development/Moose/AI/AI_A2G_BAI.lua index f35009033..ee32ad4a5 100644 --- a/Moose Development/Moose/AI/AI_A2G_BAI.lua +++ b/Moose Development/Moose/AI/AI_A2G_BAI.lua @@ -1,6 +1,6 @@ ---- **AI** -- Models the process of air to ground BAI engagement for airplanes and helicopters. +--- **AI** - Models the process of air to ground BAI engagement for airplanes and helicopters. -- --- This is a class used in the @{AI_A2G_Dispatcher}. +-- This is a class used in the @{AI.AI_A2G_Dispatcher}. -- -- === -- @@ -11,11 +11,8 @@ -- @module AI.AI_A2G_BAI -- @image AI_Air_To_Ground_Engage.JPG - - --- @type AI_A2G_BAI --- @extends AI.AI_A2A_Engage#AI_A2A_Engage - +-- @extends AI.AI_A2A_Engage#AI_A2A_Engage -- TODO: Documentation. This class does not exist, unable to determine what it extends. --- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. -- @@ -26,8 +23,6 @@ AI_A2G_BAI = { ClassName = "AI_A2G_BAI", } - - --- Creates a new AI_A2G_BAI object -- @param #AI_A2G_BAI self -- @param Wrapper.Group#GROUP AIGroup @@ -53,7 +48,6 @@ function AI_A2G_BAI:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAl return self end - --- Creates a new AI_A2G_BAI object -- @param #AI_A2G_BAI self -- @param Wrapper.Group#GROUP AIGroup @@ -92,8 +86,6 @@ function AI_A2G_BAI:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageA end end end - + return AttackUnitTasks end - - diff --git a/Moose Development/Moose/AI/AI_A2G_CAS.lua b/Moose Development/Moose/AI/AI_A2G_CAS.lua index de24056c9..f27386227 100644 --- a/Moose Development/Moose/AI/AI_A2G_CAS.lua +++ b/Moose Development/Moose/AI/AI_A2G_CAS.lua @@ -1,6 +1,6 @@ ---- **AI** -- Models the process of air to ground engagement for airplanes and helicopters. +--- **AI** - Models the process of air to ground engagement for airplanes and helicopters. -- --- This is a class used in the @{AI_A2G_Dispatcher}. +-- This is a class used in the @{AI.AI_A2G_Dispatcher}. -- -- === -- @@ -11,11 +11,8 @@ -- @module AI.AI_A2G_CAS -- @image AI_Air_To_Ground_Engage.JPG - - --- @type AI_A2G_CAS --- @extends AI.AI_A2G_Patrol#AI_AIR_PATROL - +-- @extends AI.AI_A2G_Patrol#AI_AIR_PATROL TODO: Documentation. This class does not exist, unable to determine what it extends. --- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. -- @@ -26,8 +23,6 @@ AI_A2G_CAS = { ClassName = "AI_A2G_CAS", } - - --- Creates a new AI_A2G_CAS object -- @param #AI_A2G_CAS self -- @param Wrapper.Group#GROUP AIGroup @@ -53,7 +48,6 @@ function AI_A2G_CAS:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAl return self end - --- Creates a new AI_A2G_CAS object -- @param #AI_A2G_CAS self -- @param Wrapper.Group#GROUP AIGroup @@ -92,9 +86,6 @@ function AI_A2G_CAS:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageA end end end - + return AttackUnitTasks end - - - diff --git a/Moose Development/Moose/AI/AI_A2G_SEAD.lua b/Moose Development/Moose/AI/AI_A2G_SEAD.lua index 49d7ac16c..27c662baf 100644 --- a/Moose Development/Moose/AI/AI_A2G_SEAD.lua +++ b/Moose Development/Moose/AI/AI_A2G_SEAD.lua @@ -1,6 +1,6 @@ ---- **AI** -- Models the process of air to ground SEAD engagement for airplanes and helicopters. +--- **AI** - Models the process of air to ground SEAD engagement for airplanes and helicopters. -- --- This is a class used in the @{AI_A2G_Dispatcher}. +-- This is a class used in the @{AI.AI_A2G_Dispatcher}. -- -- === -- @@ -67,7 +67,7 @@ -- -- An optional @{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_A2G_SEAD.SetEngageZone}() to define that Zone. +-- Use the method @{AI.AI_CAP#AI_CAP_ZONE.SetEngageZone}() to define that Zone. -- TODO: Documentation. Check that this is actually correct. The originally referenced class does not exist. -- -- === -- @@ -76,8 +76,6 @@ AI_A2G_SEAD = { ClassName = "AI_A2G_SEAD", } - - --- Creates a new AI_A2G_SEAD object -- @param #AI_A2G_SEAD self -- @param Wrapper.Group#GROUP AIGroup diff --git a/Moose Development/Moose/AI/AI_Air_Dispatcher.lua b/Moose Development/Moose/AI/AI_Air_Dispatcher.lua index 58e4308e4..c8eb54393 100644 --- a/Moose Development/Moose/AI/AI_Air_Dispatcher.lua +++ b/Moose Development/Moose/AI/AI_Air_Dispatcher.lua @@ -259,7 +259,7 @@ -- -- ### Author: **FlightControl** rework of GCICAP + introduction of new concepts (squadrons). -- --- @module AI.AI_AIR_Dispatcher +-- @module AI.AI_Air_Dispatcher -- @image AI_Air_To_Ground_Dispatching.JPG @@ -1224,7 +1224,7 @@ do -- AI_AIR_DISPATCHER self:I( "Captured " .. AirbaseName ) - -- Now search for all squadrons located at the airbase, and sanatize them. + -- Now search for all squadrons located at the airbase, and sanitize them. for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do if Squadron.AirbaseName == AirbaseName then Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning. @@ -1796,12 +1796,12 @@ do -- AI_AIR_DISPATCHER -- -- @return #AI_AIR_DISPATCHER function AI_AIR_DISPATCHER:SetSquadron2( Squadron ) - + local SquadronName = Squadron:GetName() -- Retrieves the Squadron Name. - self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} + self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} local DefenderSquadron = self.DefenderSquadrons[SquadronName] - + return self end @@ -1812,15 +1812,15 @@ do -- AI_AIR_DISPATCHER function AI_AIR_DISPATCHER:GetSquadron( SquadronName ) local DefenderSquadron = self.DefenderSquadrons[SquadronName] - + if not DefenderSquadron then error( "Unknown Squadron for Dispatcher:" .. SquadronName ) end - + return DefenderSquadron end - + --- Set the Squadron visible before startup of the dispatcher. -- All planes will be spawned as uncontrolled on the parking spot. -- They will lock the parking spot. diff --git a/Moose Development/Moose/AI/AI_Air_Engage.lua b/Moose Development/Moose/AI/AI_Air_Engage.lua index 31dbed41a..07e7d2a71 100644 --- a/Moose Development/Moose/AI/AI_Air_Engage.lua +++ b/Moose Development/Moose/AI/AI_Air_Engage.lua @@ -1,6 +1,6 @@ ---- **AI** -- Models the process of air to ground engagement for airplanes and helicopters. +--- **AI** - Models the process of air to ground engagement for airplanes and helicopters. -- --- This is a class used in the @{AI_A2G_Dispatcher}. +-- This is a class used in the @{AI.AI_A2G_Dispatcher}. -- -- === -- @@ -67,7 +67,7 @@ -- -- An optional @{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_AIR_ENGAGE.SetEngageZone}() to define that Zone. +-- Use the method @{AI.AI_CAP#AI_AIR_ENGAGE.SetEngageZone}() to define that Zone. -- -- === -- diff --git a/Moose Development/Moose/AI/AI_Air_Patrol.lua b/Moose Development/Moose/AI/AI_Air_Patrol.lua index 185e64572..ebc88838e 100644 --- a/Moose Development/Moose/AI/AI_Air_Patrol.lua +++ b/Moose Development/Moose/AI/AI_Air_Patrol.lua @@ -1,4 +1,4 @@ ---- **AI** -- Models the process of A2G patrolling and engaging ground targets for airplanes and helicopters. +--- **AI** - Models the process of A2G patrolling and engaging ground targets for airplanes and helicopters. -- -- === -- @@ -88,7 +88,7 @@ -- -- An optional @{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_AIR_PATROL.SetEngageZone}() to define that Zone. +-- Use the method @{AI.AI_CAP#AI_AIR_PATROL.SetEngageZone}() to define that Zone. -- -- === -- diff --git a/Moose Development/Moose/AI/AI_Air_Squadron.lua b/Moose Development/Moose/AI/AI_Air_Squadron.lua index 69e660877..40585187b 100644 --- a/Moose Development/Moose/AI/AI_Air_Squadron.lua +++ b/Moose Development/Moose/AI/AI_Air_Squadron.lua @@ -1,6 +1,6 @@ --- **AI** - Models squadrons for airplanes and helicopters. -- --- This is a class used in the @{AI_Air_Dispatcher} and derived dispatcher classes. +-- This is a class used in the @{AI.AI_Air_Dispatcher} and derived dispatcher classes. -- -- === -- diff --git a/Moose Development/Moose/AI/AI_BAI.lua b/Moose Development/Moose/AI/AI_BAI.lua index 9da590e03..d211b9688 100644 --- a/Moose Development/Moose/AI/AI_BAI.lua +++ b/Moose Development/Moose/AI/AI_BAI.lua @@ -1,4 +1,4 @@ ---- **AI** -- Peform Battlefield Area Interdiction (BAI) within an engagement zone. +--- **AI** - Peform Battlefield Area Interdiction (BAI) within an engagement zone. -- -- **Features:** -- @@ -26,7 +26,7 @@ -- -- === -- --- @module AI.AI_Bai +-- @module AI.AI_BAI -- @image AI_Battlefield_Air_Interdiction.JPG diff --git a/Moose Development/Moose/AI/AI_Balancer.lua b/Moose Development/Moose/AI/AI_Balancer.lua index b855acf9c..047135fb1 100644 --- a/Moose Development/Moose/AI/AI_Balancer.lua +++ b/Moose Development/Moose/AI/AI_Balancer.lua @@ -1,4 +1,4 @@ ---- **AI** -- Balance player slots with AI to create an engaging simulation environment, independent of the amount of players. +--- **AI** - Balance player slots with AI to create an engaging simulation environment, independent of the amount of players. -- -- **Features:** -- diff --git a/Moose Development/Moose/AI/AI_CAP.lua b/Moose Development/Moose/AI/AI_CAP.lua index f89f2f88f..73d22d3ed 100644 --- a/Moose Development/Moose/AI/AI_CAP.lua +++ b/Moose Development/Moose/AI/AI_CAP.lua @@ -1,4 +1,4 @@ ---- **AI** -- Perform Combat Air Patrolling (CAP) for airplanes. +--- **AI** - Perform Combat Air Patrolling (CAP) for airplanes. -- -- **Features:** -- @@ -29,7 +29,7 @@ -- -- === -- --- @module AI.AI_Cap +-- @module AI.AI_CAP -- @image AI_Combat_Air_Patrol.JPG @@ -106,7 +106,7 @@ -- 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_CAP#AI_CAP_ZONE.SetEngageRange}() to define that range. +-- Use the method @{#AI_CAP_ZONE.SetEngageRange}() to define that range. -- -- ## 4. Set the Zone of Engagement -- @@ -114,7 +114,7 @@ -- -- An optional @{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. +-- Use the method @{#AI_CAP_ZONE.SetEngageZone}() to define that Zone. -- -- === -- @@ -311,7 +311,7 @@ end function AI_CAP_ZONE:SetEngageZone( EngageZone ) self:F2() - if EngageZone then + if EngageZone then self.EngageZone = EngageZone else self.EngageZone = nil diff --git a/Moose Development/Moose/AI/AI_CAS.lua b/Moose Development/Moose/AI/AI_CAS.lua index de6ab65c1..16f233318 100644 --- a/Moose Development/Moose/AI/AI_CAS.lua +++ b/Moose Development/Moose/AI/AI_CAS.lua @@ -1,4 +1,4 @@ ---- **AI** -- Perform Close Air Support (CAS) near friendlies. +--- **AI** - Perform Close Air Support (CAS) near friendlies. -- -- **Features:** -- @@ -28,7 +28,7 @@ -- -- === -- --- @module AI.AI_Cas +-- @module AI.AI_CAS -- @image AI_Close_Air_Support.JPG --- AI_CAS_ZONE class diff --git a/Moose Development/Moose/AI/AI_Cargo_Dispatcher_Airplane.lua b/Moose Development/Moose/AI/AI_Cargo_Dispatcher_Airplane.lua index 11df8c188..0146c67c9 100644 --- a/Moose Development/Moose/AI/AI_Cargo_Dispatcher_Airplane.lua +++ b/Moose Development/Moose/AI/AI_Cargo_Dispatcher_Airplane.lua @@ -1,4 +1,4 @@ ---- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo using Planes. +--- **AI** - (R2.4) - Models the intelligent transportation of infantry and other cargo using Planes. -- -- ## Features: -- diff --git a/Moose Development/Moose/AI/AI_Cargo_Dispatcher_Helicopter.lua b/Moose Development/Moose/AI/AI_Cargo_Dispatcher_Helicopter.lua index bba9b7108..96cafa944 100644 --- a/Moose Development/Moose/AI/AI_Cargo_Dispatcher_Helicopter.lua +++ b/Moose Development/Moose/AI/AI_Cargo_Dispatcher_Helicopter.lua @@ -1,4 +1,4 @@ ---- **AI** -- (2.4) - Models the intelligent transportation of infantry and other cargo using Helicopters. +--- **AI** - (2.4) - Models the intelligent transportation of infantry and other cargo using Helicopters. -- -- ## Features: -- diff --git a/Moose Development/Moose/AI/AI_Cargo_Dispatcher_Ship.lua b/Moose Development/Moose/AI/AI_Cargo_Dispatcher_Ship.lua index 70f325f62..103b39f26 100644 --- a/Moose Development/Moose/AI/AI_Cargo_Dispatcher_Ship.lua +++ b/Moose Development/Moose/AI/AI_Cargo_Dispatcher_Ship.lua @@ -1,4 +1,4 @@ ---- **AI** -- (2.5.1) - Models the intelligent transportation of infantry and other cargo using Ships +--- **AI** - (2.5.1) - Models the intelligent transportation of infantry and other cargo using Ships -- -- ## Features: -- @@ -37,14 +37,14 @@ -- -- This will be particularly helpful in order to determine how to **Tailor the different cargo handling events**. -- --- The AI_CARGO_DISPATCHER_SHIP class uses the @{Cargo.Cargo} capabilities within the MOOSE framwork. +-- The AI_CARGO_DISPATCHER_SHIP class uses the @{Cargo.Cargo} capabilities within the MOOSE framework. -- Also ensure that you fully understand how to declare and setup Cargo objects within the MOOSE framework before using this class. -- CARGO derived objects must generally be declared within the mission to make the AI_CARGO_DISPATCHER_SHIP object recognize the cargo. -- -- -- # 1) AI_CARGO_DISPATCHER_SHIP constructor. -- --- * @{AI_CARGO_DISPATCHER_SHIP.New}(): Creates a new AI_CARGO_DISPATCHER_SHIP object. +-- * @{#AI_CARGO_DISPATCHER_SHIP.New}(): Creates a new AI_CARGO_DISPATCHER_SHIP object. -- -- --- -- diff --git a/Moose Development/Moose/AI/AI_Cargo_Ship.lua b/Moose Development/Moose/AI/AI_Cargo_Ship.lua index 37c7da57a..4d79c452a 100644 --- a/Moose Development/Moose/AI/AI_Cargo_Ship.lua +++ b/Moose Development/Moose/AI/AI_Cargo_Ship.lua @@ -1,4 +1,4 @@ ---- **AI** -- (R2.5.1) - Models the intelligent transportation of infantry and other cargo. +--- **AI** - (R2.5.1) - Models the intelligent transportation of infantry and other cargo. -- -- === -- @@ -46,12 +46,12 @@ -- -- ## Cargo deployment. -- --- Using the @{AI_CARGO_SHIP.Deploy}() method, you are able to direct the Ship towards a Deploy zone to unboard/unload the cargo at the +-- Using the @{#AI_CARGO_SHIP.Deploy}() method, you are able to direct the Ship towards a Deploy zone to unboard/unload the cargo at the -- specified coordinate. The Ship will follow the Shipping Lane to ensure consistent cargo transportation within the simulation environment. -- -- ## Cargo pickup. -- --- Using the @{AI_CARGO_SHIP.Pickup}() method, you are able to direct the Ship towards a Pickup zone to board/load the cargo at the specified +-- Using the @{#AI_CARGO_SHIP.Pickup}() method, you are able to direct the Ship towards a Pickup zone to board/load the cargo at the specified -- coordinate. The Ship will follow the Shipping Lane to ensure consistent cargo transportation within the simulation environment. -- -- diff --git a/Moose Development/Moose/AI/AI_Escort.lua b/Moose Development/Moose/AI/AI_Escort.lua index af3a4c304..e746da19c 100644 --- a/Moose Development/Moose/AI/AI_Escort.lua +++ b/Moose Development/Moose/AI/AI_Escort.lua @@ -1,4 +1,4 @@ ---- **Functional** -- Taking the lead of AI escorting your flight or of other AI. +--- **Functional** - Taking the lead of AI escorting your flight or of other AI. -- -- === -- diff --git a/Moose Development/Moose/AI/AI_Escort_Dispatcher_Request.lua b/Moose Development/Moose/AI/AI_Escort_Dispatcher_Request.lua index 33c614d4a..25d29b7e5 100644 --- a/Moose Development/Moose/AI/AI_Escort_Dispatcher_Request.lua +++ b/Moose Development/Moose/AI/AI_Escort_Dispatcher_Request.lua @@ -11,7 +11,7 @@ -- -- === -- --- @module AI.AI_ESCORT_DISPATCHER_REQUEST +-- @module AI.AI_Escort_Dispatcher_Request -- @image MOOSE.JPG diff --git a/Moose Development/Moose/AI/AI_Escort_Request.lua b/Moose Development/Moose/AI/AI_Escort_Request.lua index 0994a143c..3ae7232b7 100644 --- a/Moose Development/Moose/AI/AI_Escort_Request.lua +++ b/Moose Development/Moose/AI/AI_Escort_Request.lua @@ -1,4 +1,4 @@ ---- **Functional** -- Taking the lead of AI escorting your flight or of other AI, upon request using the menu. +--- **Functional** - Taking the lead of AI escorting your flight or of other AI, upon request using the menu. -- -- === -- @@ -143,7 +143,7 @@ -- -- === -- --- @module AI.AI_Escort +-- @module AI.AI_Escort_Request -- @image Escorting.JPG diff --git a/Moose Development/Moose/AI/AI_Formation.lua b/Moose Development/Moose/AI/AI_Formation.lua index aaf4fbe54..efeced701 100644 --- a/Moose Development/Moose/AI/AI_Formation.lua +++ b/Moose Development/Moose/AI/AI_Formation.lua @@ -1,4 +1,4 @@ ---- **AI** -- Build large airborne formations of aircraft. +--- **AI** - Build large airborne formations of aircraft. -- -- **Features:** -- diff --git a/Moose Development/Moose/AI/AI_Patrol.lua b/Moose Development/Moose/AI/AI_Patrol.lua index 9fd07539a..53aa164ad 100644 --- a/Moose Development/Moose/AI/AI_Patrol.lua +++ b/Moose Development/Moose/AI/AI_Patrol.lua @@ -1,4 +1,4 @@ ---- **AI** -- Perform Air Patrolling for airplanes. +--- **AI** - Perform Air Patrolling for airplanes. -- -- **Features:** -- diff --git a/Moose Development/Moose/Cargo/Cargo.lua b/Moose Development/Moose/Cargo/Cargo.lua index e23e43199..20a9dd022 100644 --- a/Moose Development/Moose/Cargo/Cargo.lua +++ b/Moose Development/Moose/Cargo/Cargo.lua @@ -66,7 +66,7 @@ -- you can board the cargo into the carrier `CargoCarrier`. -- Simple, isn't it? Told you, and this is only the beginning. -- --- The boarding, unboarding, loading, unloading of cargo is however something that is not meant to be coded manualy by mission designers. +-- The boarding, unboarding, loading, unloading of cargo is however something that is not meant to be coded manually by mission designers. -- It would be too low-level and not end-user friendly to deal with cargo handling complexity. -- Things can become really complex if you want to make cargo being handled and behave in multiple scenarios. -- @@ -77,8 +77,8 @@ -- -- ## 3.1) AI Cargo handlers. -- --- - @{AI.AI_Cargo_APC} will create for you the capatility to make an APC group handle cargo. --- - @{AI.AI_Cargo_Helicopter} will create for you the capatility to make a Helicopter group handle cargo. +-- - @{AI.AI_Cargo_APC} will create for you the capability to make an APC group handle cargo. +-- - @{AI.AI_Cargo_Helicopter} will create for you the capability to make a Helicopter group handle cargo. -- -- -- ## 3.2) AI Cargo transportation dispatchers. @@ -86,7 +86,7 @@ -- There are also dispatchers that make AI work together to transport cargo automatically!!! -- -- - @{AI.AI_Cargo_Dispatcher_APC} derived classes will create for your dynamic cargo handlers controlled by AI ground vehicle groups (APCs) to transport cargo between sites. --- - @{AI.AI_Cargo_Dispatcher_Helicopters} derived classes will create for your dynamic cargo handlers controlled by AI helicpter groups to transport cargo between sites. +-- - @{AI.AI_Cargo_Dispatcher_Helicopters} derived classes will create for your dynamic cargo handlers controlled by AI helicopter groups to transport cargo between sites. -- -- ## 3.3) Cargo transportation tasking. -- @@ -94,7 +94,7 @@ -- -- - @{Tasking.Task_CARGO} derived classes will create for you cargo transportation tasks, that allow human players to interact with MOOSE cargo objects to complete tasks. -- --- Please refer to the documentation reflected within these modules to understand the detailed capabilties. +-- Please refer to the documentation reflected within these modules to understand the detailed capabilities. -- -- # 4) Cargo SETs. -- @@ -228,7 +228,7 @@ -- `StaticName #CARGO(T=CargoTypeName,C=Category,RR=Range,NR=Range)` -- -- * **T=** Provide a text that contains the type name of the cargo object. This type name can be used to filter cargo within a SET_CARGO object. --- * **C=** Provide either `CRATE` or `SLING` to have this static created as a CARGO_CRATE or CARGO_SLINGLOAD respectivly. +-- * **C=** Provide either `CRATE` or `SLING` to have this static created as a CARGO_CRATE or CARGO_SLINGLOAD respectively. -- * **RR=** Provide the minimal range in meters when the report to the carrier, and board to the carrier. -- Note that this option is optional, so can be omitted. The default value of the RR is 250 meters. -- * **NR=** Provide the maximum range in meters when the cargo units will be boarded within the carrier during boarding. diff --git a/Moose Development/Moose/Cargo/CargoCrate.lua b/Moose Development/Moose/Cargo/CargoCrate.lua index 50cef9a97..4d21c3957 100644 --- a/Moose Development/Moose/Cargo/CargoCrate.lua +++ b/Moose Development/Moose/Cargo/CargoCrate.lua @@ -1,4 +1,4 @@ ---- **Cargo** -- Management of single cargo crates, which are based on a @{Static} object. +--- **Cargo** - Management of single cargo crates, which are based on a @{Static} object. -- -- === -- diff --git a/Moose Development/Moose/Cargo/CargoSlingload.lua b/Moose Development/Moose/Cargo/CargoSlingload.lua index 8af9d5304..e3700247e 100644 --- a/Moose Development/Moose/Cargo/CargoSlingload.lua +++ b/Moose Development/Moose/Cargo/CargoSlingload.lua @@ -1,4 +1,4 @@ ---- **Cargo** -- Management of single cargo crates, which are based on a @{Static} object. The cargo can only be slingloaded. +--- **Cargo** - Management of single cargo crates, which are based on a @{Static} object. The cargo can only be slingloaded. -- -- === -- diff --git a/Moose Development/Moose/Core/Event.lua b/Moose Development/Moose/Core/Event.lua index 05d7ae41f..6c81f7dab 100644 --- a/Moose Development/Moose/Core/Event.lua +++ b/Moose Development/Moose/Core/Event.lua @@ -932,7 +932,7 @@ do -- Event Creation --- Creation of a ZoneGoal Deletion Event. -- @param #EVENT self - -- @param Core.ZoneGoal#ZONE_GOAL ZoneGoal The ZoneGoal created. + -- @param Functional.ZoneGoal#ZONE_GOAL ZoneGoal The ZoneGoal created. function EVENT:CreateEventDeleteZoneGoal( ZoneGoal ) self:F( { ZoneGoal } ) diff --git a/Moose Development/Moose/Core/Message.lua b/Moose Development/Moose/Core/Message.lua index 888ae3779..d4ba71f6f 100644 --- a/Moose Development/Moose/Core/Message.lua +++ b/Moose Development/Moose/Core/Message.lua @@ -171,7 +171,7 @@ end --- Sends a MESSAGE to a Client Group. Note that the Group needs to be defined within the ME with the skillset "Client" or "Player". -- @param #MESSAGE self -- @param Wrapper.Client#CLIENT Client is the Group of the Client. --- @param Core.Settings#SETTINGS Settings Settings used to display the message. +-- @param Core.Settings#SETTINGS Settings used to display the message. -- @return #MESSAGE -- @usage -- @@ -182,11 +182,11 @@ end -- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup ) -- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup ) -- or --- MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup ) --- MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup ) +-- MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25 ):ToClient( ClientGroup ) +-- MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25 ):ToClient( ClientGroup ) -- or --- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ) --- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ) +-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25 ) +-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25 ) -- MessageClient1:ToClient( ClientGroup ) -- MessageClient2:ToClient( ClientGroup ) -- @@ -262,41 +262,17 @@ function MESSAGE:ToUnit( Unit, Settings ) return self end ---- Sends a MESSAGE to a Unit. --- @param #MESSAGE self --- @param Wrapper.Unit#UNIT Unit to which the message is displayed. --- @return #MESSAGE Message object. -function MESSAGE:ToUnit( Unit, Settings ) - self:F( Unit.IdentifiableName ) - - if Unit then - - if self.MessageType then - local Settings = Settings or ( Unit and _DATABASE:GetPlayerSettings( Unit:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS - self.MessageDuration = Settings:GetMessageTime( self.MessageType ) - self.MessageCategory = "" -- self.MessageType .. ": " - end - - if self.MessageDuration ~= 0 then - self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration ) - trigger.action.outTextForUnit( Unit:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen ) - end - end - - return self -end - --- Sends a MESSAGE to the Blue coalition. -- @param #MESSAGE self -- @return #MESSAGE -- @usage -- -- -- Send a message created with the @{New} method to the BLUE coalition. --- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue() +-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25):ToBlue() -- or --- MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue() +-- MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToBlue() -- or --- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ) +-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ) -- MessageBLUE:ToBlue() -- function MESSAGE:ToBlue() @@ -313,11 +289,11 @@ end -- @usage -- -- -- Send a message created with the @{New} method to the RED coalition. --- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed() +-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToRed() -- or --- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed() +-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToRed() -- or --- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ) +-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ) -- MessageRED:ToRed() -- function MESSAGE:ToRed() @@ -336,11 +312,11 @@ end -- @usage -- -- -- Send a message created with the @{New} method to the RED coalition. --- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED ) +-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToCoalition( coalition.side.RED ) -- or --- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED ) +-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToCoalition( coalition.side.RED ) -- or --- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ) +-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ) -- MessageRED:ToCoalition( coalition.side.RED ) -- function MESSAGE:ToCoalition( CoalitionSide, Settings ) @@ -384,11 +360,11 @@ end -- @usage -- -- -- Send a message created to all players. --- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll() +-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25 ):ToAll() -- or --- MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll() +-- MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25 ):ToAll() -- or --- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ) +-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25 ) -- MessageAll:ToAll() -- function MESSAGE:ToAll( Settings ) diff --git a/Moose Development/Moose/Core/ScheduleDispatcher.lua b/Moose Development/Moose/Core/ScheduleDispatcher.lua index 6a96d92ff..611cb6fba 100644 --- a/Moose Development/Moose/Core/ScheduleDispatcher.lua +++ b/Moose Development/Moose/Core/ScheduleDispatcher.lua @@ -1,4 +1,4 @@ ---- **Core** -- SCHEDULEDISPATCHER dispatches the different schedules. +--- **Core** - SCHEDULEDISPATCHER dispatches the different schedules. -- -- === -- diff --git a/Moose Development/Moose/Core/UserFlag.lua b/Moose Development/Moose/Core/UserFlag.lua index 6d8bdd719..5ed5d6cd7 100644 --- a/Moose Development/Moose/Core/UserFlag.lua +++ b/Moose Development/Moose/Core/UserFlag.lua @@ -35,13 +35,13 @@ do -- UserFlag ClassName = "USERFLAG", UserFlagName = nil, } - + --- USERFLAG Constructor. -- @param #USERFLAG self -- @param #string UserFlagName The name of the userflag, which is a free text string. -- @return #USERFLAG function USERFLAG:New( UserFlagName ) --R2.3 - + local self = BASE:Inherit( self, BASE:New() ) -- #USERFLAG self.UserFlagName = UserFlagName @@ -52,7 +52,7 @@ do -- UserFlag --- Get the userflag name. -- @param #USERFLAG self -- @return #string Name of the user flag. - function USERFLAG:GetName() + function USERFLAG:GetName() return self.UserFlagName end @@ -66,18 +66,17 @@ do -- UserFlag -- BlueVictory:Set( 100 ) -- Set the UserFlag VictoryBlue to 100. -- function USERFLAG:Set( Number, Delay ) --R2.3 - + if Delay and Delay>0 then self:ScheduleOnce(Delay, USERFLAG.Set, self, Number) else --env.info(string.format("Setting flag \"%s\" to %d at T=%.1f", self.UserFlagName, Number, timer.getTime())) trigger.action.setUserFlag( self.UserFlagName, Number ) end - - return self - end - + return self + end + --- Get the userflag Number. -- @param #USERFLAG self -- @return #number Number The number value to be checked if it is the same as the userflag. @@ -86,12 +85,10 @@ do -- UserFlag -- local BlueVictoryValue = BlueVictory:Get() -- Get the UserFlag VictoryBlue value. -- function USERFLAG:Get() --R2.3 - - return trigger.misc.getUserFlag( self.UserFlagName ) - end - - + return trigger.misc.getUserFlag( self.UserFlagName ) + end + --- Check if the userflag has a value of Number. -- @param #USERFLAG self -- @param #number Number The number value to be checked if it is the same as the userflag. @@ -102,9 +99,9 @@ do -- UserFlag -- return "Blue has won" -- end function USERFLAG:Is( Number ) --R2.3 - + return trigger.misc.getUserFlag( self.UserFlagName ) == Number - - end + + end end \ No newline at end of file diff --git a/Moose Development/Moose/Core/Zone_Detection.lua b/Moose Development/Moose/Core/Zone_Detection.lua index 96a508c0e..c605d6df3 100644 --- a/Moose Development/Moose/Core/Zone_Detection.lua +++ b/Moose Development/Moose/Core/Zone_Detection.lua @@ -1,6 +1,7 @@ +--- **Core** - The ZONE_DETECTION class, defined by a zone name, a detection object and a radius. +-- @module Core.Zone_Detection ---- The ZONE_DETECTION class, defined by a zone name, a detection object and a radius. --- @type ZONE_DETECTION +--- @type ZONE_DETECTION -- @field DCS#Vec2 Vec2 The current location of the zone. -- @field DCS#Distance Radius The radius of the zone. -- @extends #ZONE_BASE @@ -29,7 +30,7 @@ function ZONE_DETECTION:New( ZoneName, Detection, Radius ) self.Detection = Detection self.Radius = Radius - + return self end @@ -48,15 +49,14 @@ function ZONE_DETECTION:BoundZone( Points, CountryID, UnBound ) local Angle local RadialBase = math.pi*2 - - -- + for Angle = 0, 360, (360 / Points ) do local Radial = Angle * RadialBase / 360 Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius() Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius() - + local CountryName = _DATABASE.COUNTRY_NAME[CountryID] - + local Tire = { ["country"] = CountryName, ["category"] = "Fortifications", diff --git a/Moose Development/Moose/Functional/ATC_Ground.lua b/Moose Development/Moose/Functional/ATC_Ground.lua index 2e72dcea3..5e89ff144 100644 --- a/Moose Development/Moose/Functional/ATC_Ground.lua +++ b/Moose Development/Moose/Functional/ATC_Ground.lua @@ -1,4 +1,4 @@ ---- **Functional** -- Monitor airbase traffic and regulate speed while taxiing. +--- **Functional** - Monitor airbase traffic and regulate speed while taxiing. -- -- === -- diff --git a/Moose Development/Moose/Functional/Artillery.lua b/Moose Development/Moose/Functional/Artillery.lua index f611ff58d..84b498f67 100644 --- a/Moose Development/Moose/Functional/Artillery.lua +++ b/Moose Development/Moose/Functional/Artillery.lua @@ -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 -- diff --git a/Moose Development/Moose/Functional/CleanUp.lua b/Moose Development/Moose/Functional/CleanUp.lua index a2183c097..994147589 100644 --- a/Moose Development/Moose/Functional/CleanUp.lua +++ b/Moose Development/Moose/Functional/CleanUp.lua @@ -1,4 +1,4 @@ ---- **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. -- -- === -- diff --git a/Moose Development/Moose/Functional/Designate.lua b/Moose Development/Moose/Functional/Designate.lua index d6a6be101..f40693f2e 100644 --- a/Moose Development/Moose/Functional/Designate.lua +++ b/Moose Development/Moose/Functional/Designate.lua @@ -1,4 +1,4 @@ ---- **Functional** -- Management of target **Designation**. Lase, smoke and illuminate targets. +--- **Functional** - Management of target **Designation**. Lase, smoke and illuminate targets. -- -- === -- diff --git a/Moose Development/Moose/Functional/Detection.lua b/Moose Development/Moose/Functional/Detection.lua index d48937517..97c5913a4 100644 --- a/Moose Development/Moose/Functional/Detection.lua +++ b/Moose Development/Moose/Functional/Detection.lua @@ -1,4 +1,4 @@ ---- **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. -- -- === -- diff --git a/Moose Development/Moose/Functional/DetectionZones.lua b/Moose Development/Moose/Functional/DetectionZones.lua index a64710a15..7998eaa2b 100644 --- a/Moose Development/Moose/Functional/DetectionZones.lua +++ b/Moose Development/Moose/Functional/DetectionZones.lua @@ -1,3 +1,6 @@ +--- **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 diff --git a/Moose Development/Moose/Functional/Escort.lua b/Moose Development/Moose/Functional/Escort.lua index 43686ba06..57a9ed5da 100644 --- a/Moose Development/Moose/Functional/Escort.lua +++ b/Moose Development/Moose/Functional/Escort.lua @@ -1,4 +1,4 @@ ---- **Functional** -- Taking the lead of AI escorting your flight. +--- **Functional** - Taking the lead of AI escorting your flight. -- -- === -- diff --git a/Moose Development/Moose/Functional/Fox.lua b/Moose Development/Moose/Functional/Fox.lua index 1e6341a0d..1c947b7ea 100644 --- a/Moose Development/Moose/Functional/Fox.lua +++ b/Moose Development/Moose/Functional/Fox.lua @@ -20,7 +20,7 @@ -- === -- -- ### Author: **funkyfranky** --- @module Functional.FOX +-- @module Functional.Fox -- @image Functional_FOX.png --- FOX class. diff --git a/Moose Development/Moose/Functional/Mantis.lua b/Moose Development/Moose/Functional/Mantis.lua index 2dde61915..74c724336 100644 --- a/Moose Development/Moose/Functional/Mantis.lua +++ b/Moose Development/Moose/Functional/Mantis.lua @@ -1,4 +1,4 @@ ---- **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 -- -- === -- diff --git a/Moose Development/Moose/Functional/MissileTrainer.lua b/Moose Development/Moose/Functional/MissileTrainer.lua index cc8de571b..865beef80 100644 --- a/Moose Development/Moose/Functional/MissileTrainer.lua +++ b/Moose Development/Moose/Functional/MissileTrainer.lua @@ -1,4 +1,4 @@ ---- **Functional** -- Train missile defence and deflection. +--- **Functional** - Train missile defence and deflection. -- -- === -- diff --git a/Moose Development/Moose/Functional/Movement.lua b/Moose Development/Moose/Functional/Movement.lua index 7c004d4e2..4b922ed1b 100644 --- a/Moose Development/Moose/Functional/Movement.lua +++ b/Moose Development/Moose/Functional/Movement.lua @@ -1,4 +1,4 @@ ---- **Functional** -- Limit the movement of simulaneous moving ground vehicles. +--- **Functional** - Limit the movement of simulaneous moving ground vehicles. -- -- === -- diff --git a/Moose Development/Moose/Functional/RAT.lua b/Moose Development/Moose/Functional/RAT.lua index b33285764..888ad0304 100644 --- a/Moose Development/Moose/Functional/RAT.lua +++ b/Moose Development/Moose/Functional/RAT.lua @@ -51,7 +51,7 @@ -- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536) -- -- === --- @module Functional.Rat +-- @module Functional.RAT -- @image RAT.JPG ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- diff --git a/Moose Development/Moose/Functional/Sead.lua b/Moose Development/Moose/Functional/Sead.lua index 2af6c64f3..ebcd2228c 100644 --- a/Moose Development/Moose/Functional/Sead.lua +++ b/Moose Development/Moose/Functional/Sead.lua @@ -1,4 +1,4 @@ ---- **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. -- -- === -- diff --git a/Moose Development/Moose/Functional/Shorad.lua b/Moose Development/Moose/Functional/Shorad.lua index f70bb11a5..8c105df8a 100644 --- a/Moose Development/Moose/Functional/Shorad.lua +++ b/Moose Development/Moose/Functional/Shorad.lua @@ -1,4 +1,4 @@ ---- **Functional** -- Short Range Air Defense System +--- **Functional** - Short Range Air Defense System -- -- === -- diff --git a/Moose Development/Moose/Functional/Warehouse.lua b/Moose Development/Moose/Functional/Warehouse.lua index c753a7b0a..f0b06061a 100644 --- a/Moose Development/Moose/Functional/Warehouse.lua +++ b/Moose Development/Moose/Functional/Warehouse.lua @@ -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. diff --git a/Moose Development/Moose/Functional/ZoneCaptureCoalition.lua b/Moose Development/Moose/Functional/ZoneCaptureCoalition.lua index 78f499d30..420129ece 100644 --- a/Moose Development/Moose/Functional/ZoneCaptureCoalition.lua +++ b/Moose Development/Moose/Functional/ZoneCaptureCoalition.lua @@ -1,4 +1,4 @@ ---- **Functional** -- Models the process to zone guarding and capturing. +--- **Functional** - Models the process to zone guarding and capturing. -- -- === -- diff --git a/Moose Development/Moose/Functional/ZoneGoal.lua b/Moose Development/Moose/Functional/ZoneGoal.lua index 3ed9554f9..bc39d0758 100644 --- a/Moose Development/Moose/Functional/ZoneGoal.lua +++ b/Moose Development/Moose/Functional/ZoneGoal.lua @@ -1,4 +1,4 @@ ---- **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. -- -- === -- diff --git a/Moose Development/Moose/Functional/ZoneGoalCargo.lua b/Moose Development/Moose/Functional/ZoneGoalCargo.lua index 9ae8ae613..0d8e55cbb 100644 --- a/Moose Development/Moose/Functional/ZoneGoalCargo.lua +++ b/Moose Development/Moose/Functional/ZoneGoalCargo.lua @@ -1,4 +1,4 @@ ---- **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. -- -- === -- diff --git a/Moose Development/Moose/Functional/ZoneGoalCoalition.lua b/Moose Development/Moose/Functional/ZoneGoalCoalition.lua index d2086f1ad..1893e4c4e 100644 --- a/Moose Development/Moose/Functional/ZoneGoalCoalition.lua +++ b/Moose Development/Moose/Functional/ZoneGoalCoalition.lua @@ -1,4 +1,4 @@ ---- **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. -- -- === -- diff --git a/Moose Development/Moose/Ops/ATIS.lua b/Moose Development/Moose/Ops/ATIS.lua index ab66d8b5a..0fb3a24a0 100644 --- a/Moose Development/Moose/Ops/ATIS.lua +++ b/Moose Development/Moose/Ops/ATIS.lua @@ -46,7 +46,7 @@ -- -- ### Author: **funkyfranky** -- --- @module Ops.Atis +-- @module Ops.ATIS -- @image OPS_ATIS.png --- ATIS class. @@ -1047,7 +1047,7 @@ end -- Or you make your life simple and just include the sign so you don't have to bother about East/West. -- -- @param #ATIS self --- @param #number magvar Magnetic variation in degrees. Positive for easterly and negative for westerly variation. Default is magnatic declinaton of the used map, c.f. @{Utilities.UTils#UTILS.GetMagneticDeclination}. +-- @param #number magvar Magnetic variation in degrees. Positive for easterly and negative for westerly variation. Default is magnatic declinaton of the used map, c.f. @{Utilities.Utils#UTILS.GetMagneticDeclination}. -- @return #ATIS self function ATIS:SetMagneticDeclination( magvar ) self.magvar = magvar or UTILS.GetMagneticDeclination() diff --git a/Moose Development/Moose/Ops/CSAR.lua b/Moose Development/Moose/Ops/CSAR.lua index 511fc7929..8ae06fb13 100644 --- a/Moose Development/Moose/Ops/CSAR.lua +++ b/Moose Development/Moose/Ops/CSAR.lua @@ -1,4 +1,4 @@ ---- **Ops** -- Combat Search and Rescue. +--- **Ops** - Combat Search and Rescue. -- -- === -- diff --git a/Moose Development/Moose/Ops/CTLD.lua b/Moose Development/Moose/Ops/CTLD.lua index 6dea1271c..a4a5c945d 100644 --- a/Moose Development/Moose/Ops/CTLD.lua +++ b/Moose Development/Moose/Ops/CTLD.lua @@ -1,4 +1,4 @@ ---- **Ops** -- Combat Troops & Logistics Department. +--- **Ops** - Combat Troops & Logistics Department. -- -- === -- diff --git a/Moose Development/Moose/Sound/SRS.lua b/Moose Development/Moose/Sound/SRS.lua index a5ce049f0..52ed609b0 100644 --- a/Moose Development/Moose/Sound/SRS.lua +++ b/Moose Development/Moose/Sound/SRS.lua @@ -26,7 +26,7 @@ -- === -- -- ### Author: **funkyfranky** --- @module Sound.MSRS +-- @module Sound.SRS -- @image Sound_MSRS.png --- MSRS class. diff --git a/Moose Development/Moose/Tasking/CommandCenter.lua b/Moose Development/Moose/Tasking/CommandCenter.lua index 8df64d063..6562fcb90 100644 --- a/Moose Development/Moose/Tasking/CommandCenter.lua +++ b/Moose Development/Moose/Tasking/CommandCenter.lua @@ -1,4 +1,4 @@ ---- **Tasking** -- A command center governs multiple missions, and takes care of the reporting and communications. +--- **Tasking** - A command center governs multiple missions, and takes care of the reporting and communications. -- -- **Features:** -- diff --git a/Moose Development/Moose/Tasking/Mission.lua b/Moose Development/Moose/Tasking/Mission.lua index e8da4f102..78cfad1d6 100644 --- a/Moose Development/Moose/Tasking/Mission.lua +++ b/Moose Development/Moose/Tasking/Mission.lua @@ -1,4 +1,4 @@ ---- **Tasking** -- A mission models a goal to be achieved through the execution and completion of tasks by human players. +--- **Tasking** - A mission models a goal to be achieved through the execution and completion of tasks by human players. -- -- **Features:** -- diff --git a/Moose Development/Moose/Tasking/Task.lua b/Moose Development/Moose/Tasking/Task.lua index f553cfc71..4a8bcdb31 100644 --- a/Moose Development/Moose/Tasking/Task.lua +++ b/Moose Development/Moose/Tasking/Task.lua @@ -1,4 +1,4 @@ ---- **Tasking** -- A task object governs the main engine to administer human taskings. +--- **Tasking** - A task object governs the main engine to administer human taskings. -- -- **Features:** -- @@ -262,8 +262,8 @@ -- -- ## 1.3) Cargo Tasks -- --- - @{Tasking.Task_Cargo#TASK_CARGO_TRANSPORT} - Models the transportation of cargo to deployment zones. --- - @{Tasking.Task_Cargo#TASK_CARGO_CSAR} - Models the rescue of downed friendly pilots from behind enemy lines. +-- - @{Tasking.Task_CARGO#TASK_CARGO_TRANSPORT} - Models the transportation of cargo to deployment zones. +-- - @{Tasking.Task_CARGO#TASK_CARGO_CSAR} - Models the rescue of downed friendly pilots from behind enemy lines. -- -- -- # 2) Task status events. diff --git a/Moose Development/Moose/Tasking/TaskInfo.lua b/Moose Development/Moose/Tasking/TaskInfo.lua index 8d825e309..9c1eb7a18 100644 --- a/Moose Development/Moose/Tasking/TaskInfo.lua +++ b/Moose Development/Moose/Tasking/TaskInfo.lua @@ -1,4 +1,4 @@ ---- **Tasking** -- Controls the information of a Task. +--- **Tasking** - Controls the information of a Task. -- -- === -- diff --git a/Moose Development/Moose/Tasking/Task_A2G_Dispatcher.lua b/Moose Development/Moose/Tasking/Task_A2G_Dispatcher.lua index b9aedb1b6..b6f0cf300 100644 --- a/Moose Development/Moose/Tasking/Task_A2G_Dispatcher.lua +++ b/Moose Development/Moose/Tasking/Task_A2G_Dispatcher.lua @@ -1,4 +1,4 @@ ---- **Tasking** -- Dynamically allocates A2G tasks to human players, based on detected ground targets through reconnaissance. +--- **Tasking** - Dynamically allocates A2G tasks to human players, based on detected ground targets through reconnaissance. -- -- **Features:** -- diff --git a/Moose Development/Moose/Tasking/Task_CARGO.lua b/Moose Development/Moose/Tasking/Task_CARGO.lua index b327ab6a3..3c1923b3c 100644 --- a/Moose Development/Moose/Tasking/Task_CARGO.lua +++ b/Moose Development/Moose/Tasking/Task_CARGO.lua @@ -1,11 +1,11 @@ ---- **Tasking** -- Base class to model tasks for players to transport cargo. +--- **Tasking** - Base class to model tasks for players to transport cargo. -- -- ## Features: -- -- * TASK_CARGO is the **base class** for: -- -- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT} --- * @{Tasking.Task_Cargo_CSAR#TASK_CARGO_CSAR} +-- * @{Tasking.Task_CARGO_CSAR#TASK_CARGO_CSAR} -- -- -- === @@ -34,7 +34,7 @@ -- The following TASK_CARGO_ classes are important, as they implement the CONCRETE tasks: -- -- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT}: Defines a task for a human player to transport a set of cargo between various zones. --- * @{Tasking.Task_Cargo_CSAR#TASK_CARGO_CSAR}: Defines a task for a human player to Search and Rescue wounded pilots. +-- * @{Tasking.Task_CARGO_CSAR#TASK_CARGO_CSAR}: Defines a task for a human player to Search and Rescue wounded pilots. -- -- However! The menu system and basic usage of the TASK_CARGO classes is explained in the @{#TASK_CARGO} class description. -- So please browse further below to understand how to use it from a player perspective! @@ -387,9 +387,9 @@ -- -- Please consult the documentation how to implement the derived classes of SET_CARGO in: -- --- - @{Tasking.Task_Cargo#TASK_CARGO}: Documents the main methods how to handle the cargo tasking from a mission designer perspective. --- - @{Tasking.Task_Cargo#TASK_CARGO_TRANSPORT}: Documents the specific methods how to handle the cargo transportation tasking from a mission designer perspective. --- - @{Tasking.Task_Cargo#TASK_CARGO_CSAR}: Documents the specific methods how to handle the cargo CSAR tasking from a mission designer perspective. +-- - @{Tasking.Task_CARGO#TASK_CARGO}: Documents the main methods how to handle the cargo tasking from a mission designer perspective. +-- - @{Tasking.Task_CARGO#TASK_CARGO_TRANSPORT}: Documents the specific methods how to handle the cargo transportation tasking from a mission designer perspective. +-- - @{Tasking.Task_CARGO#TASK_CARGO_CSAR}: Documents the specific methods how to handle the cargo CSAR tasking from a mission designer perspective. -- -- -- === @@ -400,7 +400,7 @@ -- -- === -- --- @module Tasking.Task_Cargo +-- @module Tasking.Task_CARGO -- @image MOOSE.JPG do -- TASK_CARGO @@ -438,8 +438,8 @@ do -- TASK_CARGO -- -- ### 2.1.1) Cargo Tasks -- - -- - @{Tasking.Task_Cargo#TASK_CARGO_TRANSPORT} - Models the transportation of cargo to deployment zones. - -- - @{Tasking.Task_Cargo#TASK_CARGO_CSAR} - Models the rescue of downed friendly pilots from behind enemy lines. + -- - @{Tasking.Task_CARGO#TASK_CARGO_TRANSPORT} - Models the transportation of cargo to deployment zones. + -- - @{Tasking.Task_CARGO#TASK_CARGO_CSAR} - Models the rescue of downed friendly pilots from behind enemy lines. -- -- ## 2.2) Handle TASK_CARGO Events ... -- diff --git a/Moose Development/Moose/Tasking/Task_Capture_Dispatcher.lua b/Moose Development/Moose/Tasking/Task_Capture_Dispatcher.lua index e9b3954ac..87046e1ff 100644 --- a/Moose Development/Moose/Tasking/Task_Capture_Dispatcher.lua +++ b/Moose Development/Moose/Tasking/Task_Capture_Dispatcher.lua @@ -54,7 +54,7 @@ -- -- === -- --- @module Tasking.Task_Zone_Capture_Dispatcher +-- @module Tasking.Task_Capture_Dispatcher -- @image MOOSE.JPG do -- TASK_CAPTURE_DISPATCHER diff --git a/Moose Development/Moose/Tasking/Task_Capture_Zone.lua b/Moose Development/Moose/Tasking/Task_Capture_Zone.lua index 3ca128b98..9a7a30a9b 100644 --- a/Moose Development/Moose/Tasking/Task_Capture_Zone.lua +++ b/Moose Development/Moose/Tasking/Task_Capture_Zone.lua @@ -8,14 +8,14 @@ -- -- === -- --- @module Tasking.TaskZoneCapture +-- @module Tasking.Task_Capture_Zone -- @image MOOSE.JPG do -- TASK_ZONE_GOAL --- The TASK_ZONE_GOAL class -- @type TASK_ZONE_GOAL - -- @field Core.ZoneGoal#ZONE_GOAL ZoneGoal + -- @field Functional.ZoneGoal#ZONE_GOAL ZoneGoal -- @extends Tasking.Task#TASK --- # TASK_ZONE_GOAL class, extends @{Tasking.Task#TASK} @@ -47,7 +47,7 @@ do -- TASK_ZONE_GOAL -- @param Tasking.Mission#MISSION Mission -- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned. -- @param #string TaskName The name of the Task. - -- @param Core.ZoneGoalCoalition#ZONE_GOAL_COALITION ZoneGoal + -- @param Functional.ZoneGoalCoalition#ZONE_GOAL_COALITION ZoneGoal -- @return #TASK_ZONE_GOAL self function TASK_ZONE_GOAL:New( Mission, SetGroup, TaskName, ZoneGoal, TaskType, TaskBriefing ) local self = BASE:Inherit( self, TASK:New( Mission, SetGroup, TaskName, TaskType, TaskBriefing ) ) -- #TASK_ZONE_GOAL @@ -115,10 +115,10 @@ do -- TASK_ZONE_GOAL end --- @param #TASK_ZONE_GOAL self - -- @param Core.ZoneGoal#ZONE_GOAL ZoneGoal The ZoneGoal Engine. + -- @param Functional.ZoneGoal#ZONE_GOAL ZoneGoal The ZoneGoal Engine. function TASK_ZONE_GOAL:SetProtect( ZoneGoal ) - self.ZoneGoal = ZoneGoal -- Core.ZoneGoal#ZONE_GOAL + self.ZoneGoal = ZoneGoal -- Functional.ZoneGoal#ZONE_GOAL end @@ -169,10 +169,10 @@ do -- TASK_CAPTURE_ZONE --- The TASK_CAPTURE_ZONE class -- @type TASK_CAPTURE_ZONE - -- @field Core.ZoneGoalCoalition#ZONE_GOAL_COALITION ZoneGoal + -- @field Functional.ZoneGoalCoalition#ZONE_GOAL_COALITION ZoneGoal -- @extends #TASK_ZONE_GOAL - --- # TASK_CAPTURE_ZONE class, extends @{Tasking.TaskZoneGoal#TASK_ZONE_GOAL} + --- # TASK_CAPTURE_ZONE class, extends @{Tasking.Task_Capture_Zone#TASK_ZONE_GOAL} -- -- The TASK_CAPTURE_ZONE class defines an Suppression or Extermination of Air Defenses task for a human player to be executed. -- These tasks are important to be executed as they will help to achieve air superiority at the vicinity. @@ -191,7 +191,7 @@ do -- TASK_CAPTURE_ZONE -- @param Tasking.Mission#MISSION Mission -- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned. -- @param #string TaskName The name of the Task. - -- @param Core.ZoneGoalCoalition#ZONE_GOAL_COALITION ZoneGoalCoalition + -- @param Functional.ZoneGoalCoalition#ZONE_GOAL_COALITION ZoneGoalCoalition -- @param #string TaskBriefing The briefing of the task. -- @return #TASK_CAPTURE_ZONE self function TASK_CAPTURE_ZONE:New( Mission, SetGroup, TaskName, ZoneGoalCoalition, TaskBriefing) diff --git a/Moose Development/Moose/Tasking/Task_Cargo_CSAR.lua b/Moose Development/Moose/Tasking/Task_Cargo_CSAR.lua index 7b099980f..c48c27a22 100644 --- a/Moose Development/Moose/Tasking/Task_Cargo_CSAR.lua +++ b/Moose Development/Moose/Tasking/Task_Cargo_CSAR.lua @@ -1,4 +1,4 @@ ---- **Tasking** -- Orchestrates the task for players to execute CSAR for downed pilots. +--- **Tasking** - Orchestrates the task for players to execute CSAR for downed pilots. -- -- **Specific features:** -- @@ -44,7 +44,7 @@ -- -- === -- --- Please read through the @{Tasking.Task_Cargo} process to understand the mechanisms of tasking and cargo tasking and handling. +-- Please read through the @{Tasking.Task_CARGO} process to understand the mechanisms of tasking and cargo tasking and handling. -- -- The cargo will be a downed pilot, which is located somwhere on the battlefield. Use the menus system and facilities to -- join the CSAR task, and retrieve the pilot from behind enemy lines. The menu system is generic, there is nothing diff --git a/Moose Development/Moose/Tasking/Task_Cargo_Transport.lua b/Moose Development/Moose/Tasking/Task_Cargo_Transport.lua index 8629871b2..25bcb2c9c 100644 --- a/Moose Development/Moose/Tasking/Task_Cargo_Transport.lua +++ b/Moose Development/Moose/Tasking/Task_Cargo_Transport.lua @@ -1,4 +1,4 @@ ---- **Tasking** -- Models tasks for players to transport cargo. +--- **Tasking** - Models tasks for players to transport cargo. -- -- **Specific features:** -- diff --git a/Moose Development/Moose/Utilities/Enums.lua b/Moose Development/Moose/Utilities/Enums.lua index 18d959928..63f3d6187 100644 --- a/Moose Development/Moose/Utilities/Enums.lua +++ b/Moose Development/Moose/Utilities/Enums.lua @@ -13,7 +13,7 @@ -- -- Other Moose classes also have enumerators. For example, the AIRBASE class has enumerators for airbase names. -- --- @module ENUMS +-- @module Utilities.Enums -- @image MOOSE.JPG --- [DCS Enum world](https://wiki.hoggitworld.com/view/DCS_enum_world) diff --git a/Moose Development/Moose/Utilities/FiFo.lua b/Moose Development/Moose/Utilities/FiFo.lua index 323cc7526..0ba1ba612 100644 --- a/Moose Development/Moose/Utilities/FiFo.lua +++ b/Moose Development/Moose/Utilities/FiFo.lua @@ -10,7 +10,7 @@ -- === -- -- ### Author: **applevangelist** --- @module Utils.FiFo +-- @module Utilities.FiFo -- @image MOOSE.JPG -- Date: April 2022 diff --git a/Moose Development/Moose/Utilities/Profiler.lua b/Moose Development/Moose/Utilities/Profiler.lua index 66240179d..a6358a552 100644 --- a/Moose Development/Moose/Utilities/Profiler.lua +++ b/Moose Development/Moose/Utilities/Profiler.lua @@ -6,7 +6,7 @@ -- -- ### Author: **TAW CougarNL**, *funkyfranky* -- --- @module Utilities.PROFILER +-- @module Utilities.Profiler -- @image Utils_Profiler.jpg --- PROFILER class. diff --git a/Moose Development/Moose/Utilities/Routines.lua b/Moose Development/Moose/Utilities/Routines.lua index 926c8686d..48ae593ba 100644 --- a/Moose Development/Moose/Utilities/Routines.lua +++ b/Moose Development/Moose/Utilities/Routines.lua @@ -1,5 +1,5 @@ --- Various routines --- @module routines +-- @module Utilities.Routines -- @image MOOSE.JPG env.setErrorMessageBoxEnabled( false ) diff --git a/Moose Development/Moose/Utilities/STTS.lua b/Moose Development/Moose/Utilities/STTS.lua index 36aa2cc43..fb9482408 100644 --- a/Moose Development/Moose/Utilities/STTS.lua +++ b/Moose Development/Moose/Utilities/STTS.lua @@ -1,7 +1,7 @@ --- **Utilities** DCS Simple Text-To-Speech (STTS). -- -- --- @module Utils.STTS +-- @module Utilities.STTS -- @image MOOSE.JPG --- [DCS Enum world](https://wiki.hoggitworld.com/view/DCS_enum_world) diff --git a/Moose Development/Moose/Utilities/Utils.lua b/Moose Development/Moose/Utilities/Utils.lua index da6e66988..9f9a3e1aa 100644 --- a/Moose Development/Moose/Utilities/Utils.lua +++ b/Moose Development/Moose/Utilities/Utils.lua @@ -9,7 +9,7 @@ -- * FlightControl : Rework to OO framework. -- * And many more -- --- @module Utils +-- @module Utilities.Utils -- @image MOOSE.JPG diff --git a/Moose Development/Moose/Wrapper/Airbase.lua b/Moose Development/Moose/Wrapper/Airbase.lua index 4ef5d9731..e8481670a 100644 --- a/Moose Development/Moose/Wrapper/Airbase.lua +++ b/Moose Development/Moose/Wrapper/Airbase.lua @@ -1,4 +1,4 @@ ---- **Wrapper** -- AIRBASE is a wrapper class to handle the DCS Airbase objects. +--- **Wrapper** - AIRBASE is a wrapper class to handle the DCS Airbase objects. -- -- === -- diff --git a/Moose Development/Moose/Wrapper/Client.lua b/Moose Development/Moose/Wrapper/Client.lua index 529accdcf..bc5e6b4f8 100644 --- a/Moose Development/Moose/Wrapper/Client.lua +++ b/Moose Development/Moose/Wrapper/Client.lua @@ -1,4 +1,4 @@ ---- **Wrapper** -- CLIENT wraps DCS Unit objects acting as a __Client__ or __Player__ within a mission. +--- **Wrapper** - CLIENT wraps DCS Unit objects acting as a __Client__ or __Player__ within a mission. -- -- === -- @@ -58,7 +58,7 @@ -- * @{#CLIENT.Find}(): Find a CLIENT instance from the _DATABASE object using a DCS Unit object. -- * @{#CLIENT.FindByName}(): Find a CLIENT instance from the _DATABASE object using a DCS Unit name. -- --- **IMPORTANT: ONE SHOULD NEVER SANATIZE these CLIENT OBJECT REFERENCES! (make the CLIENT object references nil).** +-- **IMPORTANT: ONE SHOULD NEVER SANITIZE these CLIENT OBJECT REFERENCES! (make the CLIENT object references nil).** -- -- @field #CLIENT CLIENT = { diff --git a/Moose Development/Moose/Wrapper/Controllable.lua b/Moose Development/Moose/Wrapper/Controllable.lua index e5a165ea1..6b6d56057 100644 --- a/Moose Development/Moose/Wrapper/Controllable.lua +++ b/Moose Development/Moose/Wrapper/Controllable.lua @@ -1,4 +1,4 @@ ---- **Wrapper** -- CONTROLLABLE is an intermediate class wrapping Group and Unit classes "controllers". +--- **Wrapper** - CONTROLLABLE is an intermediate class wrapping Group and Unit classes "controllers". -- -- === -- diff --git a/Moose Development/Moose/Wrapper/Group.lua b/Moose Development/Moose/Wrapper/Group.lua index 906331fa4..7784f647c 100644 --- a/Moose Development/Moose/Wrapper/Group.lua +++ b/Moose Development/Moose/Wrapper/Group.lua @@ -1,4 +1,4 @@ ---- **Wrapper** -- GROUP wraps the DCS Class Group objects. +--- **Wrapper** - GROUP wraps the DCS Class Group objects. -- -- === -- @@ -11,7 +11,7 @@ -- * Handle local Group Controller. -- * Manage the "state" of the DCS Group. -- --- **IMPORTANT: ONE SHOULD NEVER SANATIZE these GROUP OBJECT REFERENCES! (make the GROUP object references nil).** +-- **IMPORTANT: ONE SHOULD NEVER SANITIZE these GROUP OBJECT REFERENCES! (make the GROUP object references nil).** -- -- === -- diff --git a/Moose Development/Moose/Wrapper/Identifiable.lua b/Moose Development/Moose/Wrapper/Identifiable.lua index 7b77c9512..1710289d7 100644 --- a/Moose Development/Moose/Wrapper/Identifiable.lua +++ b/Moose Development/Moose/Wrapper/Identifiable.lua @@ -1,4 +1,4 @@ ---- **Wrapper** -- IDENTIFIABLE is an intermediate class wrapping DCS Object class derived Objects. +--- **Wrapper** - IDENTIFIABLE is an intermediate class wrapping DCS Object class derived Objects. -- -- === -- diff --git a/Moose Development/Moose/Wrapper/Object.lua b/Moose Development/Moose/Wrapper/Object.lua index f57ff73e8..4488141fa 100644 --- a/Moose Development/Moose/Wrapper/Object.lua +++ b/Moose Development/Moose/Wrapper/Object.lua @@ -1,4 +1,4 @@ ---- **Wrapper** -- OBJECT wraps the DCS Object derived objects. +--- **Wrapper** - OBJECT wraps the DCS Object derived objects. -- -- === -- diff --git a/Moose Development/Moose/Wrapper/Positionable.lua b/Moose Development/Moose/Wrapper/Positionable.lua index 87e199c9a..80cbba34c 100644 --- a/Moose Development/Moose/Wrapper/Positionable.lua +++ b/Moose Development/Moose/Wrapper/Positionable.lua @@ -1,4 +1,4 @@ ---- **Wrapper** -- POSITIONABLE wraps DCS classes that are "positionable". +--- **Wrapper** - POSITIONABLE wraps DCS classes that are "positionable". -- -- === -- diff --git a/Moose Development/Moose/Wrapper/Scenery.lua b/Moose Development/Moose/Wrapper/Scenery.lua index b8c8dc22d..4cd321063 100644 --- a/Moose Development/Moose/Wrapper/Scenery.lua +++ b/Moose Development/Moose/Wrapper/Scenery.lua @@ -1,4 +1,4 @@ ---- **Wrapper** -- SCENERY models scenery within the DCS simulator. +--- **Wrapper** - SCENERY models scenery within the DCS simulator. -- -- === -- diff --git a/Moose Development/Moose/Wrapper/Static.lua b/Moose Development/Moose/Wrapper/Static.lua index fef0b098d..775ebd94c 100644 --- a/Moose Development/Moose/Wrapper/Static.lua +++ b/Moose Development/Moose/Wrapper/Static.lua @@ -1,4 +1,4 @@ ---- **Wrapper** -- STATIC wraps the DCS StaticObject class. +--- **Wrapper** - STATIC wraps the DCS StaticObject class. -- -- === -- @@ -40,7 +40,7 @@ -- -- * @{#STATIC.FindByName}(): Find a STATIC instance from the _DATABASE object using a DCS Static name. -- --- IMPORTANT: ONE SHOULD NEVER SANATIZE these STATIC OBJECT REFERENCES! (make the STATIC object references nil). +-- IMPORTANT: ONE SHOULD NEVER SANITIZE these STATIC OBJECT REFERENCES! (make the STATIC object references nil). -- -- @field #STATIC STATIC = { diff --git a/Moose Development/Moose/Wrapper/Unit.lua b/Moose Development/Moose/Wrapper/Unit.lua index 6195f03e5..645c6e84f 100644 --- a/Moose Development/Moose/Wrapper/Unit.lua +++ b/Moose Development/Moose/Wrapper/Unit.lua @@ -42,7 +42,7 @@ -- * @{#UNIT.Find}(): Find a UNIT instance from the _DATABASE object using a DCS Unit object. -- * @{#UNIT.FindByName}(): Find a UNIT instance from the _DATABASE object using a DCS Unit name. -- --- IMPORTANT: ONE SHOULD NEVER SANATIZE these UNIT OBJECT REFERENCES! (make the UNIT object references nil). +-- IMPORTANT: ONE SHOULD NEVER SANITIZE these UNIT OBJECT REFERENCES! (make the UNIT object references nil). -- -- ## DCS UNIT APIs --