diff --git a/Moose Development/Moose/AI/AI_A2A_Gci.lua b/Moose Development/Moose/AI/AI_A2A_Gci.lua index e3e7adb04..e0f9a77ec 100644 --- a/Moose Development/Moose/AI/AI_A2A_Gci.lua +++ b/Moose Development/Moose/AI/AI_A2A_Gci.lua @@ -53,8 +53,6 @@ -- -- ## 2. AI_A2A_GCI is a FSM -- --- ![Process](..\Presentations\AI_GCI\Dia2.JPG) --- -- ### 2.1 AI_A2A_GCI States -- -- * **None** ( Group ): The process is not started yet. diff --git a/Moose Development/Moose/AI/AI_A2G_SEAD.lua b/Moose Development/Moose/AI/AI_A2G_SEAD.lua index 2a4e8856c..72182ae13 100644 --- a/Moose Development/Moose/AI/AI_A2G_SEAD.lua +++ b/Moose Development/Moose/AI/AI_A2G_SEAD.lua @@ -14,47 +14,31 @@ --- @type AI_A2G_SEAD --- @extends AI.AI_A2G_Patrol#AI_AIR_PATROL +-- @extends AI.Air_Patrol#AI_AIR_PATROL --- Implements the core functions to SEAD intruders. Use the Engage trigger to intercept intruders. -- --- ![Process](..\Presentations\AI_GCI\Dia3.JPG) --- -- The AI_A2G_SEAD is assigned a @{Wrapper.Group} and this must be done before the AI_A2G_SEAD process can be started using the **Start** event. -- --- ![Process](..\Presentations\AI_GCI\Dia4.JPG) --- -- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits. -- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits. -- --- ![Process](..\Presentations\AI_GCI\Dia5.JPG) --- -- This cycle will continue. -- --- ![Process](..\Presentations\AI_GCI\Dia6.JPG) --- -- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event. --- --- ![Process](..\Presentations\AI_GCI\Dia9.JPG) -- -- When enemies are detected, the AI will automatically engage the enemy. -- --- ![Process](..\Presentations\AI_GCI\Dia10.JPG) --- -- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB. -- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land. -- --- ![Process](..\Presentations\AI_GCI\Dia13.JPG) --- -- ## 1. AI_A2G_SEAD constructor -- -- * @{#AI_A2G_SEAD.New}(): Creates a new AI_A2G_SEAD object. -- -- ## 3. Set the Range of Engagement -- --- ![Range](..\Presentations\AI_GCI\Dia11.JPG) --- -- An optional range can be set in meters, -- 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. @@ -63,8 +47,6 @@ -- -- ## 4. Set the Zone of Engagement -- --- ![Zone](..\Presentations\AI_GCI\Dia12.JPG) --- -- An optional @{Core.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. -- TODO: Documentation. Check that this is actually correct. The originally referenced class does not exist. diff --git a/Moose Development/Moose/AI/AI_Air_Dispatcher.lua b/Moose Development/Moose/AI/AI_Air_Dispatcher.lua index 39fdf17f5..b422ac03e 100644 --- a/Moose Development/Moose/AI/AI_Air_Dispatcher.lua +++ b/Moose Development/Moose/AI/AI_Air_Dispatcher.lua @@ -292,8 +292,6 @@ do -- AI_AIR_DISPATCHER -- -- ## 1. AI\_AIR\_DISPATCHER constructor: -- - -- ![Banner Image](..\Presentations\AI_AIR_DISPATCHER\AI_AIR_DISPATCHER-ME_1.JPG) - -- -- -- The @{#AI_AIR_DISPATCHER.New}() method creates a new AI_AIR_DISPATCHER instance. -- @@ -306,8 +304,6 @@ do -- AI_AIR_DISPATCHER -- A reconnaissance network, is used to detect enemy ground targets, -- potentially group them into areas, and to understand the position, level of threat of the enemy. -- - -- ![Banner Image](..\Presentations\AI_AIR_DISPATCHER\Dia5.JPG) - -- -- As explained in the introduction, depending on the type of mission you want to achieve, different types of units can be applied to detect ground enemy targets. -- Ground based units are very useful to act as a reconnaissance, but they lack sometimes the visibility to detect targets at greater range. -- Recce are very useful to acquire the position of enemy ground targets when spread out over the battlefield at strategic positions. @@ -673,8 +669,6 @@ do -- AI_AIR_DISPATCHER -- -- Use the method @{#AI_AIR_DISPATCHER.SetSquadronGrouping}() to set the grouping of aircraft when spawned in. -- - -- ![Banner Image](..\Presentations\AI_AIR_DISPATCHER\Dia12.JPG) - -- -- In the case of **on call** engagement, the @{#AI_AIR_DISPATCHER.SetSquadronGrouping}() method has additional behaviour. -- When there aren't enough patrol flights airborne, a on call will be initiated for the remaining -- targets to be engaged. Depending on the grouping parameter, the spawned flights for on call aircraft are grouped into this setting. @@ -688,8 +682,6 @@ do -- AI_AIR_DISPATCHER -- The effectiveness can be set with the **overhead parameter**. This is a number that is used to calculate the amount of Units that dispatching command will allocate to GCI in surplus of detected amount of units. -- The **default value** of the overhead parameter is 1.0, which means **equal balance**. -- - -- ![Banner Image](..\Presentations\AI_AIR_DISPATCHER\Dia11.JPG) - -- -- However, depending on the (type of) aircraft (strength and payload) in the squadron and the amount of resources available, this parameter can be changed. -- -- The @{#AI_AIR_DISPATCHER.SetSquadronOverhead}() method can be used to tweak the defense strength, @@ -835,8 +827,6 @@ do -- AI_AIR_DISPATCHER -- -- For example, the following setup will set the default refuel tanker to "Tanker": -- - -- ![Banner Image](..\Presentations\AI_AIR_DISPATCHER\AI_AIR_DISPATCHER-ME_11.JPG) - -- -- -- Define the CAP -- A2ADispatcher:SetSquadron( "Sochi", AIRBASE.Caucasus.Sochi_Adler, { "SQ CCCP SU-34" }, 20 ) -- A2ADispatcher:SetSquadronCap( "Sochi", ZONE:New( "PatrolZone" ), 4000, 8000, 600, 800, 1000, 1300 ) diff --git a/Moose Development/Moose/AI/AI_Air_Engage.lua b/Moose Development/Moose/AI/AI_Air_Engage.lua index f75f48240..f5a7b2d44 100644 --- a/Moose Development/Moose/AI/AI_Air_Engage.lua +++ b/Moose Development/Moose/AI/AI_Air_Engage.lua @@ -14,7 +14,7 @@ --- @type AI_AIR_ENGAGE --- @extends AI.AI_AIR#AI_AIR +-- @extends AI.AI_Air#AI_AIR --- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. diff --git a/Moose Development/Moose/AI/AI_BAI.lua b/Moose Development/Moose/AI/AI_BAI.lua index 58b33e14f..e1fc59bbf 100644 --- a/Moose Development/Moose/AI/AI_BAI.lua +++ b/Moose Development/Moose/AI/AI_BAI.lua @@ -22,7 +22,7 @@ -- ### Author: **FlightControl** -- ### Contributions: -- --- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision. +-- * **Gunterlund**: Test case revision. -- -- === -- diff --git a/Moose Development/Moose/AI/AI_Balancer.lua b/Moose Development/Moose/AI/AI_Balancer.lua index 14eba62c6..290dca57f 100644 --- a/Moose Development/Moose/AI/AI_Balancer.lua +++ b/Moose Development/Moose/AI/AI_Balancer.lua @@ -20,7 +20,7 @@ -- ### Author: **FlightControl** -- ### Contributions: -- --- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-) +-- * **Dutch_Baron**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-) -- -- === -- @@ -40,7 +40,7 @@ -- -- The parent class @{Core.Fsm#FSM_SET} manages the functionality to control the Finite State Machine (FSM). -- The mission designer can tailor the behaviour of the AI_BALANCER, by defining event and state transition methods. --- An explanation about state and event transition methods can be found in the @{FSM} module documentation. +-- An explanation about state and event transition methods can be found in the @{Core.Fsm} module documentation. -- -- The mission designer can tailor the AI_BALANCER behaviour, by implementing a state or event handling method for the following: -- @@ -52,7 +52,7 @@ -- -- ## 2. AI_BALANCER is a FSM -- --- ![Process](..\Presentations\AI_Balancer\Dia13.JPG) +-- ![Process](..\Presentations\AI_BALANCER\Dia13.JPG) -- -- ### 2.1. AI_BALANCER States -- diff --git a/Moose Development/Moose/AI/AI_CAS.lua b/Moose Development/Moose/AI/AI_CAS.lua index f4bcd5b27..7c748b5a6 100644 --- a/Moose Development/Moose/AI/AI_CAS.lua +++ b/Moose Development/Moose/AI/AI_CAS.lua @@ -22,9 +22,9 @@ -- ### Author: **FlightControl** -- ### Contributions: -- --- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing. --- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing. --- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision. +-- * **Quax**: Concept, Advice & Testing. +-- * **Pikey**: Concept, Advice & Testing. +-- * **Gunterlund**: Test case revision. -- -- === -- diff --git a/Moose Development/Moose/Actions/Act_Account.lua b/Moose Development/Moose/Actions/Act_Account.lua index 0fe2d6eb6..5b809af44 100644 --- a/Moose Development/Moose/Actions/Act_Account.lua +++ b/Moose Development/Moose/Actions/Act_Account.lua @@ -142,7 +142,7 @@ end -- ACT_ACCOUNT do -- ACT_ACCOUNT_DEADS - --- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{Core.Fsm.Account#ACT_ACCOUNT} + --- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{#ACT_ACCOUNT} -- -- The ACT_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units. -- The process is given a @{Core.Set} of units that will be tracked upon successful destruction. diff --git a/Moose Development/Moose/Actions/Act_Assist.lua b/Moose Development/Moose/Actions/Act_Assist.lua index e7017ce90..45bb4d804 100644 --- a/Moose Development/Moose/Actions/Act_Assist.lua +++ b/Moose Development/Moose/Actions/Act_Assist.lua @@ -48,7 +48,7 @@ -- -- === -- --- # 1) @{#ACT_ASSIST_SMOKE_TARGETS_ZONE} class, extends @{Core.Fsm.Route#ACT_ASSIST} +-- # 1) @{#ACT_ASSIST_SMOKE_TARGETS_ZONE} class, extends @{#ACT_ASSIST} -- -- The ACT_ASSIST_SMOKE_TARGETS_ZONE class implements the core functions to smoke targets in a @{Core.Zone}. -- The targets are smoked within a certain range around each target, simulating a realistic smoking behaviour. diff --git a/Moose Development/Moose/Core/Database.lua b/Moose Development/Moose/Core/Database.lua index 2eeb2d244..180bd5b5a 100644 --- a/Moose Development/Moose/Core/Database.lua +++ b/Moose Development/Moose/Core/Database.lua @@ -681,7 +681,7 @@ do -- cargo --- Finds an CARGO based on the CargoName. -- @param #DATABASE self -- @param #string CargoName - -- @return Wrapper.Cargo#CARGO The found CARGO. + -- @return Cargo.Cargo#CARGO The found CARGO. function DATABASE:FindCargo( CargoName ) local CargoFound = self.CARGOS[CargoName] diff --git a/Moose Development/Moose/Core/Menu.lua b/Moose Development/Moose/Core/Menu.lua index 8a6edf657..fc9a75394 100644 --- a/Moose Development/Moose/Core/Menu.lua +++ b/Moose Development/Moose/Core/Menu.lua @@ -513,7 +513,7 @@ do -- MENU_COALITION --- @type MENU_COALITION -- @extends Core.Menu#MENU_BASE - --- Manages the main menus for @{DCS.coalition}s. + --- Manages the main menus for DCS.coalition. -- -- 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}. diff --git a/Moose Development/Moose/Core/Message.lua b/Moose Development/Moose/Core/Message.lua index 005850ec1..4d1d5d501 100644 --- a/Moose Development/Moose/Core/Message.lua +++ b/Moose Development/Moose/Core/Message.lua @@ -73,7 +73,7 @@ MESSAGE.Type = { Detailed = "Detailed Report", } ---- Creates a new MESSAGE object. Note that these MESSAGE objects are not yet displayed on the display panel. You must use the functions @{ToClient} or @{ToCoalition} or @{ToAll} to send these Messages to the respective recipients. +--- Creates a new MESSAGE object. Note that these MESSAGE objects are not yet displayed on the display panel. You must use the functions @{#MESSAGE.ToClient} or @{#MESSAGE.ToCoalition} or @{#MESSAGE.ToAll} to send these Messages to the respective recipients. -- @param self -- @param #string MessageText is the text of the Message. -- @param #number MessageDuration is a number in seconds of how long the MESSAGE should be shown on the display panel. @@ -379,7 +379,7 @@ end --- Sends a MESSAGE to a Coalition if the given Condition is true. -- @param #MESSAGE self --- @param CoalitionSide needs to be filled out by the defined structure of the standard scripting engine @{coalition.side}. +-- @param CoalitionSide needs to be filled out by the defined structure of the standard scripting engine @{#DCS.coalition.side}. -- @param #boolean Condition Sends the message only if the condition is true. -- @return #MESSAGE self function MESSAGE:ToCoalitionIf( CoalitionSide, Condition ) diff --git a/Moose Development/Moose/Core/Pathline.lua b/Moose Development/Moose/Core/Pathline.lua index b9b8b08f2..7cbb48552 100644 --- a/Moose Development/Moose/Core/Pathline.lua +++ b/Moose Development/Moose/Core/Pathline.lua @@ -199,7 +199,7 @@ end --- Get points of pathline. Not that points are tables, that contain more information as just the 2D or 3D position but also the surface type etc. -- @param #PATHLINE self --- @return #PATHLINE.Point List of points. +-- @return #list <#PATHLINE.Point> List of points. function PATHLINE:GetPoints() return self.points end diff --git a/Moose Development/Moose/Core/Scheduler.lua b/Moose Development/Moose/Core/Scheduler.lua index 36804e2ab..231157a5d 100644 --- a/Moose Development/Moose/Core/Scheduler.lua +++ b/Moose Development/Moose/Core/Scheduler.lua @@ -52,7 +52,7 @@ -- -- 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. --- It is recommended to store the ScheduleID in a variable, as it is used in the methods @{SCHEDULER.Start}() and @{SCHEDULER.Stop}(), +-- It is recommended to store the ScheduleID in a variable, as it is used in the methods @{#SCHEDULER.Start}() and @{#SCHEDULER.Stop}(), -- which can start and stop specific repeating schedules respectively within a SCHEDULER object. -- -- ## SCHEDULER constructor diff --git a/Moose Development/Moose/Core/Settings.lua b/Moose Development/Moose/Core/Settings.lua index 4a97a35eb..e24527798 100644 --- a/Moose Development/Moose/Core/Settings.lua +++ b/Moose Development/Moose/Core/Settings.lua @@ -91,7 +91,7 @@ -- -- Will customize which display format is used to indicate A2G coordinates in text as part of the Command Center communications. -- --- - A2G BR: [Bearing Range](https://en.wikipedia.org/wiki/Bearing_(navigation)). +-- - A2G BR: [Bearing Range](https://en.wikipedia.org/wiki/Bearing_\(navigation\)). -- - A2G MGRS: The [Military Grid Reference System](https://en.wikipedia.org/wiki/Military_Grid_Reference_System). The accuracy can also be adapted. -- - A2G LL DMS: Latitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted. -- - A2G LL DDM: Latitude Longitude [Decimal Degrees Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted. @@ -105,9 +105,9 @@ -- There are different methods that can be used to change the **System settings** using the \_SETTINGS object. -- -- - @{#SETTINGS.SetA2G_BR}(): Enable the BR display formatting by default. --- - @{#SETTINGS.SetA2G_MGRS}(): Enable the MGRS display formatting by default. Use @{SETTINGS.SetMGRS_Accuracy}() to adapt the accuracy of the MGRS formatting. --- - @{#SETTINGS.SetA2G_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting. --- - @{#SETTINGS.SetA2G_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting. +-- - @{#SETTINGS.SetA2G_MGRS}(): Enable the MGRS display formatting by default. Use @{#SETTINGS.SetMGRS_Accuracy}() to adapt the accuracy of the MGRS formatting. +-- - @{#SETTINGS.SetA2G_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{#SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting. +-- - @{#SETTINGS.SetA2G_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{#SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting. -- -- ### 3.1.4) A2G coordinates setting - additional notes -- @@ -135,9 +135,9 @@ -- There are different methods that can be used to change the **System settings** using the \_SETTINGS object. -- -- - @{#SETTINGS.SetA2A_BRAA}(): Enable the BR display formatting by default. --- - @{#SETTINGS.SetA2A_MGRS}(): Enable the MGRS display formatting by default. Use @{SETTINGS.SetMGRS_Accuracy}() to adapt the accuracy of the MGRS formatting. --- - @{#SETTINGS.SetA2A_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting. --- - @{#SETTINGS.SetA2A_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting. +-- - @{#SETTINGS.SetA2A_MGRS}(): Enable the MGRS display formatting by default. Use @{#SETTINGS.SetMGRS_Accuracy}() to adapt the accuracy of the MGRS formatting. +-- - @{#SETTINGS.SetA2A_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{#SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting. +-- - @{#SETTINGS.SetA2A_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{#SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting. -- - @{#SETTINGS.SetA2A_BULLS}(): Enable the BULLSeye display formatting by default. -- -- ### 3.2.4) A2A coordinates settings - additional notes diff --git a/Moose Development/Moose/Core/Zone.lua b/Moose Development/Moose/Core/Zone.lua index e4fb13558..648249020 100644 --- a/Moose Development/Moose/Core/Zone.lua +++ b/Moose Development/Moose/Core/Zone.lua @@ -570,7 +570,7 @@ end --- Start watching if the Object or Objects move into or out of a zone. -- @param #ZONE_BASE self --- @param Wrappe.Controllable#CONTROLLABLE Objects Object or Objects to watch, can be of type UNIT, GROUP, CLIENT, or SET\_UNIT, SET\_GROUP, SET\_CLIENT +-- @param Wrapper.Controllable#CONTROLLABLE Objects Object or Objects to watch, can be of type UNIT, GROUP, CLIENT, or SET\_UNIT, SET\_GROUP, SET\_CLIENT -- @return #ZONE_BASE self -- @usage -- -- Create a new zone and start watching it every 5 secs for a defined GROUP entering or leaving @@ -2749,11 +2749,11 @@ end --- Scan the zone for the presence of units of the given ObjectCategories. Does **not** scan for scenery at the moment. -- Note that **only after** a zone has been scanned, the zone can be evaluated by: -- --- * @{ZONE_POLYGON.IsAllInZoneOfCoalition}(): Scan the presence of units in the zone of a coalition. --- * @{ZONE_POLYGON.IsAllInZoneOfOtherCoalition}(): Scan the presence of units in the zone of an other coalition. --- * @{ZONE_POLYGON.IsSomeInZoneOfCoalition}(): Scan if there is some presence of units in the zone of the given coalition. --- * @{ZONE_POLYGON.IsNoneInZoneOfCoalition}(): Scan if there isn't any presence of units in the zone of an other coalition than the given one. --- * @{ZONE_POLYGON.IsNoneInZone}(): Scan if the zone is empty. +-- * @{Core.Zone#ZONE_POLYGON.IsAllInZoneOfCoalition}(): Scan the presence of units in the zone of a coalition. +-- * @{Core.Zone#ZONE_POLYGON.IsAllInZoneOfOtherCoalition}(): Scan the presence of units in the zone of an other coalition. +-- * @{Core.Zone#ZONE_POLYGON.IsSomeInZoneOfCoalition}(): Scan if there is some presence of units in the zone of the given coalition. +-- * @{Core.Zone#ZONE_POLYGON.IsNoneInZoneOfCoalition}(): Scan if there isn't any presence of units in the zone of an other coalition than the given one. +-- * @{Core.Zone#ZONE_POLYGON.IsNoneInZone}(): Scan if the zone is empty. -- @param #ZONE_POLYGON self -- @param ObjectCategories An array of categories of the objects to find in the zone. E.g. `{Object.Category.UNIT}` -- @param UnitCategories An array of unit categories of the objects to find in the zone. E.g. `{Unit.Category.GROUND_UNIT,Unit.Category.SHIP}` diff --git a/Moose Development/Moose/Functional/Fox.lua b/Moose Development/Moose/Functional/Fox.lua index 4d5a418e0..0c9c81b67 100644 --- a/Moose Development/Moose/Functional/Fox.lua +++ b/Moose Development/Moose/Functional/Fox.lua @@ -58,7 +58,7 @@ -- -- # The FOX Concept -- --- As you probably know [Fox](https://en.wikipedia.org/wiki/Fox_(code_word)) is a NATO brevity code for launching air-to-air munition. Therefore, the class name is not 100% accurate as this +-- As you probably know [Fox](https://en.wikipedia.org/wiki/Fox_\(code_word\)) is a NATO brevity code for launching air-to-air munition. Therefore, the class name is not 100% accurate as this -- script handles air-to-air but also surface-to-air missiles. -- -- # Basic Script diff --git a/Moose Development/Moose/Functional/Range.lua b/Moose Development/Moose/Functional/Range.lua index ab44ef3cd..18630e30b 100644 --- a/Moose Development/Moose/Functional/Range.lua +++ b/Moose Development/Moose/Functional/Range.lua @@ -4,7 +4,7 @@ -- -- The RANGE class enables easy set up of bombing and strafing ranges within DCS World. -- --- Implementation is based on the [Simple Range Script](https://forums.eagle.ru/showthread.php?t=157991) by [Ciribob](https://forums.eagle.ru/member.php?u=112175), which itself was motivated +-- Implementation is based on the [Simple Range Script](https://forums.eagle.ru/showthread.php?t=157991) by Ciribob, which itself was motivated -- by a script by SNAFU [see here](https://forums.eagle.ru/showthread.php?t=109174). -- -- [476th - Air Weapons Range Objects mod](http://www.476vfightergroup.com/downloads.php?do=file&id=287) is highly recommended for this class. @@ -42,9 +42,9 @@ -- -- === -- --- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)** +-- ### Author: **funkyfranky** -- --- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536), [Ciribob](https://forums.eagle.ru/member.php?u=112175) +-- ### Contributions: FlightControl, Ciribob -- ### SRS Additions: Applevangelist -- -- === diff --git a/Moose Development/Moose/Functional/Scoring.lua b/Moose Development/Moose/Functional/Scoring.lua index a7093f8c1..1c86d5812 100644 --- a/Moose Development/Moose/Functional/Scoring.lua +++ b/Moose Development/Moose/Functional/Scoring.lua @@ -27,7 +27,7 @@ -- and creates a CSV file logging the scoring events and results for use at team or squadron websites. -- -- SCORING automatically calculates the threat level of the objects hit and destroyed by players, --- which can be @{Wrapper.Unit}, @{Static) and @{Scenery} objects. +-- which can be @{Wrapper.Unit}, @{Wrapper.Static) and @{Scenery} objects. -- -- Positive score points are granted when enemy or neutral targets are destroyed. -- Negative score points or penalties are given when a friendly target is hit or destroyed. @@ -81,7 +81,7 @@ -- -- * **Wingthor (TAW)**: Testing & Advice. -- * **Dutch-Baron (TAW)**: Testing & Advice. --- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing and Advice. +-- * **Whisper**: Testing and Advice. -- -- === -- diff --git a/Moose Development/Moose/Functional/ZoneCaptureCoalition.lua b/Moose Development/Moose/Functional/ZoneCaptureCoalition.lua index 3215b9a12..8dbf6f659 100644 --- a/Moose Development/Moose/Functional/ZoneCaptureCoalition.lua +++ b/Moose Development/Moose/Functional/ZoneCaptureCoalition.lua @@ -363,7 +363,7 @@ do -- ZONE_CAPTURE_COALITION --- ZONE_CAPTURE_COALITION Constructor. -- @param #ZONE_CAPTURE_COALITION self - -- @param Core.Zone#ZONE Zone A @{Core.Zone} object with the goal to be achieved. Alternatively, can be handed as the name of late activated group describing a @{ZONE_POLYGON} with its waypoints. + -- @param Core.Zone#ZONE Zone A @{Core.Zone} object with the goal to be achieved. Alternatively, can be handed as the name of late activated group describing a @{Core.Zone#ZONE_POLYGON} with its waypoints. -- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone. -- @param #table UnitCategories Table of unit categories. See [DCS Class Unit](https://wiki.hoggitworld.com/view/DCS_Class_Unit). Default {Unit.Category.GROUND_UNIT}. -- @param #table ObjectCategories Table of unit categories. See [DCS Class Object](https://wiki.hoggitworld.com/view/DCS_Class_Object). Default {Object.Category.UNIT, Object.Category.STATIC}, i.e. all UNITS and STATICS. diff --git a/Moose Development/Moose/Sound/RadioSpeech.lua b/Moose Development/Moose/Sound/RadioSpeech.lua index 8f18e9d53..88caaf34c 100644 --- a/Moose Development/Moose/Sound/RadioSpeech.lua +++ b/Moose Development/Moose/Sound/RadioSpeech.lua @@ -25,7 +25,7 @@ -- -- -- @type RADIOSPEECH --- @extends Core.RadioQueue#RADIOQUEUE +-- @extends Sound.RadioQueue#RADIOQUEUE RADIOSPEECH = { ClassName = "RADIOSPEECH", Vocabulary = { diff --git a/Moose Development/Moose/Sound/SRS.lua b/Moose Development/Moose/Sound/SRS.lua index 70dd2adb6..eda0e8504 100644 --- a/Moose Development/Moose/Sound/SRS.lua +++ b/Moose Development/Moose/Sound/SRS.lua @@ -769,7 +769,7 @@ end --- Play sound file (ogg or mp3) via SRS. -- @param #MSRS self --- @param Sound.SoundFile#SOUNDFILE Soundfile Sound file to play. +-- @param Sound.SoundOutput#SOUNDFILE Soundfile Sound file to play. -- @param #number Delay Delay in seconds, before the sound file is played. -- @return #MSRS self function MSRS:PlaySoundFile(Soundfile, Delay) diff --git a/Moose Development/Moose/Tasking/Task_Cargo_CSAR.lua b/Moose Development/Moose/Tasking/Task_Cargo_CSAR.lua index 290ebc7f3..ddafed89f 100644 --- a/Moose Development/Moose/Tasking/Task_Cargo_CSAR.lua +++ b/Moose Development/Moose/Tasking/Task_Cargo_CSAR.lua @@ -73,7 +73,7 @@ do -- TASK_CARGO_CSAR --- @type TASK_CARGO_CSAR - -- @extends Tasking.Task_Cargo#TASK_CARGO + -- @extends Tasking.Task_CARGO#TASK_CARGO --- Orchestrates the task for players to execute CSAR for downed pilots. -- @@ -137,7 +137,7 @@ do -- TASK_CARGO_CSAR -- -- The cargoset "CargoSet" will embed all defined cargo of type "Pilots" (prefix) into its set. -- local CargoGroup = CARGO_GROUP:New( PilotGroup, "Pilots", "Downed Pilot", 500 ) -- - -- What is also needed, is to have a set of @{Core.Group}s defined that contains the clients of the players. + -- What is also needed, is to have a set of @{#Core.Group}s defined that contains the clients of the players. -- -- -- Allocate the Transport, which are the helicopter to retrieve the pilot, that can be manned by players. -- local GroupSet = SET_GROUP:New():FilterPrefixes( "Transport" ):FilterStart()