Merge branch 'develop' into FF/Develop

This commit is contained in:
funkyfranky
2018-05-24 19:39:48 +02:00
91 changed files with 568 additions and 686 deletions

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@@ -11,7 +11,7 @@
--
-- ===
--
-- @module ATC_Ground
-- @module Functional.ATC_Ground
--- @type ATC_GROUND
@@ -417,7 +417,7 @@ end
-- # Airbases monitored
--
-- The following airbases are monitored at the Caucasus region.
-- Use the @{Airbase#AIRBASE.Caucasus} enumeration to select the airbases to be monitored.
-- Use the @{Wrapper.Airbase#AIRBASE.Caucasus} enumeration to select the airbases to be monitored.
--
-- * `AIRBASE.Caucasus.Anapa_Vityazevo`
-- * `AIRBASE.Caucasus.Batumi`
@@ -1021,7 +1021,7 @@ end
-- # Airbases monitored
--
-- The following airbases are monitored at the Nevada region.
-- Use the @{Airbase#AIRBASE.Nevada} enumeration to select the airbases to be monitored.
-- Use the @{Wrapper.Airbase#AIRBASE.Nevada} enumeration to select the airbases to be monitored.
--
-- * `AIRBASE.Nevada.Beatty_Airport`
-- * `AIRBASE.Nevada.Boulder_City_Airport`
@@ -1561,7 +1561,7 @@ end
-- # Airbases monitored
--
-- The following airbases are monitored at the Normandy region.
-- Use the @{Airbase#AIRBASE.Normandy} enumeration to select the airbases to be monitored.
-- Use the @{Wrapper.Airbase#AIRBASE.Normandy} enumeration to select the airbases to be monitored.
--
-- * `AIRBASE.Normandy.Azeville`
-- * `AIRBASE.Normandy.Bazenville`

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@@ -38,7 +38,7 @@
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536)
--
-- ====
-- @module Arty
-- @module Functional.Arty
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- ARTY class

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@@ -7,7 +7,7 @@
--
-- ===
--
-- @module CleanUp
-- @module Functional.CleanUp
--- @type CLEANUP_AIRBASE.__ Methods which are not intended for mission designers, but which are used interally by the moose designer :-)
-- @field #map<#string,Wrapper.Airbase#AIRBASE> Airbases Map of Airbases.
@@ -16,7 +16,7 @@
--- @type CLEANUP_AIRBASE
-- @extends #CLEANUP_AIRBASE.__
--- # CLEANUP_AIRBASE, extends @{Base#BASE}
--- # CLEANUP_AIRBASE, extends @{Core.Base#BASE}
--
-- ![Banner Image](..\Presentations\CLEANUP_AIRBASE\Dia1.JPG)
--
@@ -173,7 +173,7 @@ end
--- Destroys a @{Unit} from the simulator, but checks first if it is still existing!
--- Destroys a @{Wrapper.Unit} from the simulator, but checks first if it is still existing!
-- @param #CLEANUP_AIRBASE self
-- @param Wrapper.Unit#UNIT CleanUpUnit The object to be destroyed.
function CLEANUP_AIRBASE.__:DestroyUnit( CleanUpUnit )

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@@ -28,7 +28,7 @@
--
-- * **FlightControl**: Design & Programming
--
-- @module Designate
-- @module Functional.Designate
do -- DESIGNATE

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@@ -29,7 +29,7 @@
--
-- * FlightControl : Analysis, Design, Programming, Testing
--
-- @module Detection
-- @module Functional.Detection
----BASE:TraceClass("DETECTION_BASE")
----BASE:TraceClass("DETECTION_AREAS")
@@ -49,7 +49,7 @@ do -- DETECTION_BASE
--- DETECTION_BASE class, extends @{Fsm#FSM}
--
-- The DETECTION_BASE class defines the core functions to administer detected objects.
-- The DETECTION_BASE class will detect objects within the battle zone for a list of @{Group}s detecting targets following (a) detection method(s).
-- The DETECTION_BASE class will detect objects within the battle zone for a list of @{Wrapper.Group}s detecting targets following (a) detection method(s).
--
-- ## DETECTION_BASE constructor
--
@@ -1255,7 +1255,7 @@ do -- DETECTION_BASE
--- @param Dcs.DCSWrapper.Unit#Unit FoundDCSUnit
-- @param Wrapper.Group#GROUP ReportGroup
-- @param Set#SET_GROUP ReportSetGroup
-- @param Core.Set#SET_GROUP ReportSetGroup
local FindNearByFriendlies = function( FoundDCSUnit, ReportGroupData )
local DetectedItem = ReportGroupData.DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
@@ -1595,7 +1595,7 @@ do -- DETECTION_BASE
return ""
end
--- Get the @{Set#SET_UNIT} of a detecttion area using a given numeric index.
--- Get the @{Core.Set#SET_UNIT} of a detecttion area using a given numeric index.
-- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedItem DetectedItem
-- @return Core.Set#SET_UNIT DetectedSet
@@ -1644,7 +1644,7 @@ do -- DETECTION_BASE
do -- Zones
--- Get the @{Zone#ZONE_UNIT} of a detection area using a given numeric index.
--- Get the @{Core.Zone#ZONE_UNIT} of a detection area using a given numeric index.
-- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem.
-- @return Core.Zone#ZONE_UNIT DetectedZone
@@ -1810,7 +1810,7 @@ do -- DETECTION_UNITS
--- # DETECTION_UNITS class, extends @{Detection#DETECTION_BASE}
--
-- The DETECTION_UNITS class will detect units within the battle zone.
-- It will build a DetectedItems list filled with DetectedItems. Each DetectedItem will contain a field Set, which contains a @{Set#SET_UNIT} containing ONE @{UNIT} object reference.
-- 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.
-- Beware that when the amount of units detected is large, the DetectedItems list will be large also.
--
-- @type DETECTION_UNITS
@@ -2061,7 +2061,7 @@ do -- DETECTION_TYPES
--
-- The DETECTION_TYPES class will detect units within the battle zone.
-- It will build a DetectedItems[] list filled with DetectedItems, grouped by the type of units detected.
-- Each DetectedItem will contain a field Set, which contains a @{Set#SET_UNIT} containing ONE @{UNIT} object reference.
-- Each DetectedItem will contain a field Set, which contains a @{Core.Set#SET_UNIT} containing ONE @{UNIT} object reference.
-- Beware that when the amount of different types detected is large, the DetectedItems[] list will be large also.
--
-- @type DETECTION_TYPES
@@ -2268,8 +2268,8 @@ do -- DETECTION_AREAS
--- # 4) DETECTION_AREAS class, extends @{Detection#DETECTION_BASE}
--
-- The DETECTION_AREAS class will detect units within the battle zone for a list of @{Group}s detecting targets following (a) detection method(s),
-- and will build a list (table) of @{Set#SET_UNIT}s containing the @{Unit#UNIT}s detected.
-- 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),
-- and will build a list (table) of @{Core.Set#SET_UNIT}s containing the @{Unit#UNIT}s detected.
-- The class is group the detected units within zones given a DetectedZoneRange parameter.
-- A set with multiple detected zones will be created as there are groups of units detected.
--
@@ -2278,7 +2278,7 @@ do -- DETECTION_AREAS
-- The methods to manage the DetectedItems[].Set(s) are implemented in @{Detection#DECTECTION_BASE} and
-- the methods to manage the DetectedItems[].Zone(s) is implemented in @{Detection#DETECTION_AREAS}.
--
-- Retrieve the DetectedItems[].Set with the method @{Detection#DETECTION_BASE.GetDetectedSet}(). A @{Set#SET_UNIT} object will be returned.
-- Retrieve the DetectedItems[].Set with the method @{Detection#DETECTION_BASE.GetDetectedSet}(). A @{Core.Set#SET_UNIT} object will be returned.
--
-- Retrieve the formed @{Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Detection#DETECTION_BASE.GetDetectionZones}().
-- To understand the amount of zones created, use the method @{Detection#DETECTION_BASE.GetDetectionZoneCount}().
@@ -2300,7 +2300,7 @@ do -- DETECTION_AREAS
--
-- @type DETECTION_AREAS
-- @field Dcs.DCSTypes#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
-- @field #DETECTION_BASE.DetectedItems DetectedItems A list of areas containing the set of @{Unit}s, @{Zone}s, the center @{Unit} within the zone, and ID of each area that was detected within a DetectionZoneRange.
-- @field #DETECTION_BASE.DetectedItems DetectedItems A list of areas containing the set of @{Wrapper.Unit}s, @{Zone}s, the center @{Wrapper.Unit} within the zone, and ID of each area that was detected within a DetectionZoneRange.
-- @extends #DETECTION_BASE
DETECTION_AREAS = {
ClassName = "DETECTION_AREAS",

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@@ -82,7 +82,7 @@
-- ===
-- Create a new SPAWN object with the @{#ESCORT.New} method:
--
-- * @{#ESCORT.New}: Creates a new ESCORT object from a @{Group#GROUP} for a @{Client#CLIENT}, with an optional briefing text.
-- * @{#ESCORT.New}: Creates a new ESCORT object from a @{Wrapper.Group#GROUP} for a @{Wrapper.Client#CLIENT}, with an optional briefing text.
--
-- ESCORT initialization methods.
-- ===
@@ -114,8 +114,7 @@
--
--
--
-- @module Escort
-- @author FlightControl
-- @module Functional.Escort
--- ESCORT class
-- @type ESCORT

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@@ -2,7 +2,7 @@
--
-- ===
--
-- 1) @{MissileTrainer#MISSILETRAINER} class, extends @{Base#BASE}
-- 1) @{MissileTrainer#MISSILETRAINER} class, extends @{Core.Base#BASE}
-- ===
-- The @{#MISSILETRAINER} class uses the DCS world messaging system to be alerted of any missiles fired, and when a missile would hit your aircraft,
-- the class will destroy the missile within a certain range, to avoid damage to your aircraft.
@@ -77,8 +77,7 @@
-- Danny has shared his ideas and together we made a design.
-- Together with the **476 virtual team**, we tested the MISSILETRAINER class, and got much positive feedback!
--
-- @module MissileTrainer
-- @author FlightControl
-- @module Functional.MissileTrainer
--- The MISSILETRAINER class

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@@ -7,7 +7,7 @@
-- Performance: If in a DCSRTE there are a lot of moving GROUND units, then in a multi player mission, this WILL create lag if
-- the main DCS execution core of your CPU is fully utilized. So, this class will limit the amount of simultaneous moving GROUND units
-- on defined intervals (currently every minute).
-- @module Movement
-- @module Functional.Movement
--- the MOVEMENT class
-- @type MOVEMENT

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@@ -7,7 +7,7 @@
--
-- ===
--
-- @module Protect
-- @module Functional.Protect
--- @type PROTECT.__ Methods which are not intended for mission designers, but which are used interally by the moose designer :-)
-- @extends Core.Fsm#FSM
@@ -15,7 +15,7 @@
--- @type PROTECT
-- @extends #PROTECT.__
--- # PROTECT, extends @{Base#BASE}
--- # PROTECT, extends @{Core.Base#BASE}
--
-- @field #PROTECT
PROTECT = {

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@@ -38,7 +38,7 @@
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536)
--
-- ====
-- @module PseudoATC
-- @module Functional.PseudoATC
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- PSEUDOATC class
@@ -53,7 +53,7 @@
-- @field #boolean eventsmoose If true, events are handled by MOOSE. If false, events are handled directly by DCS eventhandler.
-- @extends Core.Base#BASE
---# PSEUDOATC class, extends @{Base#BASE}
---# PSEUDOATC class, extends @{Core.Base#BASE}
-- The PSEUDOATC class adds some rudimentary ATC functionality via the radio menu.
--
-- Local weather reports can be requested for nearby airports and player's mission waypoints.

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@@ -59,7 +59,7 @@
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536)
--
-- ===
-- @module Rat
-- @module Functional.Rat
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- RAT class
@@ -152,7 +152,7 @@
-- @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.
-- @extends Core.Spawn#SPAWN
---# RAT class, extends @{Spawn#SPAWN}
---# RAT class, extends @{Core.Spawn#SPAWN}
-- The RAT class implements an easy to use way to randomly fill your map with AI aircraft.
--
--
@@ -5238,7 +5238,7 @@ end
-- @field #number managerid Managing scheduler id.
-- @extends Core.Base#BASE
---# RATMANAGER class, extends @{Base#BASE}
---# RATMANAGER class, extends @{Core.Base#BASE}
-- The RATMANAGER class manages spawning of multiple RAT objects in a very simple way. It is created by the @{#RATMANAGER.New}() contructor.
-- RAT objects with different "tasks" can be defined as usual. However, they **must not** be spawned via the @{#RAT.Spawn}() function.
--

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@@ -48,7 +48,7 @@
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536), [Ciribob](https://forums.eagle.ru/member.php?u=112175)
--
-- ===
-- @module Range
-- @module Functional.Range
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- RANGE class
@@ -86,7 +86,7 @@
-- @field #boolean trackmissiles If true (default), all missile types are tracked and impact point to closest bombing target is evaluated.
-- @extends Core.Base#BASE
---# RANGE class, extends @{Base#BASE}
---# RANGE class, extends @{Core.Base#BASE}
-- 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.
-- 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.
--
@@ -108,7 +108,7 @@
--
-- A strafe pit can be added to the range by the @{#RANGE.AddStrafepit}(*targetnames, boxlength, boxwidth, heading, inverseheading, goodpass, foulline*) function.
--
-- * The first parameter *targetnames* defines the target or targets. This has to be given as a lua table which contains the names of @{Unit} or @{Static} objects defined in the mission editor.
-- * The first parameter *targetnames* defines the target or targets. This has to be given as a lua table which contains the names of @{Wrapper.Unit} or @{Static} objects defined in the mission editor.
-- * In order to perform a valid pass on the strafe pit, the pilot has to begin his run from the correct direction. Therefore, an "approach box" is defined in front
-- of the strafe targets. The parameters *boxlength* and *boxwidth* define the size of the box while the parameter *heading* defines its direction.
-- If the parameter *heading* is passed as **nil**, the heading is automatically taken from the heading of the first target unit as defined in the ME.
@@ -118,7 +118,7 @@
-- * The last parameter *foulline* sets the distance from the pit targets to the foul line. Hit from closer than this line are not counted!
--
-- Another function to add a strafe pit is @{#RANGE.AddStrafePitGroup}(*group, boxlength, boxwidth, heading, inverseheading, goodpass, foulline*). Here,
-- the first parameter *group* is a MOOSE @{Group} object and **all** units in this group define **one** strafe pit.
-- the first parameter *group* is a MOOSE @{Wrapper.Group} object and **all** units in this group define **one** strafe pit.
--
-- Finally, a valid approach has to be performed below a certain maximum altitude. The default is 914 meters (3000 ft) AGL. This is a parameter valid for all
-- strafing pits of the range and can be adjusted by the @{#RANGE.SetMaxStrafeAlt}(maxalt) function.
@@ -126,13 +126,13 @@
-- ## Bombing targets
-- One ore multiple bombing targets can be added to the range by the @{#RANGE.AddBombingTargets}(targetnames, goodhitrange, randommove) function.
--
-- * The first parameter *targetnames* has to be a lua table, which contains the names of @{Unit} and/or @{Static} objects defined in the mission editor.
-- Note that the @{Range} logic **automatically** determines, if a name belongs to a @{Unit} or @{Static} object now.
-- * The first parameter *targetnames* has to be a lua table, which contains the names of @{Wrapper.Unit} and/or @{Static} objects defined in the mission editor.
-- Note that the @{Range} logic **automatically** determines, if a name belongs to a @{Wrapper.Unit} or @{Static} object now.
-- * The (optional) parameter *goodhitrange* specifies the radius around the target. If a bomb or rocket falls at a distance smaller than this number, the hit is considered to be "good".
-- * If final (optional) parameter "*randommove*" can be enabled to create moving targets. If this parameter is set to true, the units of this bombing target will randomly move within the range zone.
-- Note that there might be quirks since DCS units can get stuck in buildings etc. So it might be safer to manually define a route for the units in the mission editor if moving targets are desired.
--
-- Another possibility to add bombing targets is the @{#RANGE.AddBombingTargetGroup}(*group, goodhitrange, randommove*) function. Here the parameter *group* is a MOOSE @{Group} object
-- Another possibility to add bombing targets is the @{#RANGE.AddBombingTargetGroup}(*group, goodhitrange, randommove*) function. Here the parameter *group* is a MOOSE @{Wrapper.Group} object
-- and **all** units in this group are defined as bombing targets.
--
-- ## Fine Tuning

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@@ -10,7 +10,7 @@
-- 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 @{Unit}, @{Static) and @{Scenery} objects.
-- which can be @{Wrapper.Unit}, @{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.
@@ -56,7 +56,7 @@
-- Use the radio menu F10 to consult the scores while running the mission.
-- Scores can be reported for your user, or an overall score can be reported of all players currently active in the mission.
--
-- # 1) @{Scoring#SCORING} class, extends @{Base#BASE}
-- # 1) @{Scoring#SCORING} class, extends @{Core.Base#BASE}
--
-- ## 1.1) Set the destroy score or penalty scale
--
@@ -74,9 +74,9 @@
-- ## 1.2) Define special targets that will give extra scores.
--
-- Special targets can be set that will give extra scores to the players when these are destroyed.
-- Use the methods @{#SCORING.AddUnitScore}() and @{#SCORING.RemoveUnitScore}() to specify a special additional score for a specific @{Unit}s.
-- Use the methods @{#SCORING.AddUnitScore}() and @{#SCORING.RemoveUnitScore}() to specify a special additional score for a specific @{Wrapper.Unit}s.
-- Use the methods @{#SCORING.AddStaticScore}() and @{#SCORING.RemoveStaticScore}() to specify a special additional score for a specific @{Static}s.
-- Use the method @{#SCORING.SetGroupGroup}() to specify a special additional score for a specific @{Group}s.
-- Use the method @{#SCORING.SetGroupGroup}() to specify a special additional score for a specific @{Wrapper.Group}s.
--
-- local Scoring = SCORING:New( "Scoring File" )
-- Scoring:AddUnitScore( UNIT:FindByName( "Unit #001" ), 200 )
@@ -93,7 +93,7 @@
-- Define zones of destruction. Any object destroyed within the zone of the given category will give extra points.
-- Use the method @{#SCORING.AddZoneScore}() to add a @{Zone} for additional scoring.
-- Use the method @{#SCORING.RemoveZoneScore}() to remove a @{Zone} for additional scoring.
-- There are interesting variations that can be achieved with this functionality. For example, if the @{Zone} is a @{Zone#ZONE_UNIT},
-- There are interesting variations that can be achieved with this functionality. For example, if the @{Zone} is a @{Core.Zone#ZONE_UNIT},
-- then the zone is a moving zone, and anything destroyed within that @{Zone} will generate points.
-- The other implementation could be to designate a scenery target (a building) in the mission editor surrounded by a @{Zone},
-- just large enough around that building.
@@ -206,7 +206,7 @@
--
-- * **FlightControl**: Concept, Design & Programming.
--
-- @module Scoring
-- @module Functional.Scoring
--- The Scoring class
@@ -339,11 +339,11 @@ function SCORING:SetScaleDestroyPenalty( Scale )
return self
end
--- Add a @{Unit} for additional scoring when the @{Unit} is destroyed.
-- Note that if there was already a @{Unit} declared within the scoring with the same name,
-- then the old @{Unit} will be replaced with the new @{Unit}.
--- Add a @{Wrapper.Unit} for additional scoring when the @{Wrapper.Unit} is destroyed.
-- Note that if there was already a @{Wrapper.Unit} declared within the scoring with the same name,
-- then the old @{Wrapper.Unit} will be replaced with the new @{Wrapper.Unit}.
-- @param #SCORING self
-- @param Wrapper.Unit#UNIT ScoreUnit The @{Unit} for which the Score needs to be given.
-- @param Wrapper.Unit#UNIT ScoreUnit The @{Wrapper.Unit} for which the Score needs to be given.
-- @param #number Score The Score value.
-- @return #SCORING
function SCORING:AddUnitScore( ScoreUnit, Score )
@@ -355,9 +355,9 @@ function SCORING:AddUnitScore( ScoreUnit, Score )
return self
end
--- Removes a @{Unit} for additional scoring when the @{Unit} is destroyed.
--- Removes a @{Wrapper.Unit} for additional scoring when the @{Wrapper.Unit} is destroyed.
-- @param #SCORING self
-- @param Wrapper.Unit#UNIT ScoreUnit The @{Unit} for which the Score needs to be given.
-- @param Wrapper.Unit#UNIT ScoreUnit The @{Wrapper.Unit} for which the Score needs to be given.
-- @return #SCORING
function SCORING:RemoveUnitScore( ScoreUnit )
@@ -398,9 +398,9 @@ function SCORING:RemoveStaticScore( ScoreStatic )
end
--- Specify a special additional score for a @{Group}.
--- Specify a special additional score for a @{Wrapper.Group}.
-- @param #SCORING self
-- @param Wrapper.Group#GROUP ScoreGroup The @{Group} for which each @{Unit} a Score is given.
-- @param Wrapper.Group#GROUP ScoreGroup The @{Wrapper.Group} for which each @{Wrapper.Unit} a Score is given.
-- @param #number Score The Score value.
-- @return #SCORING
function SCORING:AddScoreGroup( ScoreGroup, Score )
@@ -714,7 +714,7 @@ end
-- A free text can be given that is shown to the players.
-- The Score can be both positive and negative.
-- @param #SCORING self
-- @param Wrapper.Unit#UNIT PlayerUnit The @{Unit} of the Player. Other Properties for the scoring are taken from this PlayerUnit, like coalition, type etc.
-- @param Wrapper.Unit#UNIT PlayerUnit The @{Wrapper.Unit} of the Player. Other Properties for the scoring are taken from this PlayerUnit, like coalition, type etc.
-- @param #string GoalTag The string or identifier that is used in the CSV file to identify the goal (sort or group later in Excel).
-- @param #string Text A free text that is shown to the players.
-- @param #number Score The score can be both positive or negative ( Penalty ).

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@@ -2,7 +2,7 @@
--
-- ===
--
-- @module Sead
-- @module Functional.Sead
--- The SEAD class
-- @type SEAD

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@@ -31,7 +31,7 @@
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536)
--
-- ====
-- @module Suppression
-- @module Functional.Suppression
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

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@@ -21,7 +21,7 @@
--
-- ===
--
-- @module ZoneCaptureCoalition
-- @module Functional.ZoneCaptureCoalition
do -- ZONE_CAPTURE_COALITION

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@@ -11,7 +11,7 @@
--
-- ===
--
-- @module ZoneGoal
-- @module Functional.ZoneGoal
do -- Zone
@@ -36,7 +36,7 @@ do -- Zone
--
-- ### 2.2 ZONE_GOAL Events
--
-- * DestroyedUnit: A @{Unit} is destroyed in the Zone. The event will only get triggered if the method @{#ZONE_GOAL.MonitorDestroyedUnits}() is used.
-- * DestroyedUnit: A @{Wrapper.Unit} is destroyed in the Zone. The event will only get triggered if the method @{#ZONE_GOAL.MonitorDestroyedUnits}() is used.
--
-- @field #ZONE_GOAL
ZONE_GOAL = {

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@@ -11,7 +11,7 @@
--
-- ===
--
-- @module ZoneGoalCargo
-- @module Functional.ZoneGoalCargo
do -- ZoneGoal

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@@ -11,7 +11,7 @@
--
-- ===
--
-- @module ZoneGoalCoalition
-- @module Functional.ZoneGoalCoalition
do -- ZoneGoal