Documentation cleanup

This commit is contained in:
FlightControl_Master 2018-06-01 16:00:42 +02:00
parent 18098d402b
commit 43a4052dc8
47 changed files with 108 additions and 145 deletions

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@ -17,9 +17,7 @@
-- @extends AI.AI_A2A#AI_A2A
--- # AI_A2A_GCI class, extends @{AI.AI_A2A#AI_A2A}
--
-- The AI_A2A_GCI class implements the core functions to intercept intruders. The Engage function will intercept intruders.
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- ![Process](..\Presentations\AI_GCI\Dia3.JPG)
--

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@ -13,9 +13,7 @@
--- @type AI_A2A_PATROL
-- @extends AI.AI_A2A#AI_A2A
--- # AI_A2A_PATROL class, extends @{AI.AI_A2A#AI_A2A}
--
-- The AI_A2A_PATROL class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}.
--- Implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}.
--
-- ![Process](..\Presentations\AI_PATROL\Dia3.JPG)
--

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@ -27,9 +27,8 @@
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
--- AI_BAI_ZONE derives from the @{AI.AI_Patrol#AI_PATROL_ZONE}, inheriting its methods and behaviour.
--
-- The AI_BAI_ZONE class implements the core functions to provide BattleGround Air Interdiction in an Engage @{Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
--- Implements the core functions to provide BattleGround Air Interdiction in an Engage @{Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
--
-- The AI_BAI_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
--
-- ![HoldAndEngage](..\Presentations\AI_BAI\Dia3.JPG)

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@ -27,10 +27,8 @@
-- @extends Core.Fsm#FSM_SET
--- # AI_BALANCER class, extends @{Core.Fsm#FSM_SET}
--
-- The AI_BALANCER class monitors and manages as many replacement AI groups as there are
-- CLIENTS in a SET_CLIENT collection, which are not occupied by human players.
--- Monitors and manages as many replacement AI groups as there are
-- CLIENTS in a SET\_CLIENT collection, which are not occupied by human players.
-- In other words, use AI_BALANCER to simulate human behaviour by spawning in replacement AI in multi player missions.
--
-- The parent class @{Fsm#FSM_SET} manages the functionality to control the Finite State Machine (FSM).

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@ -31,9 +31,7 @@
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
--- # AI_CAP_ZONE class, extends @{AI.AI_Patrol#AI_PATROL_ZONE}
--
-- The AI_CAP_ZONE class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}
-- Implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
--
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG)

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@ -28,11 +28,7 @@
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
--- # AI_CAS_ZONE class, extends @{AI.AI_Patrol#AI_PATROL_ZONE}
--
-- AI_CAS_ZONE derives from the @{AI.AI_Patrol#AI_PATROL_ZONE}, inheriting its methods and behaviour.
--
-- The AI_CAS_ZONE class implements the core functions to provide Close Air Support in an Engage @{Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
--- Implements the core functions to provide Close Air Support in an Engage @{Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
-- The AI_CAS_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
--
-- ![HoldAndEngage](..\Presentations\AI_CAS\Dia3.JPG)

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@ -13,11 +13,7 @@
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- # AI\_CARGO\_APC class, extends @{Core.Fsm#FSM_CONTROLLABLE}
--
-- ===
--
-- AI\_CARGO\APC brings a dynamic cargo handling capability for AI groups.
--- Brings a dynamic cargo handling capability for AI groups.
--
-- Armoured Personnel Carriers (APC), Trucks, Jeeps and other ground based carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
-- The AI\_CARGO\APC module uses the @{Cargo} capabilities within the MOOSE framework.

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@ -13,9 +13,7 @@
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- # AI\_CARGO\_AIRPLANE class, extends @{Core.Fsm#FSM_CONTROLLABLE}
--
-- ===
--- Implements the transportation of cargo by airplanes.
--
-- @field #AI_CARGO_AIRPLANE
AI_CARGO_AIRPLANE = {

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@ -13,11 +13,7 @@
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
--- # AI\_CARGO\_DISPATCHER\_AIRPLANE class, extends @{AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER}
--
-- ===
--
-- AI\_CARGO\_DISPATCHER\_AIRPLANE brings a dynamic cargo handling capability for AI groups.
--- Brings a dynamic cargo handling capability for AI groups.
--
-- Airplanes can be mobilized to intelligently transport infantry and other cargo within the simulation.
-- The AI\_CARGO\_DISPATCHER\_AIRPLANE module uses the @{Cargo} capabilities within the MOOSE framework.

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@ -58,9 +58,7 @@
-- @field DCSTypes#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the FollowGroup.
--- # AI_FORMATION class, extends @{Core.Fsm#FSM_SET}
--
-- The #AI_FORMATION class allows you to build large formations, make AI follow a @{Wrapper.Client#CLIENT} (player) leader or a @{Unit#UNIT} (AI) leader.
--- Build large formations, make AI follow a @{Wrapper.Client#CLIENT} (player) leader or a @{Wrapper.Unit#UNIT} (AI) leader.
--
-- AI_FORMATION makes AI @{GROUP}s fly in formation of various compositions.
-- The AI_FORMATION class models formations in a different manner than the internal DCS formation logic!!!
@ -86,7 +84,7 @@
--
-- Create a new SPAWN object with the @{#AI_FORMATION.New} method:
--
-- * @{Follow#AI_FORMATION.New}(): Creates a new AI_FORMATION object from a @{Wrapper.Group#GROUP} for a @{Wrapper.Client#CLIENT} or a @{Unit#UNIT}, with an optional briefing text.
-- * @{Follow#AI_FORMATION.New}(): Creates a new AI_FORMATION object from a @{Wrapper.Group#GROUP} for a @{Wrapper.Client#CLIENT} or a @{Wrapper.Unit#UNIT}, with an optional briefing text.
--
-- ## Formation methods
--

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@ -40,9 +40,7 @@
-- @field Core.Spawn#SPAWN CoordTest
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- # AI_PATROL_ZONE class, extends @{Core.Fsm#FSM_CONTROLLABLE}
--
-- The AI_PATROL_ZONE class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}.
--- Implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}.
--
-- ![Process](..\Presentations\AI_PATROL\Dia3.JPG)
--
@ -558,18 +556,18 @@ function AI_PATROL_ZONE:SetDetectionZone( DetectionZone )
end
end
--- Gets a list of @{Unit#UNIT}s that were detected by the AI.
--- Gets a list of @{Wrapper.Unit#UNIT}s that were detected by the AI.
-- No filtering is applied, so, ANY detected UNIT can be in this list.
-- It is up to the mission designer to use the @{Wrapper.Unit} class and methods to filter the targets.
-- @param #AI_PATROL_ZONE self
-- @return #table The list of @{Unit#UNIT}s
-- @return #table The list of @{Wrapper.Unit#UNIT}s
function AI_PATROL_ZONE:GetDetectedUnits()
self:F2()
return self.DetectedUnits
end
--- Clears the list of @{Unit#UNIT}s that were detected by the AI.
--- Clears the list of @{Wrapper.Unit#UNIT}s that were detected by the AI.
-- @param #AI_PATROL_ZONE self
function AI_PATROL_ZONE:ClearDetectedUnits()
self:F2()

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@ -144,9 +144,8 @@ do -- CARGO
-- @field #boolean Representable This flag defines if the cargo can be represented by a DCS Unit.
-- @field #boolean Containable This flag defines if the cargo can be contained within a DCS Unit.
--- # (R2.4) CARGO class, extends @{Core.Fsm#FSM_PROCESS}
--- Defines the core functions that defines a cargo object within MOOSE.
--
-- The CARGO class defines the core functions that defines a cargo object within MOOSE.
-- A cargo is a **logical object** defined that is available for transport, and has a life status within a simulation.
--
-- CARGO is not meant to be used directly by mission designers, but provides a base class for **concrete cargo implementation classes** to handle:

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@ -22,9 +22,7 @@ do -- CARGO_CRATE
-- @type CARGO_CRATE
-- @extends Cargo.Cargo#CARGO_REPRESENTABLE
--- # CARGO\_CRATE class, extends @{Cargo.Cargo#CARGO_REPRESENTABLE}
--
-- The CARGO\_CRATE class defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
--- Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
-- Use the event functions as described above to Load, UnLoad, Board, UnBoard the CARGO\_CRATE objects to and from carriers.
--
-- ===

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@ -28,9 +28,7 @@ do -- CARGO_GROUP
-- @field Core.Set#SET_CARGO CargoSet The collection of derived CARGO objects.
-- @field #string GroupName The name of the CargoGroup.
--- # CARGO\_GROUP class, extends @{Cargo.Cargo#CARGO_REPORTABLE}
--
-- The CARGO\_GROUP class defines a cargo that is represented by a @{Wrapper.Group} object within the simulator.
--- Defines a cargo that is represented by a @{Wrapper.Group} object within the simulator.
-- The cargo can be Loaded, UnLoaded, Boarded, UnBoarded to and from Carriers.
--
-- The above cargo classes are used by the AI\_CARGO\_ classes to allow AI groups to transport cargo:

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@ -23,9 +23,7 @@ do -- CARGO_SLINGLOAD
-- @type CARGO_SLINGLOAD
-- @extends Cargo.Cargo#CARGO_REPRESENTABLE
--- # CARGO\_CRATE class, extends @{Cargo.Cargo#CARGO_REPRESENTABLE}
--
-- The CARGO\_CRATE class defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
--- Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
--
-- ===
--

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@ -22,9 +22,7 @@ do -- CARGO_UNIT
-- @type CARGO_UNIT
-- @extends Cargo.Cargo#CARGO_REPRESENTABLE
--- # CARGO\_UNIT class, extends @{Cargo.Cargo#CARGO_REPRESENTABLEE}
--
-- The CARGO\_UNIT class defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
--- Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
-- Use the event functions as described above to Load, UnLoad, Board, UnBoard the CARGO\_UNIT objects to and from carriers.
--
-- ===

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@ -14,7 +14,9 @@
--- @type DATABASE
-- @extends Core.Base#BASE
--- Mission designers can use the DATABASE class to refer to:
--- Contains collections of wrapper objects defined within MOOSE that reflect objects within the simulator.
--
-- Mission designers can use the DATABASE class to refer to:
--
-- * STATICS
-- * UNITS

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@ -167,6 +167,7 @@
--- The EVENT structure
--
-- @type EVENT
-- @field #EVENT.Events Events
-- @extends Core.Base#BASE
@ -230,7 +231,7 @@ EVENTS = {
-- @field DCS#Object.Category IniObjectCategory (UNIT/STATIC/SCENERY) The initiator object category ( Object.Category.UNIT or Object.Category.STATIC ).
-- @field DCS#Unit IniDCSUnit (UNIT/STATIC) The initiating @{DCS#Unit} or @{DCSStaticObject#StaticObject}.
-- @field #string IniDCSUnitName (UNIT/STATIC) The initiating Unit name.
-- @field Wrapper.Unit#UNIT IniUnit (UNIT/STATIC) The initiating MOOSE wrapper @{Unit#UNIT} of the initiator Unit object.
-- @field Wrapper.Unit#UNIT IniUnit (UNIT/STATIC) The initiating MOOSE wrapper @{Wrapper.Unit#UNIT} of the initiator Unit object.
-- @field #string IniUnitName (UNIT/STATIC) The initiating UNIT name (same as IniDCSUnitName).
-- @field DCS#Group IniDCSGroup (UNIT) The initiating {DCSGroup#Group}.
-- @field #string IniDCSGroupName (UNIT) The initiating Group name.
@ -245,7 +246,7 @@ EVENTS = {
-- @field DCS#Object.Category TgtObjectCategory (UNIT/STATIC) The target object category ( Object.Category.UNIT or Object.Category.STATIC ).
-- @field DCS#Unit TgtDCSUnit (UNIT/STATIC) The target @{DCS#Unit} or @{DCSStaticObject#StaticObject}.
-- @field #string TgtDCSUnitName (UNIT/STATIC) The target Unit name.
-- @field Wrapper.Unit#UNIT TgtUnit (UNIT/STATIC) The target MOOSE wrapper @{Unit#UNIT} of the target Unit object.
-- @field Wrapper.Unit#UNIT TgtUnit (UNIT/STATIC) The target MOOSE wrapper @{Wrapper.Unit#UNIT} of the target Unit object.
-- @field #string TgtUnitName (UNIT/STATIC) The target UNIT name (same as TgtDCSUnitName).
-- @field DCS#Group TgtDCSGroup (UNIT) The target {DCSGroup#Group}.
-- @field #string TgtDCSGroupName (UNIT) The target Group name.

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@ -801,7 +801,7 @@ do -- FSM_CONTROLLABLE
-- @field Wrapper.Controllable#CONTROLLABLE Controllable
-- @extends Core.Fsm#FSM
--- FSM_CONTROLLABLE class models Finite State Machines for @{Wrapper.Controllable}s, which are @{Wrapper.Group}s, @{Wrapper.Unit}s, @{Client}s.
--- Models Finite State Machines for @{Wrapper.Controllable}s, which are @{Wrapper.Group}s, @{Wrapper.Unit}s, @{Client}s.
--
-- ===
--
@ -1177,7 +1177,7 @@ do -- FSM_TASK
-- @field Tasking.Task#TASK Task
-- @extends #FSM
--- FSM_TASK class models Finite State Machines for @{Task}s.
--- Models Finite State Machines for @{Tasking.Task}s.
--
-- ===
--

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@ -19,7 +19,7 @@ do -- Goal
-- @extends Core.Fsm#FSM
--- GOAL models processes that have an objective with a defined achievement. Derived classes implement the ways how the achievements can be realized.
--- Models processes that have an objective with a defined achievement. Derived classes implement the ways how the achievements can be realized.
--
-- ## 1. GOAL constructor
--

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@ -13,15 +13,15 @@
--
-- ### To manage **main menus**, the classes begin with **MENU_**:
--
-- * @{Menu#MENU_MISSION}: Manages main menus for whole mission file.
-- * @{Menu#MENU_COALITION}: Manages main menus for whole coalition.
-- * @{Menu#MENU_GROUP}: Manages main menus for GROUPs.
-- * @{Core.Menu#MENU_MISSION}: Manages main menus for whole mission file.
-- * @{Core.Menu#MENU_COALITION}: Manages main menus for whole coalition.
-- * @{Core.Menu#MENU_GROUP}: Manages main menus for GROUPs.
--
-- ### To manage **command menus**, which are menus that allow the player to issue **functions**, the classes begin with **MENU_COMMAND_**:
--
-- * @{Menu#MENU_MISSION_COMMAND}: Manages command menus for whole mission file.
-- * @{Menu#MENU_COALITION_COMMAND}: Manages command menus for whole coalition.
-- * @{Menu#MENU_GROUP_COMMAND}: Manages command menus for GROUPs.
-- * @{Core.Menu#MENU_MISSION_COMMAND}: Manages command menus for whole mission file.
-- * @{Core.Menu#MENU_COALITION_COMMAND}: Manages command menus for whole coalition.
-- * @{Core.Menu#MENU_GROUP_COMMAND}: Manages command menus for GROUPs.
--
-- ===
---
@ -183,7 +183,7 @@ do -- MENU_BASE
--- @type MENU_BASE
-- @extends Base#BASE
--- The MENU_BASE class defines the main MENU class where other MENU classes are derived from.
--- Defines the main MENU class where other MENU classes are derived from.
-- This is an abstract class, so don't use it.
-- @field #MENU_BASE
MENU_BASE = {
@ -286,7 +286,7 @@ do -- MENU_COMMAND_BASE
-- @field #function MenuCallHandler
-- @extends Core.Menu#MENU_BASE
--- The MENU_COMMAND_BASE class defines the main MENU class where other MENU COMMAND_
--- Defines the main MENU class where other MENU COMMAND_
-- classes are derived from, in order to set commands.
--
-- @field #MENU_COMMAND_BASE
@ -356,7 +356,8 @@ do -- MENU_MISSION
--- @type MENU_MISSION
-- @extends Core.Menu#MENU_BASE
--- The MENU_MISSION class manages the main menus for a complete mission.
--- Manages the main menus for a complete mission.
--
-- You can add menus with the @{#MENU_MISSION.New} method, which constructs a MENU_MISSION object and returns you the object reference.
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_MISSION.Remove}.
-- @field #MENU_MISSION
@ -451,7 +452,8 @@ do -- MENU_MISSION_COMMAND
--- @type MENU_MISSION_COMMAND
-- @extends Core.Menu#MENU_COMMAND_BASE
--- The MENU_MISSION_COMMAND class manages the command menus for a complete mission, which allow players to execute functions during mission execution.
--- Manages the command menus for a complete mission, which allow players to execute functions during mission execution.
--
-- You can add menus with the @{#MENU_MISSION_COMMAND.New} method, which constructs a MENU_MISSION_COMMAND object and returns you the object reference.
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_MISSION_COMMAND.Remove}.
--
@ -536,7 +538,8 @@ do -- MENU_COALITION
--- @type MENU_COALITION
-- @extends Core.Menu#MENU_BASE
--- The @{Menu#MENU_COALITION} class manages the main menus for coalitions.
--- Manages the main menus for @{DCS.coalition}s.
--
-- 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}.
--
@ -672,7 +675,8 @@ do -- MENU_COALITION_COMMAND
--- @type MENU_COALITION_COMMAND
-- @extends Core.Menu#MENU_COMMAND_BASE
--- The MENU_COALITION_COMMAND class manages the command menus for coalitions, which allow players to execute functions during mission execution.
--- Manages the command menus for coalitions, which allow players to execute functions during mission execution.
--
-- You can add menus with the @{#MENU_COALITION_COMMAND.New} method, which constructs a MENU_COALITION_COMMAND 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_COMMAND.Remove}.
--
@ -770,7 +774,8 @@ do
-- @extends Core.Menu#MENU_BASE
--- The MENU_GROUP class manages the main menus for coalitions.
--- Manages the main menus for @{Wrapper.Group}s.
--
-- You can add menus with the @{#MENU_GROUP.New} method, which constructs a MENU_GROUP object and returns you the object reference.
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP.Remove}.
--
@ -926,7 +931,7 @@ do
--- @type MENU_GROUP_COMMAND
-- @extends Core.Menu#MENU_COMMAND_BASE
--- The @{Menu#MENU_GROUP_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
--- The @{Core.Menu#MENU_GROUP_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
-- You can add menus with the @{#MENU_GROUP_COMMAND.New} method, which constructs a MENU_GROUP_COMMAND object and returns you the object reference.
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP_COMMAND.Remove}.
--
@ -1155,7 +1160,8 @@ do
--- @type MENU_GROUP_COMMAND_DELAYED
-- @extends Core.Menu#MENU_COMMAND_BASE
--- The @{Menu#MENU_GROUP_COMMAND_DELAYED} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
--- Manages the command menus for coalitions, which allow players to execute functions during mission execution.
--
-- You can add menus with the @{#MENU_GROUP_COMMAND_DELAYED.New} method, which constructs a MENU_GROUP_COMMAND_DELAYED object and returns you the object reference.
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP_COMMAND_DELAYED.Remove}.
--

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@ -36,7 +36,7 @@ do -- COORDINATE
-- @extends Core.Base#BASE
--- COORDINATE defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space.
--- Defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space.
--
-- ## COORDINATE constructor
--
@ -1597,7 +1597,7 @@ do -- POINT_VEC3
-- @extends Core.Point#COORDINATE
--- POINT_VEC3 defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space.
--- Defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space.
--
-- **Important Note:** Most of the functions in this section were taken from MIST, and reworked to OO concepts.
-- In order to keep the credibility of the the author,
@ -1808,7 +1808,7 @@ do -- POINT_VEC2
-- @field DCS#Distance y the y coordinate in meters.
-- @extends Core.Point#COORDINATE
--- The @{Point#POINT_VEC2} class defines a 2D point in the simulator. The height coordinate (if needed) will be the land height + an optional added height specified.
--- Defines a 2D point in the simulator. The height coordinate (if needed) will be the land height + an optional added height specified.
--
-- ## POINT_VEC2 constructor
--

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@ -16,9 +16,9 @@
-- * They need to be added in .\l10n\DEFAULT\ in you .miz file (wich can be decompressed like a .zip file),
-- * For simplicty sake, you can **let DCS' Mission Editor add the file** itself, by creating a new Trigger with the action "Sound to Country", and choosing your sound file and a country you don't use in your mission.
--
-- Due to weird DCS quirks, **radio communications behave differently** if sent by a @{Unit#UNIT} or a @{Wrapper.Group#GROUP} or by any other @{Positionable#POSITIONABLE}
-- Due to weird DCS quirks, **radio communications behave differently** if sent by a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP} or by any other @{Positionable#POSITIONABLE}
--
-- * If the transmitter is a @{Unit#UNIT} or a @{Wrapper.Group#GROUP}, DCS will set the power of the transmission automatically,
-- * If the transmitter is a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}, DCS will set the power of the transmission automatically,
-- * If the transmitter is any other @{Positionable#POSITIONABLE}, the transmisison can't be subtitled or looped.
--
-- Note that obviously, the **frequency** and the **modulation** of the transmission are important only if the players are piloting an **Advanced System Modelling** enabled aircraft,
@ -34,7 +34,7 @@
-- @image Core_Radio.JPG
--- # RADIO class, extends @{Core.Base#BASE}
--- Models the radio capabilty.
--
-- ## RADIO usage
--
@ -44,14 +44,14 @@
-- * Then, you will **set the relevant parameters** to the transmission (see below),
-- * When done, you can actually **broadcast the transmission** (i.e. play the sound) with the @{RADIO.Broadcast}() function.
--
-- Methods to set relevant parameters for both a @{Unit#UNIT} or a @{Wrapper.Group#GROUP} or any other @{Positionable#POSITIONABLE}
-- Methods to set relevant parameters for both a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP} or any other @{Positionable#POSITIONABLE}
--
-- * @{#RADIO.SetFileName}() : Sets the file name of your sound file (e.g. "Noise.ogg"),
-- * @{#RADIO.SetFrequency}() : Sets the frequency of your transmission.
-- * @{#RADIO.SetModulation}() : Sets the modulation of your transmission.
-- * @{#RADIO.SetLoop}() : Choose if you want the transmission to be looped. If you need your transmission to be looped, you might need a @{#BEACON} instead...
--
-- Additional Methods to set relevant parameters if the transmiter is a @{Unit#UNIT} or a @{Wrapper.Group#GROUP}
-- Additional Methods to set relevant parameters if the transmiter is a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}
--
-- * @{#RADIO.SetSubtitle}() : Set both the subtitle and its duration,
-- * @{#RADIO.NewUnitTransmission}() : Shortcut to set all the relevant parameters in one method call
@ -63,7 +63,7 @@
--
-- What is this power thing ?
--
-- * If your transmission is sent by a @{Positionable#POSITIONABLE} other than a @{Unit#UNIT} or a @{Wrapper.Group#GROUP}, you can set the power of the antenna,
-- * If your transmission is sent by a @{Positionable#POSITIONABLE} other than a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}, you can set the power of the antenna,
-- * Otherwise, DCS sets it automatically, depending on what's available on your Unit,
-- * If the player gets **too far** from the transmiter, or if the antenna is **too weak**, the transmission will **fade** and **become noisyer**,
-- * This an automated DCS calculation you have no say on,
@ -338,16 +338,14 @@ function RADIO:StopBroadcast()
end
--- # BEACON class, extends @{Core.Base#BASE}
--
-- After attaching a @{#BEACON} to your @{Positionable#POSITIONABLE}, you need to select the right function to activate the kind of beacon you want.
--- After attaching a @{#BEACON} to your @{Positionable#POSITIONABLE}, you need to select the right function to activate the kind of beacon you want.
-- There are two types of BEACONs available : the AA TACAN Beacon and the general purpose Radio Beacon.
-- Note that in both case, you can set an optional parameter : the `BeaconDuration`. This can be very usefull to simulate the battery time if your BEACON is
-- attach to a cargo crate, for exemple.
--
-- ## AA TACAN Beacon usage
--
-- This beacon only works with airborne @{Unit#UNIT} or a @{Wrapper.Group#GROUP}. Use @{#BEACON:AATACAN}() to set the beacon parameters and start the beacon.
-- This beacon only works with airborne @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}. Use @{#BEACON:AATACAN}() to set the beacon parameters and start the beacon.
-- Use @#BEACON:StopAATACAN}() to stop it.
--
-- ## General Purpose Radio Beacon usage

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@ -46,7 +46,7 @@
-- @extends Core.Base#BASE
--- The SCHEDULER class creates schedule.
--- Creates and handles schedules over time, which allow to execute code at specific time intervals with randomization.
--
-- 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.

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@ -21,7 +21,7 @@
--- @type SETTINGS
-- @extends Core.Base#BASE
--- The SETTINGS class takes care of various settings that influence the behaviour of certain functionalities and classes within the MOOSE framework.
--- Takes care of various settings that influence the behaviour of certain functionalities and classes within the MOOSE framework.
--
-- ===
--

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@ -36,7 +36,8 @@
-- @extends Core.Base#BASE
--- The SPAWN class allows to spawn dynamically new groups.
--- Allows to spawn dynamically new @{Core.Group}s.
--
-- Each SPAWN object needs to be have related **template groups** setup in the Mission Editor (ME),
-- which is a normal group with the **Late Activation** flag set.
-- This template group will never be activated in your mission.

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@ -36,7 +36,7 @@
-- @extends Core.Base#BASE
--- The SPAWNSTATIC class allows to spawn dynamically new @{Static}s.
--- Allows to spawn dynamically new @{Static}s.
-- 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.

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@ -46,7 +46,7 @@ do
-- @extends Core.Fsm#FSM
--- SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to:
--- Implements the target spotting or marking functionality, but adds additional luxury to be able to:
--
-- * Mark targets for a defined duration.
-- * wiggle the spot at the target.

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@ -16,7 +16,7 @@ do -- Velocity
-- @extends Core.Base#BASE
-- VELOCITY models a speed, which can be expressed in various formats according the Settings.
--- VELOCITY models a speed, which can be expressed in various formats according the Settings.
--
-- ## VELOCITY constructor
--

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@ -21,7 +21,7 @@
-- * @{#ZONE_BASE}: The ZONE_BASE class defining the base for all other zone classes.
-- * @{#ZONE_RADIUS}: The ZONE_RADIUS class defined by a zone name, a location and a radius.
-- * @{#ZONE}: The ZONE class, defined by the zone name as defined within the Mission Editor.
-- * @{#ZONE_UNIT}: The ZONE_UNIT class defines by a zone around a @{Unit#UNIT} with a radius.
-- * @{#ZONE_UNIT}: The ZONE_UNIT class defines by a zone around a @{Wrapper.Unit#UNIT} with a radius.
-- * @{#ZONE_GROUP}: The ZONE_GROUP class defines by a zone around a @{Wrapper.Group#GROUP} with a radius.
-- * @{#ZONE_POLYGON}: The ZONE_POLYGON class defines by a sequence of @{Wrapper.Group#GROUP} waypoints within the Mission Editor, forming a polygon.
--
@ -1017,7 +1017,7 @@ end
-- @field Wrapper.Unit#UNIT ZoneUNIT
-- @extends Core.Zone#ZONE_RADIUS
--- The ZONE_UNIT class defined by a zone around a @{Unit#UNIT} with a radius.
--- The ZONE_UNIT class defined by a zone around a @{Wrapper.Unit#UNIT} with a radius.
-- This class implements the inherited functions from @{#ZONE_RADIUS} taking into account the own zone format and properties.
--
-- @field #ZONE_UNIT
@ -1045,9 +1045,9 @@ function ZONE_UNIT:New( ZoneName, ZoneUNIT, Radius )
end
--- Returns the current location of the @{Unit#UNIT}.
--- Returns the current location of the @{Wrapper.Unit#UNIT}.
-- @param #ZONE_UNIT self
-- @return DCS#Vec2 The location of the zone based on the @{Unit#UNIT}location.
-- @return DCS#Vec2 The location of the zone based on the @{Wrapper.Unit#UNIT}location.
function ZONE_UNIT:GetVec2()
self:F2( self.ZoneName )

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@ -1802,9 +1802,8 @@ end
do -- DETECTION_UNITS
--- # DETECTION_UNITS class, extends @{Functional.Detection#DETECTION_BASE}
--- Will detect units within the battle zone.
--
-- 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 @{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.
--
@ -2052,9 +2051,7 @@ end
do -- DETECTION_TYPES
--- # 3) DETECTION_TYPES class, extends @{Functional.Detection#DETECTION_BASE}
--
-- The DETECTION_TYPES class will detect units within the battle zone.
--- 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 @{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.
@ -2261,10 +2258,8 @@ end
do -- DETECTION_AREAS
--- # 4) DETECTION_AREAS class, extends @{Functional.Detection#DETECTION_BASE}
--
-- 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.
--- 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 @{Wrapper.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.
--

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@ -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
--- The PSEUDOATC class adds some rudimentary ATC functionality via the radio menu.
--- Adds some rudimentary ATC functionality via the radio menu.
--
-- Local weather reports can be requested for nearby airports and player's mission waypoints.
-- The weather report includes
@ -986,7 +986,7 @@ function PSEUDOATC:_DisplayMessageToGroup(_unit, _text, _time, _clear)
end
--- Returns a string which consits of this callsign and the player name.
-- @param #RANGE self
-- @param #PSEUDOATC self
-- @param #string unitname Name of the player unit.
function PSEUDOATC:_myname(unitname)
self:F2(unitname)

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@ -148,8 +148,7 @@
-- @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
--- The RAT class implements an easy to use way to randomly fill your map with AI aircraft.
--
--- Implements an easy to use way to randomly fill your map with AI aircraft.
--
-- ## Airport Selection
--

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@ -83,7 +83,7 @@
-- @field #boolean trackmissiles If true (default), all missile types are tracked and impact point to closest bombing target is evaluated.
-- @extends Core.Base#BASE
--- 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.
--- 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.
--
-- 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
-- @extends Functional.ZoneGoalCoalition#ZONE_GOAL_COALITION
--- # ZONE\_CAPTURE\_COALITION class, extends @{ZoneGoalCoalition#ZONE_GOAL_COALITION}
--
-- Models the process to capture a Zone for a Coalition, which is guarded by another Coalition.
--- Models the process to capture a Zone for a Coalition, which is guarded by another Coalition.
-- 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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@ -20,9 +20,7 @@ do -- Zone
-- @extends Core.Fsm#FSM
--- # ZONE_GOAL class, extends @{Fsm#FSM}
--
-- ZONE_GOAL models processes that have a Goal with a defined achievement involving a Zone.
-- Models processes that have a Goal with a defined achievement involving a Zone.
-- Derived classes implement the ways how the achievements can be realized.
--
-- ## 1. ZONE_GOAL constructor

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@ -20,9 +20,7 @@ do -- ZoneGoal
-- @extends Functional.ZoneGoal#ZONE_GOAL
--- # ZONE_GOAL_CARGO class, extends @{ZoneGoal#ZONE_GOAL}
--
-- ZONE_GOAL_CARGO models processes that have a Goal with a defined achievement involving a Zone and Cargo.
--- Models processes that have a Goal with a defined achievement involving a Zone and Cargo.
-- Derived classes implement the ways how the achievements can be realized.
--
-- ## 1. ZONE_GOAL_CARGO constructor

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@ -20,9 +20,7 @@ do -- ZoneGoal
-- @extends Functional.ZoneGoal#ZONE_GOAL
--- # ZONE_GOAL_COALITION class, extends @{ZoneGoal#ZONE_GOAL}
--
-- ZONE_GOAL_COALITION models processes that have a Goal with a defined achievement involving a Zone for a Coalition.
--- ZONE_GOAL_COALITION models processes that have a Goal with a defined achievement involving a Zone for a Coalition.
-- Derived classes implement the ways how the achievements can be realized.
--
-- ## 1. ZONE_GOAL_COALITION constructor

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@ -15,7 +15,7 @@
--- @type AIRBASE
-- @extends Wrapper.Positionable#POSITIONABLE
--- AIRBASE is a wrapper class to handle the DCS Airbase objects:
--- Wrapper class to handle the DCS Airbase objects:
--
-- * Support all DCS Airbase APIs.
-- * Enhance with Airbase specific APIs not in the DCS Airbase API set.

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@ -17,7 +17,8 @@
-- @extends Wrapper.Unit#UNIT
--- Clients are those **Units** defined within the Mission Editor that have the skillset defined as __Client__ or __Player__.
--- Wrapper class of those **Units** defined within the Mission Editor that have the skillset defined as __Client__ or __Player__.
--
-- Note that clients are NOT the same as Units, they are NOT necessarily alive.
-- The CLIENT class is a wrapper class to handle the DCS Unit objects that have the skillset defined as __Client__ or __Player__:
--

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@ -19,7 +19,7 @@
--- CONTROLLABLE is a wrapper class to handle the "DCS Controllable objects", which are Groups and Units:
--- Wrapper class to handle the "DCS Controllable objects", which are Groups and Units:
--
-- * Support all DCS Controllable APIs.
-- * Enhance with Controllable specific APIs not in the DCS Controllable API set.
@ -421,7 +421,7 @@ end
--- Return a Controlled Task taking a Task and a TaskCondition.
-- @param #CONTROLLABLE self
-- @param DCS#Task DCSTask
-- @param #DCSStopCondition DCSStopCondition
-- @param DCS#DCSStopCondition DCSStopCondition
-- @return DCS#Task
function CONTROLLABLE:TaskControlled( DCSTask, DCSStopCondition )
self:F2( { DCSTask, DCSStopCondition } )
@ -2096,7 +2096,7 @@ do -- Route methods
-- A speed can be given in km/h.
-- A given formation can be given.
-- @param #CONTROLLABLE self
-- @param #Vec2 Vec2 The Vec2 where to route to.
-- @param DCS#Vec2 Vec2 The Vec2 where to route to.
-- @param #number Speed The speed in m/s. Default is 5.555 m/s = 20 km/h.
-- @param Base#FORMATION Formation The formation string.
function CONTROLLABLE:TaskRouteToVec2( Vec2, Speed, Formation )
@ -2152,7 +2152,7 @@ end -- Route methods
--- Do Script command
-- @param #CONTROLLABLE self
-- @param #string DoScript
-- @return #DCSCommand
-- @return DCS#DCSCommand
function CONTROLLABLE:CommandDoScript( DoScript )
local DCSDoScript = {

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@ -32,7 +32,9 @@
-- @field #string GroupName The name of the group.
--- For each DCS Group object alive within a running mission, a GROUP wrapper object (instance) will be created within the _@{DATABASE} object.
--- Wrapper class of the DCS world Group object.
--
-- For each DCS Group object alive within a running mission, a GROUP wrapper object (instance) will be created within the _@{DATABASE} object.
-- This is done at the beginning of the mission (when the mission starts), and dynamically when new DCS Group objects are spawned (using the @{SPAWN} class).
--
-- The GROUP class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference

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@ -15,7 +15,7 @@
-- @extends Wrapper.Object#OBJECT
-- @field #string IdentifiableName The name of the identifiable.
--- The IDENTIFIABLE class is a wrapper class to handle the DCS Identifiable objects:
--- Wrapper class to handle the DCS Identifiable objects.
--
-- * Support all DCS Identifiable APIs.
-- * Enhance with Identifiable specific APIs not in the DCS Identifiable API set.

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@ -17,7 +17,7 @@
-- @field #string ObjectName The name of the Object.
--- OBJECT handles the DCS Object objects:
--- Wrapper class to hendle the DCS Object objects.
--
-- * Support all DCS Object APIs.
-- * Enhance with Object specific APIs not in the DCS Object API set.

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@ -18,7 +18,7 @@
-- @extends Wrapper.Identifiable#IDENTIFIABLE
--- The POSITIONABLE class is a wrapper class to handle the POSITIONABLE objects:
--- Wrapper class to handle the POSITIONABLE objects.
--
-- * Support all DCS APIs.
-- * Enhance with POSITIONABLE specific APIs not in the DCS API set.
@ -716,7 +716,7 @@ end
--- Create a @{Radio#RADIO}, to allow radio transmission for this POSITIONABLE.
-- Set parameters with the methods provided, then use RADIO:Broadcast() to actually broadcast the message
-- @param #POSITIONABLE self
-- @return #RADIO Radio
-- @return Core.Radio#RADIO Radio
function POSITIONABLE:GetRadio() --R2.1
self:F2(self)
return RADIO:New(self)
@ -724,7 +724,7 @@ end
--- Create a @{Radio#BEACON}, to allow this POSITIONABLE to broadcast beacon signals
-- @param #POSITIONABLE self
-- @return #RADIO Radio
-- @return Core.Radio#RADIO Radio
function POSITIONABLE:GetBeacon() --R2.1
self:F2(self)
return BEACON:New(self)

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@ -17,7 +17,8 @@
-- @extends Wrapper.Positionable#POSITIONABLE
--- Scenery objects are defined on the map.
--- Wrapper class to handle Scenery objects that are defined on the map.
--
-- The @{Scenery#SCENERY} class is a wrapper class to handle the DCS Scenery objects:
--
-- * Wraps the DCS Scenery objects.

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@ -15,7 +15,8 @@
--- @type STATIC
-- @extends Wrapper.Positionable#POSITIONABLE
--- Statics are **Static Units** defined within the Mission Editor.
--- Wrapper class to handle Static objects.
--
-- Note that Statics are almost the same as Units, but they don't have a controller.
-- The @{Static#STATIC} class is a wrapper class to handle the DCS Static objects:
--
@ -126,7 +127,7 @@ function STATIC:GetThreatLevel()
end
--- Respawn the @{Wrapper.Unit} using a (tweaked) template of the parent Group.
-- @param #UNIT self
-- @param #STATIC self
-- @param Core.Point#COORDINATE Coordinate The coordinate where to spawn the new Static.
-- @param #number Heading The heading of the unit respawn.
function STATIC:SpawnAt( Coordinate, Heading )
@ -139,7 +140,7 @@ end
--- Respawn the @{Wrapper.Unit} at the same location with the same properties.
-- This is useful to respawn a cargo after it has been destroyed.
-- @param #UNIT self
-- @param #STATIC self
function STATIC:ReSpawn()
local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName )
@ -149,7 +150,7 @@ end
--- Respawn the @{Wrapper.Unit} at a defined Coordinate with an optional heading.
-- @param #UNIT self
-- @param #STATIC self
-- @param Core.Point#COORDINATE Coordinate The coordinate where to spawn the new Static.
-- @param #number Heading The heading of the unit respawn.
function STATIC:ReSpawnAt( Coordinate, Heading )