New versions with documentation

This commit is contained in:
FlightControl_Master 2018-05-29 22:34:33 +02:00
parent f03f9a3308
commit 43b320ca90
34 changed files with 85 additions and 148 deletions

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@ -731,7 +731,7 @@ do -- AI_A2A_DISPATCHER
--
-- In the mission editor, setup a group with task Refuelling. A tanker unit of the correct coalition will be automatically selected.
-- Then, use the method @{#AI_A2A_DISPATCHER.SetDefaultTanker}() to set the tanker for the dispatcher.
-- Use the method @{#AI_A2A_DISPATCHER.SetDefaultFuelTreshold}() to set the %-tage left in the defender airplane tanks when a refuel action is needed.
-- Use the method @{#AI_A2A_DISPATCHER.SetDefaultFuelThreshold}() to set the %-tage left in the defender airplane tanks when a refuel action is needed.
--
-- When the tanker specified is alive and in the air, the tanker will be used for refuelling.
--

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@ -1,12 +1,7 @@
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- **Functional** - (R2.4) Control artillery units.
--
-- ===
--
-- ![Banner Image](..\Presentations\ARTY\ARTY_Main.png)
--
-- ====
--
-- The ARTY class can be used to easily assign and manage targets for artillery units.
--
-- ## Features:
@ -39,6 +34,7 @@
--
-- ====
-- @module Functional.Arty
-- @image Artillery.JPG
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- ARTY class
@ -89,9 +85,7 @@
-- @field #number relocateRmax Maximum distance in meters the group will look for places to relocate.
-- @extends Core.Fsm#FSM_CONTROLLABLE
---# ARTY class, extends @{Core.Fsm#FSM_CONTROLLABLE}
--
-- The ARTY class enables mission designers easily to assign targets for artillery units. Since the implementation is based on a Finite State Model (FSM), the mission designer can
--- Enables mission designers easily to assign targets for artillery units. Since the implementation is based on a Finite State Model (FSM), the mission designer can
-- interact with the process at certain events or states.
--
-- A new ARTY object can be created with the @{#ARTY.New}(*group*) contructor.

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@ -8,6 +8,7 @@
-- ===
--
-- @module Functional.CleanUp
-- @image CleanUp_Airbases.JPG
--- @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.
@ -16,11 +17,8 @@
--- @type CLEANUP_AIRBASE
-- @extends #CLEANUP_AIRBASE.__
--- # CLEANUP_AIRBASE, extends @{Core.Base#BASE}
--- Keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat.
--
-- ![Banner Image](..\Presentations\CLEANUP_AIRBASE\Dia1.JPG)
--
-- The CLEANUP_AIRBASE class keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat.
-- Specific airbases need to be provided that need to be guarded. Each airbase registered, will be guarded within a zone of 8 km around the airbase.
-- Any unit that fires a missile, or shoots within the zone of an airbase, will be monitored by CLEANUP_AIRBASE.
-- Within the 8km zone, units cannot fire any missile, which prevents the airbase runway to receive missile or bomb hits.

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@ -2,7 +2,7 @@
--
-- ===
--
-- DESIGNATE is orchestrating the designation of potential targets executed by a Recce group,
-- Orchestrate the designation of potential targets executed by a Recce group,
-- and communicates these to a dedicated attacking group of players,
-- so that following a dynamically generated menu system,
-- each detected set of potential targets can be lased or smoked...
@ -29,16 +29,15 @@
-- * **FlightControl**: Design & Programming
--
-- @module Functional.Designate
-- @image Designation.JPG
do -- DESIGNATE
--- @type DESIGNATE
-- @extends Core.Fsm#FSM_PROCESS
--- # DESIGNATE class, extends @{Fsm#FSM}
--- Manage the designation of detected targets.
--
-- DESIGNATE is managing the designation of detected targets.
-- Targets detected by recce will be communicated to a group of attacking players.
-- A menu system is made available that allows to:
--

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@ -2,11 +2,7 @@
--
-- ===
--
-- ![Banner Image](..\Presentations\DETECTION\Dia1.JPG)
--
-- ===
--
-- DETECTION classes facilitate the detection of enemy units within the battle zone executed by FACs (Forward Air Controllers) or RECCEs (Reconnassance Units).
-- Facilitate the detection of enemy units within the battle zone executed by FACs (Forward Air Controllers) or RECCEs (Reconnassance Units).
-- DETECTION uses the in-built detection capabilities of DCS World, but adds new functionalities.
--
-- Find the DETECTION classes documentation further in this document in the globals section.
@ -30,6 +26,7 @@
-- * FlightControl : Analysis, Design, Programming, Testing
--
-- @module Functional.Detection
-- @image Detection.JPG
----BASE:TraceClass("DETECTION_BASE")
----BASE:TraceClass("DETECTION_AREAS")
@ -46,9 +43,7 @@ do -- DETECTION_BASE
-- @field #number DetectionRun
-- @extends Core.Fsm#FSM
--- DETECTION_BASE class, extends @{Fsm#FSM}
--
-- The DETECTION_BASE class defines the core functions to administer detected objects.
--- Defines the core functions to administer detected objects.
-- 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

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@ -2,61 +2,60 @@
--
-- ===
--
-- @{#ESCORT} class
-- ===
-- The @{#ESCORT} class allows you to interact with escorting AI on your flight and take the lead.
-- Allows you to interact with escorting AI on your flight and take the lead.
--
-- Each escorting group can be commanded with a whole set of radio commands (radio menu in your flight, and then F10).
--
-- The radio commands will vary according the category of the group. The richest set of commands are with Helicopters and AirPlanes.
-- Ships and Ground troops will have a more limited set, but they can provide support through the bombing of targets designated by the other escorts.
--
-- RADIO MENUs that can be created:
-- ===
-- # RADIO MENUs that can be created:
--
-- Find a summary below of the current available commands:
--
-- Navigation ...:
-- ---------------
-- ## Navigation ...:
--
-- Escort group navigation functions:
--
-- * **"Join-Up and Follow at x meters":** The escort group fill follow you at about x meters, and they will follow you.
-- * **"Flare":** Provides menu commands to let the escort group shoot a flare in the air in a color.
-- * **"Smoke":** Provides menu commands to let the escort group smoke the air in a color. Note that smoking is only available for ground and naval troops.
--
-- Hold position ...:
-- ------------------
-- ## Hold position ...:
--
-- Escort group navigation functions:
--
-- * **"At current location":** Stops the escort group and they will hover 30 meters above the ground at the position they stopped.
-- * **"At client location":** Stops the escort group and they will hover 30 meters above the ground at the position they stopped.
--
-- Report targets ...:
-- -------------------
-- ## Report targets ...:
--
-- Report targets will make the escort group to report any target that it identifies within a 8km range. Any detected target can be attacked using the 4. Attack nearby targets function. (see below).
--
-- * **"Report now":** Will report the current detected targets.
-- * **"Report targets on":** Will make the escort group to report detected targets and will fill the "Attack nearby targets" menu list.
-- * **"Report targets off":** Will stop detecting targets.
--
-- Scan targets ...:
-- -----------------
-- ## Scan targets ...:
--
-- Menu items to pop-up the escort group for target scanning. After scanning, the escort group will resume with the mission or defined task.
--
-- * **"Scan targets 30 seconds":** Scan 30 seconds for targets.
-- * **"Scan targets 60 seconds":** Scan 60 seconds for targets.
--
-- Attack targets ...:
-- -------------------
-- ## Attack targets ...:
--
-- This menu item will list all detected targets within a 15km range. Depending on the level of detection (known/unknown) and visuality, the targets type will also be listed.
--
-- Request assistance from ...:
-- ----------------------------
-- ## Request assistance from ...:
--
-- This menu item will list all detected targets within a 15km range, as with the menu item **Attack Targets**.
-- This menu item allows to request attack support from other escorts supporting the current client group.
-- eg. the function allows a player to request support from the Ship escort to attack a target identified by the Plane escort with its Tomahawk missiles.
-- eg. the function allows a player to request support from other Planes escorting to bomb the unit with illumination missiles or bombs, so that the main plane escort can attack the area.
--
-- ROE ...:
-- --------
-- ## ROE ...:
--
-- Sets the Rules of Engagement (ROE) of the escort group when in flight.
--
-- * **"Hold Fire":** The escort group will hold fire.
@ -64,8 +63,8 @@
-- * **"Open Fire":** The escort group will open fire on designated targets.
-- * **"Weapon Free":** The escort group will engage with any target.
--
-- Evasion ...:
-- ------------
-- ## Evasion ...:
--
-- Will define the evasion techniques that the escort group will perform during flight or combat.
--
-- * **"Fight until death":** The escort group will have no reaction to threats.
@ -73,19 +72,19 @@
-- * **"Evade enemy fire":** The rescort group will evade enemy fire before firing.
-- * **"Go below radar and evade fire":** The escort group will perform evasive vertical manoeuvres.
--
-- Resume Mission ...:
-- -------------------
-- ## Resume Mission ...:
--
-- Escort groups can have their own mission. This menu item will allow the escort group to resume their Mission from a given waypoint.
-- Note that this is really fantastic, as you now have the dynamic of taking control of the escort groups, and allowing them to resume their path or mission.
--
-- ESCORT construction methods.
-- ===
-- # ESCORT construction methods.
--
-- Create a new SPAWN object with the @{#ESCORT.New} method:
--
-- * @{#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.
-- ===
-- # ESCORT initialization methods.
--
-- The following menus are created within the RADIO MENU (F10) of an active unit hosted by a player:
--
-- * @{#ESCORT.MenuFollowAt}: Creates a menu to make the escort follow the client.
@ -115,6 +114,7 @@
--
--
-- @module Functional.Escort
-- @image Escorting.JPG
--- ESCORT class
-- @type ESCORT

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@ -2,8 +2,6 @@
--
-- ===
--
-- 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.
-- It suports the following functionality:
@ -78,6 +76,7 @@
-- Together with the **476 virtual team**, we tested the MISSILETRAINER class, and got much positive feedback!
--
-- @module Functional.MissileTrainer
-- @image Missile_Trainer.JPG
--- The MISSILETRAINER class

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@ -1,4 +1,3 @@
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- **Functional** - (R2.4) Rudimentary ATC.
--
-- ![Banner Image](..\Presentations\PSEUDOATC\PSEUDOATC_Main.jpg)
@ -39,6 +38,7 @@
--
-- ====
-- @module Functional.PseudoATC
-- @image Pseudo_ATC.JPG
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- PSEUDOATC class
@ -53,8 +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 @{Core.Base#BASE}
-- The PSEUDOATC class adds some rudimentary ATC functionality via the radio menu.
--- 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.
-- The weather report includes

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@ -1,12 +1,7 @@
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- **Functional** - (R2.2) - Create random airtraffic in your missions.
--
-- ===
--
-- ![Banner Image](..\Presentations\RAT\RAT.png)
--
-- ===
--
-- The aim of the RAT class is to fill the empty DCS world with randomized air traffic and bring more life to your airports.
--
-- In particular, it is designed to spawn AI air units at random airports. These units will be assigned a random flight path to another random airport on the map.
@ -60,6 +55,7 @@
--
-- ===
-- @module Functional.Rat
-- @module RAT.JPG
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- RAT class
@ -152,8 +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
---# RAT class, extends @{Core.Spawn#SPAWN}
-- The RAT class implements an easy to use way to randomly fill your map with AI aircraft.
--- The RAT class implements an easy to use way to randomly fill your map with AI aircraft.
--
--
-- ## Airport Selection

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@ -1,12 +1,7 @@
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- **Functional** - (R2.3) - Range Practice.
--
-- ===
--
-- ![Banner Image](..\Presentations\RANGE\RANGE_Main.png)
--
-- ===
--
-- 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
@ -49,6 +44,7 @@
--
-- ===
-- @module Functional.Range
-- @image Range.JPG
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- RANGE class
@ -87,8 +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
---# 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 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.
--
-- 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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@ -2,11 +2,7 @@
--
-- ===
--
-- ![Banner Image](..\Presentations\SCORING\Dia1.JPG)
--
-- ===
--
-- The @{#SCORING} class administers the scoring of player achievements,
-- Administers the scoring of player achievements,
-- 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,
@ -207,6 +203,7 @@
-- * **FlightControl**: Concept, Design & Programming.
--
-- @module Functional.Scoring
-- @image Scoring.JPG
--- The Scoring class

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@ -3,6 +3,7 @@
-- ===
--
-- @module Functional.Sead
-- @image SEAD.JPG
--- The SEAD class
-- @type SEAD

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@ -1,8 +1,6 @@
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- **Functional** - (R2.4) Suppress fire of ground units when they get hit.
--
-- ![Banner Image](..\Presentations\SUPPRESSION\Suppression_Main.png)
--
-- ====
--
-- When ground units get hit by (suppressive) enemy fire, they will not be able to shoot back for a certain amount of time.
@ -32,6 +30,7 @@
--
-- ====
-- @module Functional.Suppression
-- @image Suppression.JPG
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@ -76,8 +75,7 @@
-- @extends Core.Fsm#FSM_CONTROLLABLE
--
---# SUPPRESSION class, extends @{Core.Fsm#FSM_CONTROLLABLE}
-- Mimic suppressive enemy fire and let groups flee or retreat.
--- Mimic suppressive enemy fire and let groups flee or retreat.
--
-- ## Suppression Process
--

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@ -2,10 +2,6 @@
--
-- ===
--
-- ![Banner Image](..\Presentations\ZONE_CAPTURE_COALITION\Dia1.JPG)
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CAZ - Capture Zones)
--
-- - CAZ-000 - Capture Zone: Demonstrates the basic concept of capturing a zone.
@ -22,6 +18,7 @@
-- ===
--
-- @module Functional.ZoneCaptureCoalition
-- @image Capture_Zones.JPG
do -- ZONE_CAPTURE_COALITION

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@ -10,6 +10,7 @@
-- ===
--
-- @module Tasking.CommandCenter
-- @image Task_Command_Center.JPG
@ -23,9 +24,7 @@
-- @extends Core.Base#BASE
--- # COMMANDCENTER class, extends @{Core.Base#BASE}
--
-- The COMMANDCENTER class governs multiple missions, the tasking and the reporting.
--- Governs multiple missions, the tasking and the reporting.
--
-- The commandcenter communicates important messages between the various groups of human players executing tasks in missions.
--

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@ -1,9 +1,7 @@
--- This module contains the DETECTION_MANAGER class and derived classes.
--- **Tasking** - This module contains the DETECTION_MANAGER class and derived classes.
--
-- ===
--
-- 1) @{DetectionManager#DETECTION_MANAGER} class, extends @{Fsm#FSM}
-- ===
-- The @{DetectionManager#DETECTION_MANAGER} class defines the core functions to report detected objects to groups.
-- Reportings can be done in several manners, and it is up to the derived classes if DETECTION_MANAGER to model the reporting behaviour.
--
@ -41,6 +39,7 @@
-- ### Author: FlightControl - Framework Design & Programming
--
-- @module Tasking.DetectionManager
-- @image Task_Detection_Manager.JPG
do -- DETECTION MANAGER

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@ -9,6 +9,7 @@
-- ===
--
-- @module Tasking.Mission
-- @image Task_Mission.JPG
--- The MISSION class
-- @type MISSION

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@ -17,9 +17,7 @@ do -- TASK_A2A
-- @field Core.Set#SET_UNIT TargetSetUnit
-- @extends Tasking.Task#TASK
--- # TASK_A2A class, extends @{Task#TASK}
--
-- The TASK_A2A class defines Air To Air tasks for a @{Set} of Target Units,
--- Defines Air To Air tasks for a @{Set} of Target Units,
-- based on the tasking capabilities defined in @{Task#TASK}.
-- The TASK_A2A is implemented using a @{Fsm#FSM_TASK}, and has the following statuses:
--

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@ -1,6 +1,6 @@
--- **Tasking** - The TASK_A2A_DISPATCHER creates and manages player TASK_A2A tasks based on detected targets.
--
-- The @{#TASK_A2A_DISPATCHER} classes implement the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of EWR installation groups.
-- Implement the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of EWR installation groups.
--
-- ===
--
@ -11,6 +11,7 @@
-- ===
--
-- @module Tasking.Task_A2A_Dispatcher
-- @image Task_A2A_Dispatcher.JPG
do -- TASK_A2A_DISPATCHER
@ -18,11 +19,7 @@ do -- TASK_A2A_DISPATCHER
-- @type TASK_A2A_DISPATCHER
-- @extends Tasking.DetectionManager#DETECTION_MANAGER
--- # TASK_A2A_DISPATCHER class, extends @{Tasking#DETECTION_MANAGER}
--
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia1.JPG)
--
-- The @{#TASK_A2A_DISPATCHER} class implements the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of EWR installation groups.
--- Orchestrates the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of EWR installation groups.
--
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia3.JPG)
--

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@ -17,9 +17,7 @@ do -- TASK_A2G
-- @field Core.Set#SET_UNIT TargetSetUnit
-- @extends Tasking.Task#TASK
--- # TASK_A2G class, extends @{Task#TASK}
--
-- The TASK_A2G class defines Air To Ground tasks for a @{Set} of Target Units,
--- The TASK_A2G class defines Air To Ground tasks for a @{Set} of Target Units,
-- based on the tasking capabilities defined in @{Task#TASK}.
-- The TASK_A2G is implemented using a @{Fsm#FSM_TASK}, and has the following statuses:
--

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@ -9,6 +9,7 @@
-- ===
--
-- @module Tasking.Task_A2G_Dispatcher
-- @image Task_A2G_Dispatcher.JPG
do -- TASK_A2G_DISPATCHER
@ -19,11 +20,8 @@ do -- TASK_A2G_DISPATCHER
-- @field Tasking.Mission#MISSION Mission
-- @extends Tasking.DetectionManager#DETECTION_MANAGER
--- # TASK\_A2G\_DISPATCHER class, extends @{DetectionManager#DETECTION_MANAGER}
--- Orchestrates dynamic **A2G Task Dispatching** based on the detection results of a linked @{Detection} object.
--
-- ![](..\Presentations\TASK\_A2G\_DISPATCHER\Dia1.JPG)
--
-- The TASK\_A2G\_DISPATCHER class orchestrates dynamic **A2G Task Dispatching** based on the detection results of a linked @{Detection} object.
-- It uses the Tasking System within the MOOSE framework, which is a multi-player Tasking Orchestration system.
-- It provides a truly dynamic battle environment for pilots and ground commanders to engage upon,
-- in a true co-operation environment wherein **Multiple Teams** will collaborate in Missions to **achieve a common Mission Goal**.

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@ -1,10 +1,9 @@
--- **Tasking** -- Models tasks for players to execute CSAR @{Cargo} downed pilots.
--
-- ![Banner Image](..\Presentations\TASK_CARGO\Dia1.JPG)
--
-- ===
--
-- @module Tasking.Task_Cargo_CSAR
-- @image Task_Cargo_CSAR.JPG
do -- TASK_CARGO_CSAR

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@ -22,11 +22,7 @@ do -- TASK_CARGO_DISPATCHER
-- @field Tasking.Task#TASK Task
--- # TASK_CARGO_DISPATCHER class, extends @{Task_Manager#TASK_MANAGER}
--
-- ![Banner Image](..\Presentations\TASK_CARGO_DISPATCHER\Dia1.JPG)
--
-- The @{#TASK_CARGO_DISPATCHER} class implements the dynamic dispatching of cargo tasks.
--- Implements the dynamic dispatching of cargo tasks.
--
-- ![Banner Image](..\Presentations\TASK_CARGO_DISPATCHER\Dia3.JPG)
--

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@ -1,9 +1,9 @@
--- **Tasking** -- The TASK_CARGO models tasks for players to transport @{Cargo}.
--
-- ![Banner Image](..\Presentations\TASK_CARGO\Dia1.JPG)
--
-- ===
--
-- @module Tasking.Task_Cargo_Transport
-- @image Task_Cargo_Transport.JPG
do -- TASK_CARGO_TRANSPORT

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@ -9,14 +9,13 @@
-- ===
--
-- @module Wrapper.Airbase
-- @image Wrapper_Airbase.JPG
--- @type AIRBASE
-- @extends Wrapper.Positionable#POSITIONABLE
--- # AIRBASE class, extends @{Wrapper.Positionable#POSITIONABLE}
--
-- AIRBASE is a wrapper class to handle the DCS Airbase objects:
--- AIRBASE is a 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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@ -9,6 +9,7 @@
-- ===
--
-- @module Wrapper.Client
-- @image Wrapper_Client.JPG
--- The CLIENT class
@ -16,9 +17,7 @@
-- @extends Wrapper.Unit#UNIT
--- # CLIENT class, extends @{Wrapper.Unit#UNIT}
--
-- Clients are those **Units** defined within the Mission Editor that have the skillset defined as __Client__ or __Player__.
--- Clients are 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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@ -9,7 +9,7 @@
-- ===
--
-- @module Wrapper.Controllable
-- @image Wrapper_Controllable.JPG
--- @type CONTROLLABLE
@ -19,9 +19,7 @@
--- # CONTROLLABLE class, extends @{Wrapper.Positionable#POSITIONABLE}
--
-- CONTROLLABLE is a wrapper class to handle the "DCS Controllable objects", which are Groups and Units:
--- CONTROLLABLE is a 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.

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@ -24,6 +24,7 @@
-- ===
--
-- @module Wrapper.Group
-- @image Wrapper_Group.JPG
--- @type GROUP
@ -31,10 +32,7 @@
-- @field #string GroupName The name of the group.
---
-- # GROUP class, extends @{Wrapper.Controllable#CONTROLLABLE}
--
-- For each DCS Group object alive within a running mission, a GROUP wrapper object (instance) will be created within the _@{DATABASE} 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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@ -14,9 +14,7 @@
-- @extends Wrapper.Object#OBJECT
-- @field #string IdentifiableName The name of the identifiable.
--- # IDENTIFIABLE class, extends @{Wrapper.Object#OBJECT}
--
-- The IDENTIFIABLE class is a wrapper class to handle the DCS Identifiable objects:
--- The IDENTIFIABLE class is a 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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@ -16,9 +16,7 @@
-- @field #string ObjectName The name of the Object.
--- # OBJECT class, extends @{Core.Base#BASE}
--
-- OBJECT handles the DCS Object objects:
--- OBJECT handles 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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@ -9,6 +9,7 @@
-- ===
--
-- @module Wrapper.Positionable
-- @image Wrapper_Positionable.JPG
--- @type POSITIONABLE.__ Methods which are not intended for mission designers, but which are used interally by the moose designer :-)
-- @extends Wrapper.Identifiable#IDENTIFIABLE
@ -17,9 +18,7 @@
-- @extends Wrapper.Identifiable#IDENTIFIABLE
--- # POSITIONABLE class, extends @{Wrapper.Identifiable#IDENTIFIABLE}
--
-- The POSITIONABLE class is a wrapper class to handle the POSITIONABLE objects:
--- The POSITIONABLE class is a wrapper class to handle the POSITIONABLE objects:
--
-- * Support all DCS APIs.
-- * Enhance with POSITIONABLE specific APIs not in the DCS API set.

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@ -9,6 +9,7 @@
-- ===
--
-- @module Wrapper.Scenery
-- @image Wrapper_Scenery.JPG
@ -16,9 +17,7 @@
-- @extends Wrapper.Positionable#POSITIONABLE
--- # SCENERY class, extends @{Wrapper.Positionable#POSITIONABLE}
--
-- Scenery objects are defined on the map.
--- Scenery objects 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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@ -9,14 +9,13 @@
-- ===
--
-- @module Wrapper.Static
-- @image Wrapper_Static.JPG
--- @type STATIC
-- @extends Wrapper.Positionable#POSITIONABLE
--- # STATIC class, extends @{Wrapper.Positionable#POSITIONABLE}
--
-- Statics are **Static Units** defined within the Mission Editor.
--- Statics are **Static Units** defined within the Mission Editor.
-- 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:
--

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@ -18,15 +18,13 @@
-- ===
--
-- @module Wrapper.Unit
-- @image Wrapper_Unit.JPG
--- @type UNIT
-- @extends Wrapper.Controllable#CONTROLLABLE
---
-- # UNIT class, extends @{Wrapper.Controllable#CONTROLLABLE}
--
-- For each DCS Unit object alive within a running mission, a UNIT wrapper object (instance) will be created within the _@{DATABASE} object.
--- For each DCS Unit object alive within a running mission, a UNIT 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 Unit objects are spawned (using the @{SPAWN} class).
--
-- The UNIT class **does not contain a :New()** method, rather it provides **:Find()** methods to retrieve the object reference