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Documentation cleanup
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@@ -1802,9 +1802,8 @@ end
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do -- DETECTION_UNITS
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--- # DETECTION_UNITS class, extends @{Functional.Detection#DETECTION_BASE}
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--- Will detect units within the battle zone.
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--
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-- The DETECTION_UNITS class will detect units within the battle zone.
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-- It will build a DetectedItems list filled with DetectedItems. Each DetectedItem will contain a field Set, which contains a @{Core.Set#SET_UNIT} containing ONE @{UNIT} object reference.
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-- Beware that when the amount of units detected is large, the DetectedItems list will be large also.
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--
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@@ -2052,9 +2051,7 @@ end
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do -- DETECTION_TYPES
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--- # 3) DETECTION_TYPES class, extends @{Functional.Detection#DETECTION_BASE}
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--
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-- The DETECTION_TYPES class will detect units within the battle zone.
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--- Will detect units within the battle zone.
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-- It will build a DetectedItems[] list filled with DetectedItems, grouped by the type of units detected.
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-- Each DetectedItem will contain a field Set, which contains a @{Core.Set#SET_UNIT} containing ONE @{UNIT} object reference.
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-- Beware that when the amount of different types detected is large, the DetectedItems[] list will be large also.
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@@ -2261,10 +2258,8 @@ end
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do -- DETECTION_AREAS
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--- # 4) DETECTION_AREAS class, extends @{Functional.Detection#DETECTION_BASE}
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--
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-- The DETECTION_AREAS class will detect units within the battle zone for a list of @{Wrapper.Group}s detecting targets following (a) detection method(s),
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-- and will build a list (table) of @{Core.Set#SET_UNIT}s containing the @{Unit#UNIT}s detected.
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--- Detect units within the battle zone for a list of @{Wrapper.Group}s detecting targets following (a) detection method(s),
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-- and will build a list (table) of @{Core.Set#SET_UNIT}s containing the @{Wrapper.Unit#UNIT}s detected.
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-- The class is group the detected units within zones given a DetectedZoneRange parameter.
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-- A set with multiple detected zones will be created as there are groups of units detected.
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--
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@@ -53,7 +53,7 @@
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-- @field #boolean eventsmoose If true, events are handled by MOOSE. If false, events are handled directly by DCS eventhandler.
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-- @extends Core.Base#BASE
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--- The PSEUDOATC class adds some rudimentary ATC functionality via the radio menu.
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--- Adds some rudimentary ATC functionality via the radio menu.
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--
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-- Local weather reports can be requested for nearby airports and player's mission waypoints.
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-- The weather report includes
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@@ -986,7 +986,7 @@ function PSEUDOATC:_DisplayMessageToGroup(_unit, _text, _time, _clear)
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end
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--- Returns a string which consits of this callsign and the player name.
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-- @param #RANGE self
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-- @param #PSEUDOATC self
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-- @param #string unitname Name of the player unit.
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function PSEUDOATC:_myname(unitname)
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self:F2(unitname)
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@@ -148,8 +148,7 @@
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-- @field #boolean useparkingdb Parking spots are added to data base once an aircraft has used it. These spots can later be used by other aircraft. Default is true.
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-- @extends Core.Spawn#SPAWN
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--- The RAT class implements an easy to use way to randomly fill your map with AI aircraft.
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--
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--- Implements an easy to use way to randomly fill your map with AI aircraft.
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--
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-- ## Airport Selection
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--
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@@ -83,7 +83,7 @@
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-- @field #boolean trackmissiles If true (default), all missile types are tracked and impact point to closest bombing target is evaluated.
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-- @extends Core.Base#BASE
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--- The RANGE class enables a mission designer to easily set up practice ranges in DCS. A new RANGE object can be created with the @{#RANGE.New}(rangename) contructor.
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--- Enables a mission designer to easily set up practice ranges in DCS. A new RANGE object can be created with the @{#RANGE.New}(rangename) contructor.
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-- The parameter "rangename" defindes the name of the range. It has to be unique since this is also the name displayed in the radio menu.
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--
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-- Generally, a range consists of strafe pits and bombing targets. For strafe pits the number of hits for each pass is counted and tabulated.
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@@ -26,9 +26,7 @@ do -- ZONE_CAPTURE_COALITION
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-- @extends Functional.ZoneGoalCoalition#ZONE_GOAL_COALITION
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--- # ZONE\_CAPTURE\_COALITION class, extends @{ZoneGoalCoalition#ZONE_GOAL_COALITION}
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--
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-- Models the process to capture a Zone for a Coalition, which is guarded by another Coalition.
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--- Models the process to capture a Zone for a Coalition, which is guarded by another Coalition.
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-- This is a powerful concept that allows to create very dynamic missions based on the different state transitions of various zones.
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--
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-- ---
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@@ -20,9 +20,7 @@ do -- Zone
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-- @extends Core.Fsm#FSM
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--- # ZONE_GOAL class, extends @{Fsm#FSM}
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--
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-- ZONE_GOAL models processes that have a Goal with a defined achievement involving a Zone.
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-- Models processes that have a Goal with a defined achievement involving a Zone.
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-- Derived classes implement the ways how the achievements can be realized.
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--
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-- ## 1. ZONE_GOAL constructor
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@@ -20,9 +20,7 @@ do -- ZoneGoal
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-- @extends Functional.ZoneGoal#ZONE_GOAL
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--- # ZONE_GOAL_CARGO class, extends @{ZoneGoal#ZONE_GOAL}
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--
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-- ZONE_GOAL_CARGO models processes that have a Goal with a defined achievement involving a Zone and Cargo.
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--- Models processes that have a Goal with a defined achievement involving a Zone and Cargo.
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-- Derived classes implement the ways how the achievements can be realized.
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--
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-- ## 1. ZONE_GOAL_CARGO constructor
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@@ -20,9 +20,7 @@ do -- ZoneGoal
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-- @extends Functional.ZoneGoal#ZONE_GOAL
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--- # ZONE_GOAL_COALITION class, extends @{ZoneGoal#ZONE_GOAL}
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--
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-- ZONE_GOAL_COALITION models processes that have a Goal with a defined achievement involving a Zone for a Coalition.
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--- ZONE_GOAL_COALITION models processes that have a Goal with a defined achievement involving a Zone for a Coalition.
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-- Derived classes implement the ways how the achievements can be realized.
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--
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-- ## 1. ZONE_GOAL_COALITION constructor
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