Documentation cleanup

This commit is contained in:
FlightControl_Master
2018-06-01 16:00:42 +02:00
parent 18098d402b
commit 43a4052dc8
47 changed files with 108 additions and 145 deletions

View File

@@ -14,7 +14,9 @@
--- @type DATABASE
-- @extends Core.Base#BASE
--- Mission designers can use the DATABASE class to refer to:
--- Contains collections of wrapper objects defined within MOOSE that reflect objects within the simulator.
--
-- Mission designers can use the DATABASE class to refer to:
--
-- * STATICS
-- * UNITS

View File

@@ -167,6 +167,7 @@
--- The EVENT structure
--
-- @type EVENT
-- @field #EVENT.Events Events
-- @extends Core.Base#BASE
@@ -230,7 +231,7 @@ EVENTS = {
-- @field DCS#Object.Category IniObjectCategory (UNIT/STATIC/SCENERY) The initiator object category ( Object.Category.UNIT or Object.Category.STATIC ).
-- @field DCS#Unit IniDCSUnit (UNIT/STATIC) The initiating @{DCS#Unit} or @{DCSStaticObject#StaticObject}.
-- @field #string IniDCSUnitName (UNIT/STATIC) The initiating Unit name.
-- @field Wrapper.Unit#UNIT IniUnit (UNIT/STATIC) The initiating MOOSE wrapper @{Unit#UNIT} of the initiator Unit object.
-- @field Wrapper.Unit#UNIT IniUnit (UNIT/STATIC) The initiating MOOSE wrapper @{Wrapper.Unit#UNIT} of the initiator Unit object.
-- @field #string IniUnitName (UNIT/STATIC) The initiating UNIT name (same as IniDCSUnitName).
-- @field DCS#Group IniDCSGroup (UNIT) The initiating {DCSGroup#Group}.
-- @field #string IniDCSGroupName (UNIT) The initiating Group name.
@@ -245,7 +246,7 @@ EVENTS = {
-- @field DCS#Object.Category TgtObjectCategory (UNIT/STATIC) The target object category ( Object.Category.UNIT or Object.Category.STATIC ).
-- @field DCS#Unit TgtDCSUnit (UNIT/STATIC) The target @{DCS#Unit} or @{DCSStaticObject#StaticObject}.
-- @field #string TgtDCSUnitName (UNIT/STATIC) The target Unit name.
-- @field Wrapper.Unit#UNIT TgtUnit (UNIT/STATIC) The target MOOSE wrapper @{Unit#UNIT} of the target Unit object.
-- @field Wrapper.Unit#UNIT TgtUnit (UNIT/STATIC) The target MOOSE wrapper @{Wrapper.Unit#UNIT} of the target Unit object.
-- @field #string TgtUnitName (UNIT/STATIC) The target UNIT name (same as TgtDCSUnitName).
-- @field DCS#Group TgtDCSGroup (UNIT) The target {DCSGroup#Group}.
-- @field #string TgtDCSGroupName (UNIT) The target Group name.

View File

@@ -801,7 +801,7 @@ do -- FSM_CONTROLLABLE
-- @field Wrapper.Controllable#CONTROLLABLE Controllable
-- @extends Core.Fsm#FSM
--- FSM_CONTROLLABLE class models Finite State Machines for @{Wrapper.Controllable}s, which are @{Wrapper.Group}s, @{Wrapper.Unit}s, @{Client}s.
--- Models Finite State Machines for @{Wrapper.Controllable}s, which are @{Wrapper.Group}s, @{Wrapper.Unit}s, @{Client}s.
--
-- ===
--
@@ -1177,7 +1177,7 @@ do -- FSM_TASK
-- @field Tasking.Task#TASK Task
-- @extends #FSM
--- FSM_TASK class models Finite State Machines for @{Task}s.
--- Models Finite State Machines for @{Tasking.Task}s.
--
-- ===
--

View File

@@ -19,7 +19,7 @@ do -- Goal
-- @extends Core.Fsm#FSM
--- GOAL models processes that have an objective with a defined achievement. Derived classes implement the ways how the achievements can be realized.
--- Models processes that have an objective with a defined achievement. Derived classes implement the ways how the achievements can be realized.
--
-- ## 1. GOAL constructor
--

View File

@@ -13,15 +13,15 @@
--
-- ### To manage **main menus**, the classes begin with **MENU_**:
--
-- * @{Menu#MENU_MISSION}: Manages main menus for whole mission file.
-- * @{Menu#MENU_COALITION}: Manages main menus for whole coalition.
-- * @{Menu#MENU_GROUP}: Manages main menus for GROUPs.
-- * @{Core.Menu#MENU_MISSION}: Manages main menus for whole mission file.
-- * @{Core.Menu#MENU_COALITION}: Manages main menus for whole coalition.
-- * @{Core.Menu#MENU_GROUP}: Manages main menus for GROUPs.
--
-- ### To manage **command menus**, which are menus that allow the player to issue **functions**, the classes begin with **MENU_COMMAND_**:
--
-- * @{Menu#MENU_MISSION_COMMAND}: Manages command menus for whole mission file.
-- * @{Menu#MENU_COALITION_COMMAND}: Manages command menus for whole coalition.
-- * @{Menu#MENU_GROUP_COMMAND}: Manages command menus for GROUPs.
-- * @{Core.Menu#MENU_MISSION_COMMAND}: Manages command menus for whole mission file.
-- * @{Core.Menu#MENU_COALITION_COMMAND}: Manages command menus for whole coalition.
-- * @{Core.Menu#MENU_GROUP_COMMAND}: Manages command menus for GROUPs.
--
-- ===
---
@@ -183,7 +183,7 @@ do -- MENU_BASE
--- @type MENU_BASE
-- @extends Base#BASE
--- The MENU_BASE class defines the main MENU class where other MENU classes are derived from.
--- Defines the main MENU class where other MENU classes are derived from.
-- This is an abstract class, so don't use it.
-- @field #MENU_BASE
MENU_BASE = {
@@ -286,7 +286,7 @@ do -- MENU_COMMAND_BASE
-- @field #function MenuCallHandler
-- @extends Core.Menu#MENU_BASE
--- The MENU_COMMAND_BASE class defines the main MENU class where other MENU COMMAND_
--- Defines the main MENU class where other MENU COMMAND_
-- classes are derived from, in order to set commands.
--
-- @field #MENU_COMMAND_BASE
@@ -356,7 +356,8 @@ do -- MENU_MISSION
--- @type MENU_MISSION
-- @extends Core.Menu#MENU_BASE
--- The MENU_MISSION class manages the main menus for a complete mission.
--- Manages the main menus for a complete mission.
--
-- You can add menus with the @{#MENU_MISSION.New} method, which constructs a MENU_MISSION object and returns you the object reference.
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_MISSION.Remove}.
-- @field #MENU_MISSION
@@ -451,7 +452,8 @@ do -- MENU_MISSION_COMMAND
--- @type MENU_MISSION_COMMAND
-- @extends Core.Menu#MENU_COMMAND_BASE
--- The MENU_MISSION_COMMAND class manages the command menus for a complete mission, which allow players to execute functions during mission execution.
--- Manages the command menus for a complete mission, which allow players to execute functions during mission execution.
--
-- You can add menus with the @{#MENU_MISSION_COMMAND.New} method, which constructs a MENU_MISSION_COMMAND object and returns you the object reference.
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_MISSION_COMMAND.Remove}.
--
@@ -536,7 +538,8 @@ do -- MENU_COALITION
--- @type MENU_COALITION
-- @extends Core.Menu#MENU_BASE
--- The @{Menu#MENU_COALITION} class manages the main menus for coalitions.
--- Manages the main menus for @{DCS.coalition}s.
--
-- You can add menus with the @{#MENU_COALITION.New} method, which constructs a MENU_COALITION object and returns you the object reference.
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_COALITION.Remove}.
--
@@ -672,7 +675,8 @@ do -- MENU_COALITION_COMMAND
--- @type MENU_COALITION_COMMAND
-- @extends Core.Menu#MENU_COMMAND_BASE
--- The MENU_COALITION_COMMAND class manages the command menus for coalitions, which allow players to execute functions during mission execution.
--- Manages the command menus for coalitions, which allow players to execute functions during mission execution.
--
-- You can add menus with the @{#MENU_COALITION_COMMAND.New} method, which constructs a MENU_COALITION_COMMAND object and returns you the object reference.
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_COALITION_COMMAND.Remove}.
--
@@ -770,7 +774,8 @@ do
-- @extends Core.Menu#MENU_BASE
--- The MENU_GROUP class manages the main menus for coalitions.
--- Manages the main menus for @{Wrapper.Group}s.
--
-- You can add menus with the @{#MENU_GROUP.New} method, which constructs a MENU_GROUP object and returns you the object reference.
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP.Remove}.
--
@@ -926,7 +931,7 @@ do
--- @type MENU_GROUP_COMMAND
-- @extends Core.Menu#MENU_COMMAND_BASE
--- The @{Menu#MENU_GROUP_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
--- The @{Core.Menu#MENU_GROUP_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
-- You can add menus with the @{#MENU_GROUP_COMMAND.New} method, which constructs a MENU_GROUP_COMMAND object and returns you the object reference.
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP_COMMAND.Remove}.
--
@@ -1155,7 +1160,8 @@ do
--- @type MENU_GROUP_COMMAND_DELAYED
-- @extends Core.Menu#MENU_COMMAND_BASE
--- The @{Menu#MENU_GROUP_COMMAND_DELAYED} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
--- Manages the command menus for coalitions, which allow players to execute functions during mission execution.
--
-- You can add menus with the @{#MENU_GROUP_COMMAND_DELAYED.New} method, which constructs a MENU_GROUP_COMMAND_DELAYED object and returns you the object reference.
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP_COMMAND_DELAYED.Remove}.
--

View File

@@ -36,7 +36,7 @@ do -- COORDINATE
-- @extends Core.Base#BASE
--- COORDINATE defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space.
--- Defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space.
--
-- ## COORDINATE constructor
--
@@ -1597,7 +1597,7 @@ do -- POINT_VEC3
-- @extends Core.Point#COORDINATE
--- POINT_VEC3 defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space.
--- Defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space.
--
-- **Important Note:** Most of the functions in this section were taken from MIST, and reworked to OO concepts.
-- In order to keep the credibility of the the author,
@@ -1808,7 +1808,7 @@ do -- POINT_VEC2
-- @field DCS#Distance y the y coordinate in meters.
-- @extends Core.Point#COORDINATE
--- The @{Point#POINT_VEC2} class defines a 2D point in the simulator. The height coordinate (if needed) will be the land height + an optional added height specified.
--- Defines a 2D point in the simulator. The height coordinate (if needed) will be the land height + an optional added height specified.
--
-- ## POINT_VEC2 constructor
--

View File

@@ -16,9 +16,9 @@
-- * They need to be added in .\l10n\DEFAULT\ in you .miz file (wich can be decompressed like a .zip file),
-- * For simplicty sake, you can **let DCS' Mission Editor add the file** itself, by creating a new Trigger with the action "Sound to Country", and choosing your sound file and a country you don't use in your mission.
--
-- Due to weird DCS quirks, **radio communications behave differently** if sent by a @{Unit#UNIT} or a @{Wrapper.Group#GROUP} or by any other @{Positionable#POSITIONABLE}
-- Due to weird DCS quirks, **radio communications behave differently** if sent by a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP} or by any other @{Positionable#POSITIONABLE}
--
-- * If the transmitter is a @{Unit#UNIT} or a @{Wrapper.Group#GROUP}, DCS will set the power of the transmission automatically,
-- * If the transmitter is a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}, DCS will set the power of the transmission automatically,
-- * If the transmitter is any other @{Positionable#POSITIONABLE}, the transmisison can't be subtitled or looped.
--
-- Note that obviously, the **frequency** and the **modulation** of the transmission are important only if the players are piloting an **Advanced System Modelling** enabled aircraft,
@@ -34,7 +34,7 @@
-- @image Core_Radio.JPG
--- # RADIO class, extends @{Core.Base#BASE}
--- Models the radio capabilty.
--
-- ## RADIO usage
--
@@ -44,14 +44,14 @@
-- * Then, you will **set the relevant parameters** to the transmission (see below),
-- * When done, you can actually **broadcast the transmission** (i.e. play the sound) with the @{RADIO.Broadcast}() function.
--
-- Methods to set relevant parameters for both a @{Unit#UNIT} or a @{Wrapper.Group#GROUP} or any other @{Positionable#POSITIONABLE}
-- Methods to set relevant parameters for both a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP} or any other @{Positionable#POSITIONABLE}
--
-- * @{#RADIO.SetFileName}() : Sets the file name of your sound file (e.g. "Noise.ogg"),
-- * @{#RADIO.SetFrequency}() : Sets the frequency of your transmission.
-- * @{#RADIO.SetModulation}() : Sets the modulation of your transmission.
-- * @{#RADIO.SetLoop}() : Choose if you want the transmission to be looped. If you need your transmission to be looped, you might need a @{#BEACON} instead...
--
-- Additional Methods to set relevant parameters if the transmiter is a @{Unit#UNIT} or a @{Wrapper.Group#GROUP}
-- Additional Methods to set relevant parameters if the transmiter is a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}
--
-- * @{#RADIO.SetSubtitle}() : Set both the subtitle and its duration,
-- * @{#RADIO.NewUnitTransmission}() : Shortcut to set all the relevant parameters in one method call
@@ -63,7 +63,7 @@
--
-- What is this power thing ?
--
-- * If your transmission is sent by a @{Positionable#POSITIONABLE} other than a @{Unit#UNIT} or a @{Wrapper.Group#GROUP}, you can set the power of the antenna,
-- * If your transmission is sent by a @{Positionable#POSITIONABLE} other than a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}, you can set the power of the antenna,
-- * Otherwise, DCS sets it automatically, depending on what's available on your Unit,
-- * If the player gets **too far** from the transmiter, or if the antenna is **too weak**, the transmission will **fade** and **become noisyer**,
-- * This an automated DCS calculation you have no say on,
@@ -338,16 +338,14 @@ function RADIO:StopBroadcast()
end
--- # BEACON class, extends @{Core.Base#BASE}
--
-- After attaching a @{#BEACON} to your @{Positionable#POSITIONABLE}, you need to select the right function to activate the kind of beacon you want.
--- After attaching a @{#BEACON} to your @{Positionable#POSITIONABLE}, you need to select the right function to activate the kind of beacon you want.
-- There are two types of BEACONs available : the AA TACAN Beacon and the general purpose Radio Beacon.
-- Note that in both case, you can set an optional parameter : the `BeaconDuration`. This can be very usefull to simulate the battery time if your BEACON is
-- attach to a cargo crate, for exemple.
--
-- ## AA TACAN Beacon usage
--
-- This beacon only works with airborne @{Unit#UNIT} or a @{Wrapper.Group#GROUP}. Use @{#BEACON:AATACAN}() to set the beacon parameters and start the beacon.
-- This beacon only works with airborne @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}. Use @{#BEACON:AATACAN}() to set the beacon parameters and start the beacon.
-- Use @#BEACON:StopAATACAN}() to stop it.
--
-- ## General Purpose Radio Beacon usage

View File

@@ -46,7 +46,7 @@
-- @extends Core.Base#BASE
--- The SCHEDULER class creates schedule.
--- Creates and handles schedules over time, which allow to execute code at specific time intervals with randomization.
--
-- A SCHEDULER can manage **multiple** (repeating) schedules. Each planned or executing schedule has a unique **ScheduleID**.
-- The ScheduleID is returned when the method @{#SCHEDULER.Schedule}() is called.

View File

@@ -21,7 +21,7 @@
--- @type SETTINGS
-- @extends Core.Base#BASE
--- The SETTINGS class takes care of various settings that influence the behaviour of certain functionalities and classes within the MOOSE framework.
--- Takes care of various settings that influence the behaviour of certain functionalities and classes within the MOOSE framework.
--
-- ===
--

View File

@@ -36,7 +36,8 @@
-- @extends Core.Base#BASE
--- The SPAWN class allows to spawn dynamically new groups.
--- Allows to spawn dynamically new @{Core.Group}s.
--
-- Each SPAWN object needs to be have related **template groups** setup in the Mission Editor (ME),
-- which is a normal group with the **Late Activation** flag set.
-- This template group will never be activated in your mission.

View File

@@ -36,7 +36,7 @@
-- @extends Core.Base#BASE
--- The SPAWNSTATIC class allows to spawn dynamically new @{Static}s.
--- Allows to spawn dynamically new @{Static}s.
-- Through creating a copy of an existing static object template as defined in the Mission Editor (ME),
-- SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc), and "copy"
-- these properties to create a new static object and place it at the desired coordinate.

View File

@@ -46,7 +46,7 @@ do
-- @extends Core.Fsm#FSM
--- SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to:
--- Implements the target spotting or marking functionality, but adds additional luxury to be able to:
--
-- * Mark targets for a defined duration.
-- * wiggle the spot at the target.

View File

@@ -16,7 +16,7 @@ do -- Velocity
-- @extends Core.Base#BASE
-- VELOCITY models a speed, which can be expressed in various formats according the Settings.
--- VELOCITY models a speed, which can be expressed in various formats according the Settings.
--
-- ## VELOCITY constructor
--

View File

@@ -21,7 +21,7 @@
-- * @{#ZONE_BASE}: The ZONE_BASE class defining the base for all other zone classes.
-- * @{#ZONE_RADIUS}: The ZONE_RADIUS class defined by a zone name, a location and a radius.
-- * @{#ZONE}: The ZONE class, defined by the zone name as defined within the Mission Editor.
-- * @{#ZONE_UNIT}: The ZONE_UNIT class defines by a zone around a @{Unit#UNIT} with a radius.
-- * @{#ZONE_UNIT}: The ZONE_UNIT class defines by a zone around a @{Wrapper.Unit#UNIT} with a radius.
-- * @{#ZONE_GROUP}: The ZONE_GROUP class defines by a zone around a @{Wrapper.Group#GROUP} with a radius.
-- * @{#ZONE_POLYGON}: The ZONE_POLYGON class defines by a sequence of @{Wrapper.Group#GROUP} waypoints within the Mission Editor, forming a polygon.
--
@@ -1017,7 +1017,7 @@ end
-- @field Wrapper.Unit#UNIT ZoneUNIT
-- @extends Core.Zone#ZONE_RADIUS
--- The ZONE_UNIT class defined by a zone around a @{Unit#UNIT} with a radius.
--- The ZONE_UNIT class defined by a zone around a @{Wrapper.Unit#UNIT} with a radius.
-- This class implements the inherited functions from @{#ZONE_RADIUS} taking into account the own zone format and properties.
--
-- @field #ZONE_UNIT
@@ -1045,9 +1045,9 @@ function ZONE_UNIT:New( ZoneName, ZoneUNIT, Radius )
end
--- Returns the current location of the @{Unit#UNIT}.
--- Returns the current location of the @{Wrapper.Unit#UNIT}.
-- @param #ZONE_UNIT self
-- @return DCS#Vec2 The location of the zone based on the @{Unit#UNIT}location.
-- @return DCS#Vec2 The location of the zone based on the @{Wrapper.Unit#UNIT}location.
function ZONE_UNIT:GetVec2()
self:F2( self.ZoneName )