Documentation fixes. (#1807)

Correct module links.
Replace references to missing images with MOOSE.JPG.
Add default MOOSE.JPG where no image was previously set.
Fix minor spelling error.
This commit is contained in:
TommyC81
2022-10-21 08:10:34 +04:00
committed by GitHub
parent b7d5144c91
commit d5e8de4d74
23 changed files with 80 additions and 78 deletions

View File

@@ -464,16 +464,16 @@ do -- Event Handling
return self
end
-- Event handling function prototypes - Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Event handling function prototypes - Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
--- Occurs whenever any unit in a mission fires a weapon. But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- @function [parent=#BASE] OnEventShot
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs whenever an object is hit by a weapon.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit object the fired the weapon
-- weapon: Weapon object that hit the target
-- target: The Object that was hit.
@@ -482,7 +482,7 @@ do -- Event Handling
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when an aircraft takes off from an airbase, farp, or ship.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit that tookoff
-- place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships
-- @function [parent=#BASE] OnEventTakeoff
@@ -490,7 +490,7 @@ do -- Event Handling
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when an aircraft lands at an airbase, farp or ship
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit that has landed
-- place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships
-- @function [parent=#BASE] OnEventLand
@@ -498,49 +498,49 @@ do -- Event Handling
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when any aircraft crashes into the ground and is completely destroyed.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit that has crashed
-- @function [parent=#BASE] OnEventCrash
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a pilot ejects from an aircraft
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit that has ejected
-- @function [parent=#BASE] OnEventEjection
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when an aircraft connects with a tanker and begins taking on fuel.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit that is receiving fuel.
-- @function [parent=#BASE] OnEventRefueling
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when an object is dead.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit that is dead.
-- @function [parent=#BASE] OnEventDead
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when an Event for an object is triggered.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit that triggered the event.
-- @function [parent=#BASE] OnEvent
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when the pilot of an aircraft is killed. Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit that the pilot has died in.
-- @function [parent=#BASE] OnEventPilotDead
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a ground unit captures either an airbase or a farp.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit that captured the base
-- place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.
-- @function [parent=#BASE] OnEventBaseCaptured
@@ -548,68 +548,68 @@ do -- Event Handling
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a mission starts
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- @function [parent=#BASE] OnEventMissionStart
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a mission ends
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- @function [parent=#BASE] OnEventMissionEnd
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when an aircraft is finished taking fuel.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit that was receiving fuel.
-- @function [parent=#BASE] OnEventRefuelingStop
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when any object is spawned into the mission.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit that was spawned
-- @function [parent=#BASE] OnEventBirth
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when any system fails on a human controlled aircraft.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit that had the failure
-- @function [parent=#BASE] OnEventHumanFailure
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when any aircraft starts its engines.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit that is starting its engines.
-- @function [parent=#BASE] OnEventEngineStartup
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when any aircraft shuts down its engines.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit that is stopping its engines.
-- @function [parent=#BASE] OnEventEngineShutdown
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when any player assumes direct control of a unit. Note - not Mulitplayer safe. Use PlayerEnterAircraft.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit that is being taken control of.
-- @function [parent=#BASE] OnEventPlayerEnterUnit
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when any player relieves control of a unit to the AI.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit that the player left.
-- @function [parent=#BASE] OnEventPlayerLeaveUnit
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when any unit begins firing a weapon that has a high rate of fire. Most common with aircraft cannons (GAU-8), autocannons, and machine guns.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit that is doing the shooting.
-- target: The unit that is being targeted.
-- @function [parent=#BASE] OnEventShootingStart
@@ -617,28 +617,28 @@ do -- Event Handling
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when any unit stops firing its weapon. Event will always correspond with a shooting start event.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit that was doing the shooting.
-- @function [parent=#BASE] OnEventShootingEnd
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a new mark was added.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- MarkID: ID of the mark.
-- @function [parent=#BASE] OnEventMarkAdded
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a mark was removed.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- MarkID: ID of the mark.
-- @function [parent=#BASE] OnEventMarkRemoved
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a mark text was changed.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- MarkID: ID of the mark.
-- @function [parent=#BASE] OnEventMarkChange
-- @param #BASE self
@@ -654,13 +654,13 @@ do -- Event Handling
--- Occurs when any modification to the "Score" as seen on the debrief menu would occur.
-- There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- @function [parent=#BASE] OnEventScore
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs on the death of a unit. Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
--
-- * initiator: The unit that killed the target
-- * target: Target Object
@@ -672,13 +672,13 @@ do -- Event Handling
--- Occurs when any modification to the "Score" as seen on the debrief menu would occur.
-- There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- @function [parent=#BASE] OnEventScore
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when the game thinks an object is destroyed.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
--
-- * initiator: The unit that is was destroyed.
--
@@ -687,7 +687,7 @@ do -- Event Handling
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
--
-- * initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
-- * place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
@@ -698,43 +698,43 @@ do -- Event Handling
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Paratrooper landing.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- @function [parent=#BASE] OnEventParatrooperLanding
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Discard chair after ejection.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- @function [parent=#BASE] OnEventDiscardChairAfterEjection
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Weapon add. Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- @function [parent=#BASE] OnEventParatrooperLanding
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Trigger zone.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- @function [parent=#BASE] OnEventTriggerZone
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Landing quality mark.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- @function [parent=#BASE] OnEventLandingQualityMark
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- BDA.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- @function [parent=#BASE] OnEventBDA
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a player enters a slot and takes control of an aircraft.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- **NOTE**: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event.
-- initiator : The unit that is being taken control of.
-- @function [parent=#BASE] OnEventPlayerEnterAircraft

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@@ -17,7 +17,7 @@
--
-- ===
-- @module Core.Condition
-- @image Core_Conditon.png
-- @image MOOSE.JPG
--- CONDITON class.
-- @type CONDITION

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@@ -3083,7 +3083,7 @@ do -- SET_STATIC
--
-- Various methods exist for a SET_STATIC to perform actions or calculations and retrieve results from the SET_STATIC:
--
-- * @{#SET_STATIC.GetTypeNames}(): Retrieve the type names of the @{Static}s in the SET, delimited by a comma.
-- * @{#SET_STATIC.GetTypeNames}(): Retrieve the type names of the @{Wrapper.Static}s in the SET, delimited by a comma.
--
-- ===
-- @field #SET_STATIC SET_STATIC
@@ -3722,10 +3722,10 @@ do -- SET_STATIC
return MStaticInclude
end
--- Retrieve the type names of the @{Static}s in the SET, delimited by an optional delimiter.
--- Retrieve the type names of the @{Wrapper.Static}s in the SET, delimited by an optional delimiter.
-- @param #SET_STATIC self
-- @param #string Delimiter (Optional) The delimiter, which is default a comma.
-- @return #string The types of the @{Static}s delimited.
-- @return #string The types of the @{Wrapper.Static}s delimited.
function SET_STATIC:GetTypeNames( Delimiter )
Delimiter = Delimiter or ", "

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@@ -200,7 +200,7 @@
-- * @{#SPAWN.ReSpawn}(): Re-spawn a group based on a given index.
-- * @{#SPAWN.SpawnFromVec3}(): Spawn a new group from a Vec3 coordinate. (The group will can be spawned at a point in the air).
-- * @{#SPAWN.SpawnFromVec2}(): Spawn a new group from a Vec2 coordinate. (The group will be spawned at land height ).
-- * @{#SPAWN.SpawnFromStatic}(): Spawn a new group from a structure, taking the position of a @{Static}.
-- * @{#SPAWN.SpawnFromStatic}(): Spawn a new group from a structure, taking the position of a @{Wrapper.Static}.
-- * @{#SPAWN.SpawnFromUnit}(): Spawn a new group taking the position of a @{Wrapper.Unit}.
-- * @{#SPAWN.SpawnInZone}(): Spawn a new group in a @{Zone}.
-- * @{#SPAWN.SpawnAtAirbase}(): Spawn a new group at an @{Wrapper.Airbase}, which can be an airdrome, ship or helipad.

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@@ -57,15 +57,15 @@
-- @extends Core.Base#BASE
--- Allows to spawn dynamically new @{Static}s into your mission.
--- Allows to spawn dynamically new @{Wrapper.Static}s into your mission.
--
-- 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.
--
-- New spawned @{Static}s get **the same name** as the name of the template Static, or gets the given name when a new name is provided at the Spawn method.
-- By default, spawned @{Static}s will follow a naming convention at run-time:
-- New spawned @{Wrapper.Static}s get **the same name** as the name of the template Static, or gets the given name when a new name is provided at the Spawn method.
-- By default, spawned @{Wrapper.Static}s will follow a naming convention at run-time:
--
-- * Spawned @{Static}s will have the name _StaticName_#_nnn_, where _StaticName_ is the name of the **Template Static**, and _nnn_ is a **counter from 0 to 99999**.
-- * Spawned @{Wrapper.Static}s will have the name _StaticName_#_nnn_, where _StaticName_ is the name of the **Template Static**, and _nnn_ is a **counter from 0 to 99999**.
--
-- # SPAWNSTATIC Constructors
--
@@ -131,7 +131,7 @@ SPAWNSTATIC = {
-- @field #number mass Cargo mass in kg.
-- @field #boolean canCargo Static can be a cargo.
--- Creates the main object to spawn a @{Static} defined in the mission editor (ME).
--- Creates the main object to spawn a @{Wrapper.Static} defined in the mission editor (ME).
-- @param #SPAWNSTATIC self
-- @param #string SpawnTemplateName Name of the static object in the ME. Each new static will have the name starting with this prefix.
-- @param DCS#country.id SpawnCountryID (Optional) The ID of the country.
@@ -158,7 +158,7 @@ function SPAWNSTATIC:NewFromStatic(SpawnTemplateName, SpawnCountryID)
return self
end
--- Creates the main object to spawn a @{Static} given a template table.
--- Creates the main object to spawn a @{Wrapper.Static} given a template table.
-- @param #SPAWNSTATIC self
-- @param #table SpawnTemplate Template used for spawning.
-- @param DCS#country.id CountryID The ID of the country. Default `country.id.USA`.
@@ -174,7 +174,7 @@ function SPAWNSTATIC:NewFromTemplate(SpawnTemplate, CountryID)
return self
end
--- Creates the main object to spawn a @{Static} from a given type.
--- Creates the main object to spawn a @{Wrapper.Static} from a given type.
-- NOTE that you have to init many other parameters as spawn coordinate etc.
-- @param #SPAWNSTATIC self
-- @param #string StaticType Type of the static.
@@ -336,7 +336,7 @@ function SPAWNSTATIC:Spawn(Heading, NewName)
end
--- Creates a new @{Static} from a POINT_VEC2.
--- Creates a new @{Wrapper.Static} from a POINT_VEC2.
-- @param #SPAWNSTATIC self
-- @param Core.Point#POINT_VEC2 PointVec2 The 2D coordinate where to spawn the static.
-- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360.
@@ -352,7 +352,7 @@ function SPAWNSTATIC:SpawnFromPointVec2(PointVec2, Heading, NewName)
end
--- Creates a new @{Static} from a COORDINATE.
--- Creates a new @{Wrapper.Static} from a COORDINATE.
-- @param #SPAWNSTATIC self
-- @param Core.Point#COORDINATE Coordinate The 3D coordinate where to spawn the static.
-- @param #number Heading (Optional) Heading The heading of the static in degrees. Default is 0 degrees.
@@ -375,7 +375,7 @@ function SPAWNSTATIC:SpawnFromCoordinate(Coordinate, Heading, NewName)
end
--- Creates a new @{Static} from a @{Zone}.
--- Creates a new @{Wrapper.Static} from a @{Zone}.
-- @param #SPAWNSTATIC self
-- @param Core.Zone#ZONE_BASE Zone The Zone where to spawn the static.
-- @param #number Heading (Optional)The heading of the static in degrees. Default is the heading of the template.

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@@ -1,5 +1,6 @@
--- **Core** - The ZONE_DETECTION class, defined by a zone name, a detection object and a radius.
-- @module Core.Zone_Detection
-- @image MOOSE.JPG
--- @type ZONE_DETECTION
-- @field DCS#Vec2 Vec2 The current location of the zone.