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Documentation fixes. (#1810)
Fix documentation references. Correct spelling errors. Remove empty whitespaces. Correct a single mis-spelled ZONE_BASE variable, see 'Core/Zone.lua' (variable "Sureface" -> "Surface", no references to mis-spelled "Sureface" throughout the codebase). Correct mis-spelling of "coaltion" in 'Functional/Mantis.lua', corrected to "coalition".
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@@ -59,7 +59,7 @@
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--
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-- 
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--
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-- Various @{Zone}s can be defined for which scores are also granted when objects in that @{Zone} are destroyed.
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-- Various @{Core.Zone}s can be defined for which scores are also granted when objects in that @{Core.Zone} are destroyed.
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-- This is **specifically useful** to designate **scenery targets on the map** that will generate points when destroyed.
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--
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-- With a small change in MissionScripting.lua, the scoring results can also be logged in a **CSV file**.
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@@ -131,11 +131,11 @@
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-- # Define destruction zones that will give extra scores:
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--
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-- Define zones of destruction. Any object destroyed within the zone of the given category will give extra points.
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-- Use the method @{#SCORING.AddZoneScore}() to add a @{Zone} for additional scoring.
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-- Use the method @{#SCORING.RemoveZoneScore}() to remove a @{Zone} for additional scoring.
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-- There are interesting variations that can be achieved with this functionality. For example, if the @{Zone} is a @{Core.Zone#ZONE_UNIT},
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-- then the zone is a moving zone, and anything destroyed within that @{Zone} will generate points.
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-- The other implementation could be to designate a scenery target (a building) in the mission editor surrounded by a @{Zone},
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-- Use the method @{#SCORING.AddZoneScore}() to add a @{Core.Zone} for additional scoring.
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-- Use the method @{#SCORING.RemoveZoneScore}() to remove a @{Core.Zone} for additional scoring.
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-- There are interesting variations that can be achieved with this functionality. For example, if the @{Core.Zone} is a @{Core.Zone#ZONE_UNIT},
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-- then the zone is a moving zone, and anything destroyed within that @{Core.Zone} will generate points.
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-- The other implementation could be to designate a scenery target (a building) in the mission editor surrounded by a @{Core.Zone},
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-- just large enough around that building.
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--
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-- # Add extra Goal scores upon an event or a condition:
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@@ -419,11 +419,11 @@ function SCORING:AddScoreGroup( ScoreGroup, Score )
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return self
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end
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--- Add a @{Zone} to define additional scoring when any object is destroyed in that zone.
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-- Note that if a @{Zone} with the same name is already within the scoring added, the @{Zone} (type) and Score will be replaced!
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--- Add a @{Core.Zone} to define additional scoring when any object is destroyed in that zone.
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-- Note that if a @{Core.Zone} with the same name is already within the scoring added, the @{Core.Zone} (type) and Score will be replaced!
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-- This allows for a dynamic destruction zone evolution within your mission.
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-- @param #SCORING self
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-- @param Core.Zone#ZONE_BASE ScoreZone The @{Zone} which defines the destruction score perimeters.
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-- @param Core.Zone#ZONE_BASE ScoreZone The @{Core.Zone} which defines the destruction score perimeters.
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-- Note that a zone can be a polygon or a moving zone.
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-- @param #number Score The Score value.
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-- @return #SCORING
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@@ -438,11 +438,11 @@ function SCORING:AddZoneScore( ScoreZone, Score )
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return self
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end
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--- Remove a @{Zone} for additional scoring.
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-- The scoring will search if any @{Zone} is added with the given name, and will remove that zone from the scoring.
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--- Remove a @{Core.Zone} for additional scoring.
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-- The scoring will search if any @{Core.Zone} is added with the given name, and will remove that zone from the scoring.
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-- This allows for a dynamic destruction zone evolution within your mission.
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-- @param #SCORING self
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-- @param Core.Zone#ZONE_BASE ScoreZone The @{Zone} which defines the destruction score perimeters.
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-- @param Core.Zone#ZONE_BASE ScoreZone The @{Core.Zone} which defines the destruction score perimeters.
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-- Note that a zone can be a polygon or a moving zone.
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-- @return #SCORING
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function SCORING:RemoveZoneScore( ScoreZone )
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