diff --git a/Moose Development/Moose/AI/AI_A2A_Cap.lua b/Moose Development/Moose/AI/AI_A2A_Cap.lua index e6abde8d9..480bd39ec 100644 --- a/Moose Development/Moose/AI/AI_A2A_Cap.lua +++ b/Moose Development/Moose/AI/AI_A2A_Cap.lua @@ -61,13 +61,13 @@ -- -- ### 2.2 AI_A2A_CAP Events -- --- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process. --- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone. +-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process. +-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone. -- * **@{#AI_A2A_CAP.Engage}**: Let the AI engage the bogeys. -- * **@{#AI_A2A_CAP.Abort}**: Aborts the engagement and return patrolling in the patrol zone. --- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base. --- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets. --- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets. +-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base. +-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets. +-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets. -- * **@{#AI_A2A_CAP.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}. -- * **@{#AI_A2A_CAP.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task. -- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB. @@ -80,7 +80,7 @@ -- that will define when the AI will engage with the detected airborne enemy targets. -- The range can be beyond or smaller than the range of the Patrol Zone. -- The range is applied at the position of the AI. --- Use the method @{AI_CAP#AI_A2A_CAP.SetEngageRange}() to define that range. +-- Use the method @{AI.AI_CAP#AI_A2A_CAP.SetEngageRange}() to define that range. -- -- ## 4. Set the Zone of Engagement -- @@ -88,7 +88,7 @@ -- -- An optional @{Zone} can be set, -- that will define when the AI will engage with the detected airborne enemy targets. --- Use the method @{AI_Cap#AI_A2A_CAP.SetEngageZone}() to define that Zone. +-- Use the method @{AI.AI_Cap#AI_A2A_CAP.SetEngageZone}() to define that Zone. -- -- === -- diff --git a/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua b/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua index 92ecfce9b..1dd660b49 100644 --- a/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua +++ b/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua @@ -220,7 +220,7 @@ do -- AI_A2A_DISPATCHER -- therefore less CAP and GCI flights will spawn and this will tend to make just the border area active rather than a melee over the whole map. -- It all depends on what the desired effect is. -- - -- EWR networks are **dynamically constructed**, that is, they form part of the @{Functional#DETECTION_BASE} object that is given as the input parameter of the AI\_A2A\_DISPATCHER class. + -- EWR networks are **dynamically constructed**, that is, they form part of the @{Functional.Detection#DETECTION_BASE} object that is given as the input parameter of the AI\_A2A\_DISPATCHER class. -- By defining in a **smart way the names or name prefixes of the groups** with EWR capable units, these groups will be **automatically added or deleted** from the EWR network, -- increasing or decreasing the radar coverage of the Early Warning System. -- @@ -821,7 +821,7 @@ do -- AI_A2A_DISPATCHER --- AI_A2A_DISPATCHER constructor. -- This is defining the A2A DISPATCHER for one coaliton. - -- The Dispatcher works with a @{Functional#Detection} object that is taking of the detection of targets using the EWR units. + -- The Dispatcher works with a @{Functional.Detection#DETECTION_BASE} object that is taking of the detection of targets using the EWR units. -- The Detection object is polymorphic, depending on the type of detection object choosen, the detection will work differently. -- @param #AI_A2A_DISPATCHER self -- @param Functional.Detection#DETECTION_BASE Detection The DETECTION object that will detects targets using the the Early Warning Radar network. @@ -3165,7 +3165,7 @@ do -- @extends #AI_A2A_DISPATCHER --- Create an automatic air defence system for a coalition setting up GCI and CAP air defenses. - -- The class derives from @{AI#AI_A2A_DISPATCHER} and thus, all the methods that are defined in the @{AI#AI_A2A_DISPATCHER} class, can be used also in AI\_A2A\_GCICAP. + -- The class derives from @{#AI_A2A_DISPATCHER} and thus, all the methods that are defined in the @{#AI_A2A_DISPATCHER} class, can be used also in AI\_A2A\_GCICAP. -- -- === -- @@ -3268,7 +3268,7 @@ do -- -- **The place of the helicopter is important, as the airbase closest to the helicopter will be the airbase from where the CAP planes will take off for CAP.** -- - -- ## 2) There are a lot of defaults set, which can be further modified using the methods in @{AI#AI_A2A_DISPATCHER}: + -- ## 2) There are a lot of defaults set, which can be further modified using the methods in @{#AI_A2A_DISPATCHER}: -- -- ### 2.1) Planes are taking off in the air from the airbases. -- diff --git a/Moose Development/Moose/AI/AI_A2A_Gci.lua b/Moose Development/Moose/AI/AI_A2A_Gci.lua index c1acb6df7..cc24341c3 100644 --- a/Moose Development/Moose/AI/AI_A2A_Gci.lua +++ b/Moose Development/Moose/AI/AI_A2A_Gci.lua @@ -64,13 +64,13 @@ -- -- ### 2.2 AI_A2A_GCI Events -- --- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process. --- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone. +-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process. +-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone. -- * **@{#AI_A2A_GCI.Engage}**: Let the AI engage the bogeys. -- * **@{#AI_A2A_GCI.Abort}**: Aborts the engagement and return patrolling in the patrol zone. --- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base. --- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets. --- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets. +-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base. +-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets. +-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets. -- * **@{#AI_A2A_GCI.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}. -- * **@{#AI_A2A_GCI.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task. -- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB. @@ -83,7 +83,7 @@ -- that will define when the AI will engage with the detected airborne enemy targets. -- The range can be beyond or smaller than the range of the Patrol Zone. -- The range is applied at the position of the AI. --- Use the method @{AI_GCI#AI_A2A_GCI.SetEngageRange}() to define that range. +-- Use the method @{AI.AI_GCI#AI_A2A_GCI.SetEngageRange}() to define that range. -- -- ## 4. Set the Zone of Engagement -- @@ -91,7 +91,7 @@ -- -- An optional @{Zone} can be set, -- that will define when the AI will engage with the detected airborne enemy targets. --- Use the method @{AI_Cap#AI_A2A_GCI.SetEngageZone}() to define that Zone. +-- Use the method @{AI.AI_Cap#AI_A2A_GCI.SetEngageZone}() to define that Zone. -- -- === -- diff --git a/Moose Development/Moose/AI/AI_BAI.lua b/Moose Development/Moose/AI/AI_BAI.lua index fa66d3993..0265e7113 100644 --- a/Moose Development/Moose/AI/AI_BAI.lua +++ b/Moose Development/Moose/AI/AI_BAI.lua @@ -99,13 +99,13 @@ -- -- ### 2.2. AI_BAI_ZONE Events -- --- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process. --- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone. +-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process. +-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone. -- * **@{#AI_BAI_ZONE.Engage}**: Engage the AI to provide BOMB in the Engage Zone, destroying any target it finds. -- * **@{#AI_BAI_ZONE.Abort}**: Aborts the engagement and return patrolling in the patrol zone. --- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base. --- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets. --- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets. +-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base. +-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets. +-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets. -- * **@{#AI_BAI_ZONE.Destroy}**: The AI has destroyed a target @{Wrapper.Unit}. -- * **@{#AI_BAI_ZONE.Destroyed}**: The AI has destroyed all target @{Wrapper.Unit}s assigned in the BOMB task. -- * **Status**: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB. @@ -179,7 +179,7 @@ function AI_BAI_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude -- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement. -- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. -- If parameter is not defined the unit / controllable will choose expend on its own discretion. - -- Use the structure @{DCSTypes#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack. + -- Use the structure @{DCS#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack. -- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. -- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction. @@ -191,7 +191,7 @@ function AI_BAI_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude -- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement. -- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. -- If parameter is not defined the unit / controllable will choose expend on its own discretion. - -- Use the structure @{DCSTypes#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack. + -- Use the structure @{DCS#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack. -- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. -- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction. diff --git a/Moose Development/Moose/AI/AI_Balancer.lua b/Moose Development/Moose/AI/AI_Balancer.lua index f82631dab..845826703 100644 --- a/Moose Development/Moose/AI/AI_Balancer.lua +++ b/Moose Development/Moose/AI/AI_Balancer.lua @@ -31,7 +31,7 @@ -- 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). +-- The parent class @{Core.Fsm#FSM_SET} manages the functionality to control the Finite State Machine (FSM). -- The mission designer can tailor the behaviour of the AI_BALANCER, by defining event and state transition methods. -- An explanation about state and event transition methods can be found in the @{FSM} module documentation. -- diff --git a/Moose Development/Moose/AI/AI_CAP.lua b/Moose Development/Moose/AI/AI_CAP.lua index f6b42f37b..e98f4f135 100644 --- a/Moose Development/Moose/AI/AI_CAP.lua +++ b/Moose Development/Moose/AI/AI_CAP.lua @@ -79,13 +79,13 @@ -- -- ### 2.2 AI_CAP_ZONE Events -- --- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process. --- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone. +-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process. +-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone. -- * **@{#AI_CAP_ZONE.Engage}**: Let the AI engage the bogeys. -- * **@{#AI_CAP_ZONE.Abort}**: Aborts the engagement and return patrolling in the patrol zone. --- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base. --- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets. --- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets. +-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base. +-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets. +-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets. -- * **@{#AI_CAP_ZONE.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}. -- * **@{#AI_CAP_ZONE.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task. -- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB. @@ -98,7 +98,7 @@ -- that will define when the AI will engage with the detected airborne enemy targets. -- The range can be beyond or smaller than the range of the Patrol Zone. -- The range is applied at the position of the AI. --- Use the method @{AI_CAP#AI_CAP_ZONE.SetEngageRange}() to define that range. +-- Use the method @{AI.AI_CAP#AI_CAP_ZONE.SetEngageRange}() to define that range. -- -- ## 4. Set the Zone of Engagement -- @@ -106,7 +106,7 @@ -- -- An optional @{Zone} can be set, -- that will define when the AI will engage with the detected airborne enemy targets. --- Use the method @{AI_Cap#AI_CAP_ZONE.SetEngageZone}() to define that Zone. +-- Use the method @{AI.AI_Cap#AI_CAP_ZONE.SetEngageZone}() to define that Zone. -- -- === -- diff --git a/Moose Development/Moose/AI/AI_CAS.lua b/Moose Development/Moose/AI/AI_CAS.lua index 2ef978853..7ddb55876 100644 --- a/Moose Development/Moose/AI/AI_CAS.lua +++ b/Moose Development/Moose/AI/AI_CAS.lua @@ -99,13 +99,13 @@ -- -- ### 2.2. AI_CAS_ZONE Events -- --- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process. --- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone. +-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process. +-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone. -- * **@{#AI_CAS_ZONE.Engage}**: Engage the AI to provide CAS in the Engage Zone, destroying any target it finds. -- * **@{#AI_CAS_ZONE.Abort}**: Aborts the engagement and return patrolling in the patrol zone. --- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base. --- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets. --- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets. +-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base. +-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets. +-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets. -- * **@{#AI_CAS_ZONE.Destroy}**: The AI has destroyed a target @{Wrapper.Unit}. -- * **@{#AI_CAS_ZONE.Destroyed}**: The AI has destroyed all target @{Wrapper.Unit}s assigned in the CAS task. -- * **Status**: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB. @@ -166,7 +166,7 @@ function AI_CAS_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude -- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement. -- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. -- If parameter is not defined the unit / controllable will choose expend on its own discretion. - -- Use the structure @{DCSTypes#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack. + -- Use the structure @{DCS#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack. -- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. -- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction. @@ -178,7 +178,7 @@ function AI_CAS_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude -- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement. -- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. -- If parameter is not defined the unit / controllable will choose expend on its own discretion. - -- Use the structure @{DCSTypes#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack. + -- Use the structure @{DCS#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack. -- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. -- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction. diff --git a/Moose Development/Moose/AI/AI_Formation.lua b/Moose Development/Moose/AI/AI_Formation.lua index be8abc9e9..e262a67e4 100644 --- a/Moose Development/Moose/AI/AI_Formation.lua +++ b/Moose Development/Moose/AI/AI_Formation.lua @@ -84,25 +84,25 @@ -- -- 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 @{Wrapper.Unit#UNIT}, with an optional briefing text. +-- * @{#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 -- -- The following methods can be used to set or change the formation: -- --- * @{AI_Formation#AI_FORMATION.FormationLine}(): Form a line formation (core formation function). --- * @{AI_Formation#AI_FORMATION.FormationTrail}(): Form a trail formation. --- * @{AI_Formation#AI_FORMATION.FormationLeftLine}(): Form a left line formation. --- * @{AI_Formation#AI_FORMATION.FormationRightLine}(): Form a right line formation. --- * @{AI_Formation#AI_FORMATION.FormationRightWing}(): Form a right wing formation. --- * @{AI_Formation#AI_FORMATION.FormationLeftWing}(): Form a left wing formation. --- * @{AI_Formation#AI_FORMATION.FormationCenterWing}(): Form a center wing formation. --- * @{AI_Formation#AI_FORMATION.FormationCenterVic}(): Form a Vic formation (same as CenterWing. --- * @{AI_Formation#AI_FORMATION.FormationCenterBoxed}(): Form a center boxed formation. +-- * @{#AI_FORMATION.FormationLine}(): Form a line formation (core formation function). +-- * @{#AI_FORMATION.FormationTrail}(): Form a trail formation. +-- * @{#AI_FORMATION.FormationLeftLine}(): Form a left line formation. +-- * @{#AI_FORMATION.FormationRightLine}(): Form a right line formation. +-- * @{#AI_FORMATION.FormationRightWing}(): Form a right wing formation. +-- * @{#AI_FORMATION.FormationLeftWing}(): Form a left wing formation. +-- * @{#AI_FORMATION.FormationCenterWing}(): Form a center wing formation. +-- * @{#AI_FORMATION.FormationCenterVic}(): Form a Vic formation (same as CenterWing. +-- * @{#AI_FORMATION.FormationCenterBoxed}(): Form a center boxed formation. -- -- ## Randomization -- --- Use the method @{AI_Formation#AI_FORMATION.SetFlightRandomization}() to simulate the formation flying errors that pilots make while in formation. Is a range set in meters. +-- Use the method @{AI.AI_Formation#AI_FORMATION.SetFlightRandomization}() to simulate the formation flying errors that pilots make while in formation. Is a range set in meters. -- -- @usage -- local FollowGroupSet = SET_GROUP:New():FilterCategories("plane"):FilterCoalitions("blue"):FilterPrefixes("Follow"):FilterStart() @@ -901,7 +901,7 @@ function AI_FORMATION:onafterFormationBox( FollowGroupSet, From , Event , To, XS end ---- Use the method @{AI_Formation#AI_FORMATION.SetFlightRandomization}() to make the air units in your formation randomize their flight a bit while in formation. +--- Use the method @{AI.AI_Formation#AI_FORMATION.SetFlightRandomization}() to make the air units in your formation randomize their flight a bit while in formation. -- @param #AI_FORMATION self -- @param #number FlightRandomization The formation flying errors that pilots can make while in formation. Is a range set in meters. -- @return #AI_FORMATION diff --git a/Moose Development/Moose/Actions/Act_Account.lua b/Moose Development/Moose/Actions/Act_Account.lua index 0d057dc24..b0d26c9ea 100644 --- a/Moose Development/Moose/Actions/Act_Account.lua +++ b/Moose Development/Moose/Actions/Act_Account.lua @@ -9,7 +9,7 @@ do -- ACT_ACCOUNT - --- # @{#ACT_ACCOUNT} FSM class, extends @{Fsm#FSM_PROCESS} + --- # @{#ACT_ACCOUNT} FSM class, extends @{Core.Fsm#FSM_PROCESS} -- -- ## ACT_ACCOUNT state machine: -- @@ -138,7 +138,7 @@ end -- ACT_ACCOUNT do -- ACT_ACCOUNT_DEADS - --- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{Fsm.Account#ACT_ACCOUNT} + --- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{Core.Fsm.Account#ACT_ACCOUNT} -- -- The ACT_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units. -- The process is given a @{Set} of units that will be tracked upon successful destruction. diff --git a/Moose Development/Moose/Actions/Act_Assign.lua b/Moose Development/Moose/Actions/Act_Assign.lua index 5e8984b18..969009ab1 100644 --- a/Moose Development/Moose/Actions/Act_Assign.lua +++ b/Moose Development/Moose/Actions/Act_Assign.lua @@ -2,7 +2,7 @@ -- -- === -- --- # @{#ACT_ASSIGN} FSM template class, extends @{Fsm#FSM_PROCESS} +-- # @{#ACT_ASSIGN} FSM template class, extends @{Core.Fsm#FSM_PROCESS} -- -- ## ACT_ASSIGN state machine: -- @@ -54,7 +54,7 @@ -- -- === -- --- # 1) @{#ACT_ASSIGN_ACCEPT} class, extends @{Fsm.Assign#ACT_ASSIGN} +-- # 1) @{#ACT_ASSIGN_ACCEPT} class, extends @{Core.Fsm.Assign#ACT_ASSIGN} -- -- The ACT_ASSIGN_ACCEPT class accepts by default a task for a player. No player intervention is allowed to reject the task. -- @@ -64,7 +64,7 @@ -- -- === -- --- # 2) @{#ACT_ASSIGN_MENU_ACCEPT} class, extends @{Fsm.Assign#ACT_ASSIGN} +-- # 2) @{#ACT_ASSIGN_MENU_ACCEPT} class, extends @{Core.Fsm.Assign#ACT_ASSIGN} -- -- The ACT_ASSIGN_MENU_ACCEPT class accepts a task when the player accepts the task through an added menu option. -- This assignment type is useful to conditionally allow the player to choose whether or not he would accept the task. diff --git a/Moose Development/Moose/Actions/Act_Assist.lua b/Moose Development/Moose/Actions/Act_Assist.lua index b5a473fda..f9cd5fc3a 100644 --- a/Moose Development/Moose/Actions/Act_Assist.lua +++ b/Moose Development/Moose/Actions/Act_Assist.lua @@ -48,7 +48,7 @@ -- -- === -- --- # 1) @{#ACT_ASSIST_SMOKE_TARGETS_ZONE} class, extends @{Fsm.Route#ACT_ASSIST} +-- # 1) @{#ACT_ASSIST_SMOKE_TARGETS_ZONE} class, extends @{Core.Fsm.Route#ACT_ASSIST} -- -- The ACT_ASSIST_SMOKE_TARGETS_ZONE class implements the core functions to smoke targets in a @{Zone}. -- The targets are smoked within a certain range around each target, simulating a realistic smoking behaviour. diff --git a/Moose Development/Moose/Actions/Act_Route.lua b/Moose Development/Moose/Actions/Act_Route.lua index 87ee9a72e..9f858879f 100644 --- a/Moose Development/Moose/Actions/Act_Route.lua +++ b/Moose Development/Moose/Actions/Act_Route.lua @@ -2,7 +2,7 @@ -- -- === -- --- # @{#ACT_ROUTE} FSM class, extends @{Fsm#FSM_PROCESS} +-- # @{#ACT_ROUTE} FSM class, extends @{Core.Fsm#FSM_PROCESS} -- -- ## ACT_ROUTE state machine: -- @@ -60,7 +60,7 @@ -- -- === -- --- # 1) @{#ACT_ROUTE_ZONE} class, extends @{Fsm.Route#ACT_ROUTE} +-- # 1) @{#ACT_ROUTE_ZONE} class, extends @{Core.Fsm.Route#ACT_ROUTE} -- -- The ACT_ROUTE_ZONE class implements the core functions to route an AIR @{Wrapper.Controllable} player @{Wrapper.Unit} to a @{Zone}. -- The player receives on perioding times messages with the coordinates of the route to follow. diff --git a/Moose Development/Moose/Cargo/Cargo.lua b/Moose Development/Moose/Cargo/Cargo.lua index f5570dd18..8add3c374 100644 --- a/Moose Development/Moose/Cargo/Cargo.lua +++ b/Moose Development/Moose/Cargo/Cargo.lua @@ -36,14 +36,14 @@ -- The cargo must be in the **Loaded** state. -- @function [parent=#CARGO] UnBoard -- @param #CARGO self --- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Point#POINT_VEC2) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location. +-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Core.Point#POINT_VEC2) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location. --- UnBoards the cargo to a Carrier. The event will create a movement (= running or driving) of the cargo from the Carrier. -- The cargo must be in the **Loaded** state. -- @function [parent=#CARGO] __UnBoard -- @param #CARGO self -- @param #number DelaySeconds The amount of seconds to delay the action. --- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Point#POINT_VEC2) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location. +-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Core.Point#POINT_VEC2) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location. -- Load @@ -68,14 +68,14 @@ -- The cargo must be in the **Loaded** state. -- @function [parent=#CARGO] UnLoad -- @param #CARGO self --- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Point#POINT_VEC2) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location. +-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Core.Point#POINT_VEC2) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location. --- UnLoads the cargo to a Carrier. The event will unload the cargo from the Carrier. There will be no movement simulated of the cargo loading. -- The cargo must be in the **Loaded** state. -- @function [parent=#CARGO] __UnLoad -- @param #CARGO self -- @param #number DelaySeconds The amount of seconds to delay the action. --- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Point#POINT_VEC2) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location. +-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Core.Point#POINT_VEC2) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location. -- State Transition Functions diff --git a/Moose Development/Moose/Core/Base.lua b/Moose Development/Moose/Core/Base.lua index 996376961..83d9cd5a7 100644 --- a/Moose Development/Moose/Core/Base.lua +++ b/Moose Development/Moose/Core/Base.lua @@ -122,7 +122,7 @@ local _ClassID = 0 -- ### 1.3.2 Event Handling of DCS Events -- -- Once the class is subscribed to the event, an **Event Handling** method on the object or class needs to be written that will be called --- when the DCS event occurs. The Event Handling method receives an @{Event#EVENTDATA} structure, which contains a lot of information +-- when the DCS event occurs. The Event Handling method receives an @{Core.Event#EVENTDATA} structure, which contains a lot of information -- about the event that occurred. -- -- Find below an example of the prototype how to write an event handling function for two units: diff --git a/Moose Development/Moose/Core/Event.lua b/Moose Development/Moose/Core/Event.lua index f61e0ca40..4585a965b 100644 --- a/Moose Development/Moose/Core/Event.lua +++ b/Moose Development/Moose/Core/Event.lua @@ -72,7 +72,7 @@ -- ### 1.3.2 Event Handling of DCS Events -- -- Once the class is subscribed to the event, an **Event Handling** method on the object or class needs to be written that will be called --- when the DCS event occurs. The Event Handling method receives an @{Event#EVENTDATA} structure, which contains a lot of information +-- when the DCS event occurs. The Event Handling method receives an @{Core.Event#EVENTDATA} structure, which contains a lot of information -- about the event that occurred. -- -- Find below an example of the prototype how to write an event handling function for two units: @@ -114,7 +114,7 @@ -- -- # 3) EVENTDATA type -- --- The @{Event#EVENTDATA} structure contains all the fields that are populated with event information before +-- The @{Core.Event#EVENTDATA} structure contains all the fields that are populated with event information before -- an Event Handler method is being called by the event dispatcher. -- The Event Handler received the EVENTDATA object as a parameter, and can be used to investigate further the different events. -- There are basically 4 main categories of information stored in the EVENTDATA structure: @@ -229,7 +229,7 @@ EVENTS = { -- -- @field DCS#Unit initiator (UNIT/STATIC/SCENERY) The initiating @{DCS#Unit} or @{DCS#StaticObject}. -- @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 DCS#Unit IniDCSUnit (UNIT/STATIC) The initiating @{DCS#Unit} or @{DCS#StaticObject}. -- @field #string IniDCSUnitName (UNIT/STATIC) The initiating Unit name. -- @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). @@ -242,9 +242,9 @@ EVENTS = { -- @field DCS#Unit.Category IniCategory (UNIT) The category of the initiator. -- @field #string IniTypeName (UNIT) The type name of the initiator. -- --- @field DCS#Unit target (UNIT/STATIC) The target @{DCS#Unit} or @{DCSStaticObject#StaticObject}. +-- @field DCS#Unit target (UNIT/STATIC) The target @{DCS#Unit} or @{DCS#StaticObject}. -- @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 DCS#Unit TgtDCSUnit (UNIT/STATIC) The target @{DCS#Unit} or @{DCS#StaticObject}. -- @field #string TgtDCSUnitName (UNIT/STATIC) The target Unit name. -- @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). diff --git a/Moose Development/Moose/Core/Message.lua b/Moose Development/Moose/Core/Message.lua index 926284332..bb58abaac 100644 --- a/Moose Development/Moose/Core/Message.lua +++ b/Moose Development/Moose/Core/Message.lua @@ -15,26 +15,26 @@ -- -- ## MESSAGE construction -- --- Messages are created with @{Message#MESSAGE.New}. Note that when the MESSAGE object is created, no message is sent yet. +-- Messages are created with @{#MESSAGE.New}. Note that when the MESSAGE object is created, no message is sent yet. -- To send messages, you need to use the To functions. -- -- ## Send messages to an audience -- -- Messages are sent: -- --- * To a @{Client} using @{Message#MESSAGE.ToClient}(). --- * To a @{Wrapper.Group} using @{Message#MESSAGE.ToGroup}() --- * To a coalition using @{Message#MESSAGE.ToCoalition}(). --- * To the red coalition using @{Message#MESSAGE.ToRed}(). --- * To the blue coalition using @{Message#MESSAGE.ToBlue}(). --- * To all Players using @{Message#MESSAGE.ToAll}(). +-- * To a @{Client} using @{#MESSAGE.ToClient}(). +-- * To a @{Wrapper.Group} using @{#MESSAGE.ToGroup}() +-- * To a coalition using @{#MESSAGE.ToCoalition}(). +-- * To the red coalition using @{#MESSAGE.ToRed}(). +-- * To the blue coalition using @{#MESSAGE.ToBlue}(). +-- * To all Players using @{#MESSAGE.ToAll}(). -- -- ## Send conditionally to an audience -- -- Messages can be sent conditionally to an audience (when a condition is true): -- --- * To all players using @{Message#MESSAGE.ToAllIf}(). --- * To a coalition using @{Message#MESSAGE.ToCoalitionIf}(). +-- * To all players using @{#MESSAGE.ToAllIf}(). +-- * To a coalition using @{#MESSAGE.ToCoalitionIf}(). -- -- === -- diff --git a/Moose Development/Moose/Core/Point.lua b/Moose Development/Moose/Core/Point.lua index 632c1007c..faf1a49d6 100644 --- a/Moose Development/Moose/Core/Point.lua +++ b/Moose Development/Moose/Core/Point.lua @@ -43,8 +43,8 @@ do -- COORDINATE -- A new COORDINATE object can be created with: -- -- * @{#COORDINATE.New}(): a 3D point. - -- * @{#COORDINATE.NewFromVec2}(): a 2D point created from a @{DCSTypes#Vec2}. - -- * @{#COORDINATE.NewFromVec3}(): a 3D point created from a @{DCSTypes#Vec3}. + -- * @{#COORDINATE.NewFromVec2}(): a 2D point created from a @{DCS#Vec2}. + -- * @{#COORDINATE.NewFromVec3}(): a 3D point created from a @{DCS#Vec3}. -- -- ## Create waypoints for routes -- @@ -1610,7 +1610,7 @@ do -- POINT_VEC3 -- A new POINT_VEC3 object can be created with: -- -- * @{#POINT_VEC3.New}(): a 3D point. - -- * @{#POINT_VEC3.NewFromVec3}(): a 3D point created from a @{DCSTypes#Vec3}. + -- * @{#POINT_VEC3.NewFromVec3}(): a 3D point created from a @{DCS#Vec3}. -- -- -- ## Manupulate the X, Y, Z coordinates of the POINT_VEC3 @@ -1814,8 +1814,8 @@ do -- POINT_VEC2 -- -- A new POINT_VEC2 instance can be created with: -- - -- * @{Point#POINT_VEC2.New}(): a 2D point, taking an additional height parameter. - -- * @{Point#POINT_VEC2.NewFromVec2}(): a 2D point created from a @{DCSTypes#Vec2}. + -- * @{Core.Point#POINT_VEC2.New}(): a 2D point, taking an additional height parameter. + -- * @{Core.Point#POINT_VEC2.NewFromVec2}(): a 2D point created from a @{DCS#Vec2}. -- -- ## Manupulate the X, Altitude, Y coordinates of the 2D point -- diff --git a/Moose Development/Moose/Core/Radio.lua b/Moose Development/Moose/Core/Radio.lua index 85dc9162a..77def8fa6 100644 --- a/Moose Development/Moose/Core/Radio.lua +++ b/Moose Development/Moose/Core/Radio.lua @@ -16,10 +16,10 @@ -- * 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 @{Wrapper.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 @{Wrapper.Positionable#POSITIONABLE} -- -- * 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. +-- * If the transmitter is any other @{Wrapper.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, -- like the A10C or the Mirage 2000C. They will **hear the transmission** if they are tuned on the **right frequency and modulation** (and if they are close enough - more on that below). @@ -40,11 +40,11 @@ -- -- There are 3 steps to a successful radio transmission. -- --- * First, you need to **"add a @{#RADIO} object** to your @{Positionable#POSITIONABLE}. This is done using the @{Positionable#POSITIONABLE.GetRadio}() function, +-- * First, you need to **"add a @{#RADIO} object** to your @{Wrapper.Positionable#POSITIONABLE}. This is done using the @{Wrapper.Positionable#POSITIONABLE.GetRadio}() function, -- * 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 @{Wrapper.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 @{Wrapper.Positionable#POSITIONABLE} -- -- * @{#RADIO.SetFileName}() : Sets the file name of your sound file (e.g. "Noise.ogg"), -- * @{#RADIO.SetFrequency}() : Sets the frequency of your transmission. @@ -56,14 +56,14 @@ -- * @{#RADIO.SetSubtitle}() : Set both the subtitle and its duration, -- * @{#RADIO.NewUnitTransmission}() : Shortcut to set all the relevant parameters in one method call -- --- Additional Methods to set relevant parameters if the transmiter is any other @{Positionable#POSITIONABLE} +-- Additional Methods to set relevant parameters if the transmiter is any other @{Wrapper.Positionable#POSITIONABLE} -- -- * @{#RADIO.SetPower}() : Sets the power of the antenna in Watts -- * @{#RADIO.NewGenericTransmission}() : Shortcut to set all the relevant parameters in one method call -- -- What is this power thing ? -- --- * 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, +-- * If your transmission is sent by a @{Wrapper.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, @@ -92,7 +92,7 @@ RADIO = { } --- Create a new RADIO Object. This doesn't broadcast a transmission, though, use @{#RADIO.Broadcast} to actually broadcast --- If you want to create a RADIO, you probably should use @{Positionable#POSITIONABLE.GetRadio}() instead +-- If you want to create a RADIO, you probably should use @{Wrapper.Positionable#POSITIONABLE.GetRadio}() instead -- @param #RADIO self -- @param Wrapper.Positionable#POSITIONABLE Positionable The @{Positionable} that will receive radio capabilities. -- @return #RADIO Radio @@ -261,7 +261,7 @@ end --- Create a new transmission, that is to say, populate the RADIO with relevant data -- In this function the data is especially relevant if the broadcaster is a UNIT or a GROUP, --- but it will work for any @{Positionable#POSITIONABLE}. +-- but it will work for any @{Wrapper.Positionable#POSITIONABLE}. -- Only the RADIO and the Filename are mandatory. -- @param #RADIO self -- @param #string FileName @@ -286,7 +286,7 @@ end --- Actually Broadcast the transmission -- * The Radio has to be populated with the new transmission before broadcasting. --- * Please use RADIO setters or either @{Radio#RADIO.NewGenericTransmission} or @{Radio#RADIO.NewUnitTransmission} +-- * Please use RADIO setters or either @{#RADIO.NewGenericTransmission} or @{#RADIO.NewUnitTransmission} -- * This class is in fact pretty smart, it determines the right DCS function to use depending on the type of POSITIONABLE -- * If the POSITIONABLE is not a UNIT or a GROUP, we use the generic (but limited) trigger.action.radioTransmission() -- * If the POSITIONABLE is a UNIT or a GROUP, we use the "TransmitMessage" Command @@ -338,7 +338,7 @@ function RADIO:StopBroadcast() end ---- 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 @{Wrapper.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. @@ -350,8 +350,8 @@ end -- -- ## General Purpose Radio Beacon usage -- --- This beacon will work with any @{Positionable#POSITIONABLE}, but **it won't follow the @{Positionable#POSITIONABLE}** ! This means that you should only use it with --- @{Positionable#POSITIONABLE} that don't move, or move very slowly. Use @{#BEACON:RadioBeacon}() to set the beacon parameters and start the beacon. +-- This beacon will work with any @{Wrapper.Positionable#POSITIONABLE}, but **it won't follow the @{Wrapper.Positionable#POSITIONABLE}** ! This means that you should only use it with +-- @{Wrapper.Positionable#POSITIONABLE} that don't move, or move very slowly. Use @{#BEACON:RadioBeacon}() to set the beacon parameters and start the beacon. -- Use @{#BEACON:StopRadioBeacon}() to stop it. -- -- @type BEACON @@ -361,7 +361,7 @@ BEACON = { } --- Create a new BEACON Object. This doesn't activate the beacon, though, use @{#BEACON.AATACAN} or @{#BEACON.Generic} --- If you want to create a BEACON, you probably should use @{Positionable#POSITIONABLE.GetBeacon}() instead. +-- If you want to create a BEACON, you probably should use @{Wrapper.Positionable#POSITIONABLE.GetBeacon}() instead. -- @param #BEACON self -- @param Wrapper.Positionable#POSITIONABLE Positionable The @{Positionable} that will receive radio capabilities. -- @return #BEACON Beacon diff --git a/Moose Development/Moose/Core/ScheduleDispatcher.lua b/Moose Development/Moose/Core/ScheduleDispatcher.lua index a9d27adbc..8173c85c8 100644 --- a/Moose Development/Moose/Core/ScheduleDispatcher.lua +++ b/Moose Development/Moose/Core/ScheduleDispatcher.lua @@ -22,7 +22,7 @@ -- -- The SCHEDULEDISPATCHER allows multiple scheduled functions to be planned and executed for one SCHEDULER object. -- The SCHEDULER object therefore keeps a table of "CallID's", which are returned after each planning of a new scheduled function by the SCHEDULEDISPATCHER. --- The SCHEDULER object plans new scheduled functions through the @{Scheduler#SCHEDULER.Schedule}() method. +-- The SCHEDULER object plans new scheduled functions through the @{Core.Scheduler#SCHEDULER.Schedule}() method. -- The Schedule() method returns the CallID that is the reference ID for each planned schedule. -- -- === diff --git a/Moose Development/Moose/Core/Set.lua b/Moose Development/Moose/Core/Set.lua index 2209dcad1..78607d83d 100644 --- a/Moose Development/Moose/Core/Set.lua +++ b/Moose Development/Moose/Core/Set.lua @@ -381,9 +381,9 @@ function SET_BASE:FilterStop() return self end ---- Iterate the SET_BASE while identifying the nearest object from a @{Point#POINT_VEC2}. +--- Iterate the SET_BASE while identifying the nearest object from a @{Core.Point#POINT_VEC2}. -- @param #SET_BASE self --- @param Core.Point#POINT_VEC2 PointVec2 A @{Point#POINT_VEC2} object from where to evaluate the closest object in the set. +-- @param Core.Point#POINT_VEC2 PointVec2 A @{Core.Point#POINT_VEC2} object from where to evaluate the closest object in the set. -- @return Core.Base#BASE The closest object. function SET_BASE:FindNearestObjectFromPointVec2( PointVec2 ) self:F2( PointVec2 ) @@ -852,9 +852,9 @@ function SET_GROUP:FindGroup( GroupName ) return GroupFound end ---- Iterate the SET_GROUP while identifying the nearest object from a @{Point#POINT_VEC2}. +--- Iterate the SET_GROUP while identifying the nearest object from a @{Core.Point#POINT_VEC2}. -- @param #SET_GROUP self --- @param Core.Point#POINT_VEC2 PointVec2 A @{Point#POINT_VEC2} object from where to evaluate the closest object in the set. +-- @param Core.Point#POINT_VEC2 PointVec2 A @{Core.Point#POINT_VEC2} object from where to evaluate the closest object in the set. -- @return Wrapper.Group#GROUP The closest group. function SET_GROUP:FindNearestGroupFromPointVec2( PointVec2 ) self:F2( PointVec2 ) @@ -4125,9 +4125,9 @@ function SET_AIRBASE:ForEachAirbase( IteratorFunction, ... ) return self end ---- Iterate the SET_AIRBASE while identifying the nearest @{Wrapper.Airbase#AIRBASE} from a @{Point#POINT_VEC2}. +--- Iterate the SET_AIRBASE while identifying the nearest @{Wrapper.Airbase#AIRBASE} from a @{Core.Point#POINT_VEC2}. -- @param #SET_AIRBASE self --- @param Core.Point#POINT_VEC2 PointVec2 A @{Point#POINT_VEC2} object from where to evaluate the closest @{Wrapper.Airbase#AIRBASE}. +-- @param Core.Point#POINT_VEC2 PointVec2 A @{Core.Point#POINT_VEC2} object from where to evaluate the closest @{Wrapper.Airbase#AIRBASE}. -- @return Wrapper.Airbase#AIRBASE The closest @{Wrapper.Airbase#AIRBASE}. function SET_AIRBASE:FindNearestAirbaseFromPointVec2( PointVec2 ) self:F2( PointVec2 ) @@ -4440,10 +4440,10 @@ function SET_CARGO:ForEachCargo( IteratorFunction, ... ) --R2.1 return self end ---- (R2.1) Iterate the SET_CARGO while identifying the nearest @{Cargo#CARGO} from a @{Point#POINT_VEC2}. +--- (R2.1) Iterate the SET_CARGO while identifying the nearest @{Cargo.Cargo#CARGO} from a @{Core.Point#POINT_VEC2}. -- @param #SET_CARGO self --- @param Core.Point#POINT_VEC2 PointVec2 A @{Point#POINT_VEC2} object from where to evaluate the closest @{Cargo#CARGO}. --- @return Wrapper.Cargo#CARGO The closest @{Cargo#CARGO}. +-- @param Core.Point#POINT_VEC2 PointVec2 A @{Core.Point#POINT_VEC2} object from where to evaluate the closest @{Cargo.Cargo#CARGO}. +-- @return Wrapper.Cargo#CARGO The closest @{Cargo.Cargo#CARGO}. function SET_CARGO:FindNearestCargoFromPointVec2( PointVec2 ) --R2.1 self:F2( PointVec2 ) @@ -4480,36 +4480,36 @@ function SET_CARGO:FirstCargoWithStateAndNotDeployed( State ) end ---- Iterate the SET_CARGO while identifying the first @{Cargo#CARGO} that is UnLoaded. +--- Iterate the SET_CARGO while identifying the first @{Cargo.Cargo#CARGO} that is UnLoaded. -- @param #SET_CARGO self --- @return Cargo.Cargo#CARGO The first @{Cargo#CARGO}. +-- @return Cargo.Cargo#CARGO The first @{Cargo.Cargo#CARGO}. function SET_CARGO:FirstCargoUnLoaded() local FirstCargo = self:FirstCargoWithState( "UnLoaded" ) return FirstCargo end ---- Iterate the SET_CARGO while identifying the first @{Cargo#CARGO} that is UnLoaded and not Deployed. +--- Iterate the SET_CARGO while identifying the first @{Cargo.Cargo#CARGO} that is UnLoaded and not Deployed. -- @param #SET_CARGO self --- @return Cargo.Cargo#CARGO The first @{Cargo#CARGO}. +-- @return Cargo.Cargo#CARGO The first @{Cargo.Cargo#CARGO}. function SET_CARGO:FirstCargoUnLoadedAndNotDeployed() local FirstCargo = self:FirstCargoWithStateAndNotDeployed( "UnLoaded" ) return FirstCargo end ---- Iterate the SET_CARGO while identifying the first @{Cargo#CARGO} that is Loaded. +--- Iterate the SET_CARGO while identifying the first @{Cargo.Cargo#CARGO} that is Loaded. -- @param #SET_CARGO self --- @return Cargo.Cargo#CARGO The first @{Cargo#CARGO}. +-- @return Cargo.Cargo#CARGO The first @{Cargo.Cargo#CARGO}. function SET_CARGO:FirstCargoLoaded() local FirstCargo = self:FirstCargoWithState( "Loaded" ) return FirstCargo end ---- Iterate the SET_CARGO while identifying the first @{Cargo#CARGO} that is Deployed. +--- Iterate the SET_CARGO while identifying the first @{Cargo.Cargo#CARGO} that is Deployed. -- @param #SET_CARGO self --- @return Cargo.Cargo#CARGO The first @{Cargo#CARGO}. +-- @return Cargo.Cargo#CARGO The first @{Cargo.Cargo#CARGO}. function SET_CARGO:FirstCargoDeployed() local FirstCargo = self:FirstCargoWithState( "Deployed" ) return FirstCargo diff --git a/Moose Development/Moose/Core/Spawn.lua b/Moose Development/Moose/Core/Spawn.lua index 7cf879f08..b07ea4421 100644 --- a/Moose Development/Moose/Core/Spawn.lua +++ b/Moose Development/Moose/Core/Spawn.lua @@ -184,7 +184,7 @@ -- * @{#SPAWN.SpawnInZone}(): Spawn a new group in a @{Zone}. -- * @{#SPAWN.SpawnAtAirbase}(): Spawn a new group at an @{Wrapper.Airbase}, which can be an airdrome, ship or helipad. -- --- Note that @{#SPAWN.Spawn} and @{#SPAWN.ReSpawn} return a @{GROUP#GROUP.New} object, that contains a reference to the DCSGroup object. +-- Note that @{#SPAWN.Spawn} and @{#SPAWN.ReSpawn} return a @{Wrapper.Group#GROUP.New} object, that contains a reference to the DCSGroup object. -- You can use the @{GROUP} object to do further actions with the DCSGroup. -- -- ### **Scheduled** spawning methods diff --git a/Moose Development/Moose/Core/Zone.lua b/Moose Development/Moose/Core/Zone.lua index 55a1a0412..211c44306 100644 --- a/Moose Development/Moose/Core/Zone.lua +++ b/Moose Development/Moose/Core/Zone.lua @@ -180,14 +180,14 @@ function ZONE_BASE:IsPointVec3InZone( PointVec3 ) end ---- Returns the @{DCSTypes#Vec2} coordinate of the zone. +--- Returns the @{DCS#Vec2} coordinate of the zone. -- @param #ZONE_BASE self -- @return #nil. function ZONE_BASE:GetVec2() return nil end ---- Returns a @{Point#POINT_VEC2} of the zone. +--- Returns a @{Core.Point#POINT_VEC2} of the zone. -- @param #ZONE_BASE self -- @param DCS#Distance Height The height to add to the land height where the center of the zone is located. -- @return Core.Point#POINT_VEC2 The PointVec2 of the zone. @@ -204,7 +204,7 @@ function ZONE_BASE:GetPointVec2() end ---- Returns a @{Point#COORDINATE} of the zone. +--- Returns a @{Core.Point#COORDINATE} of the zone. -- @param #ZONE_BASE self -- @return Core.Point#COORDINATE The Coordinate of the zone. function ZONE_BASE:GetCoordinate() @@ -220,7 +220,7 @@ function ZONE_BASE:GetCoordinate() end ---- Returns the @{DCSTypes#Vec3} of the zone. +--- Returns the @{DCS#Vec3} of the zone. -- @param #ZONE_BASE self -- @param DCS#Distance Height The height to add to the land height where the center of the zone is located. -- @return DCS#Vec3 The Vec3 of the zone. @@ -238,7 +238,7 @@ function ZONE_BASE:GetVec3( Height ) return Vec3 end ---- Returns a @{Point#POINT_VEC3} of the zone. +--- Returns a @{Core.Point#POINT_VEC3} of the zone. -- @param #ZONE_BASE self -- @param DCS#Distance Height The height to add to the land height where the center of the zone is located. -- @return Core.Point#POINT_VEC3 The PointVec3 of the zone. @@ -254,7 +254,7 @@ function ZONE_BASE:GetPointVec3( Height ) return PointVec3 end ---- Returns a @{Point#COORDINATE} of the zone. +--- Returns a @{Core.Point#COORDINATE} of the zone. -- @param #ZONE_BASE self -- @param DCS#Distance Height The height to add to the land height where the center of the zone is located. -- @return Core.Point#COORDINATE The Coordinate of the zone. @@ -271,21 +271,21 @@ function ZONE_BASE:GetCoordinate( Height ) --R2.1 end ---- Define a random @{DCSTypes#Vec2} within the zone. +--- Define a random @{DCS#Vec2} within the zone. -- @param #ZONE_BASE self -- @return DCS#Vec2 The Vec2 coordinates. function ZONE_BASE:GetRandomVec2() return nil end ---- Define a random @{Point#POINT_VEC2} within the zone. +--- Define a random @{Core.Point#POINT_VEC2} within the zone. -- @param #ZONE_BASE self -- @return Core.Point#POINT_VEC2 The PointVec2 coordinates. function ZONE_BASE:GetRandomPointVec2() return nil end ---- Define a random @{Point#POINT_VEC3} within the zone. +--- Define a random @{Core.Point#POINT_VEC3} within the zone. -- @param #ZONE_BASE self -- @return Core.Point#POINT_VEC3 The PointVec3 coordinates. function ZONE_BASE:GetRandomPointVec3() @@ -391,17 +391,17 @@ end -- -- ## Manage the location of the zone -- --- * @{#ZONE_RADIUS.SetVec2}(): Sets the @{DCSTypes#Vec2} of the zone. --- * @{#ZONE_RADIUS.GetVec2}(): Returns the @{DCSTypes#Vec2} of the zone. --- * @{#ZONE_RADIUS.GetVec3}(): Returns the @{DCSTypes#Vec3} of the zone, taking an additional height parameter. +-- * @{#ZONE_RADIUS.SetVec2}(): Sets the @{DCS#Vec2} of the zone. +-- * @{#ZONE_RADIUS.GetVec2}(): Returns the @{DCS#Vec2} of the zone. +-- * @{#ZONE_RADIUS.GetVec3}(): Returns the @{DCS#Vec3} of the zone, taking an additional height parameter. -- -- ## Zone point randomization -- -- Various functions exist to find random points within the zone. -- -- * @{#ZONE_RADIUS.GetRandomVec2}(): Gets a random 2D point in the zone. --- * @{#ZONE_RADIUS.GetRandomPointVec2}(): Gets a @{Point#POINT_VEC2} object representing a random 2D point in the zone. --- * @{#ZONE_RADIUS.GetRandomPointVec3}(): Gets a @{Point#POINT_VEC3} object representing a random 3D point in the zone. Note that the height of the point is at landheight. +-- * @{#ZONE_RADIUS.GetRandomPointVec2}(): Gets a @{Core.Point#POINT_VEC2} object representing a random 2D point in the zone. +-- * @{#ZONE_RADIUS.GetRandomPointVec3}(): Gets a @{Core.Point#POINT_VEC3} object representing a random 3D point in the zone. Note that the height of the point is at landheight. -- -- @field #ZONE_RADIUS ZONE_RADIUS = { @@ -557,7 +557,7 @@ function ZONE_RADIUS:SetRadius( Radius ) return self.Radius end ---- Returns the @{DCSTypes#Vec2} of the zone. +--- Returns the @{DCS#Vec2} of the zone. -- @param #ZONE_RADIUS self -- @return DCS#Vec2 The location of the zone. function ZONE_RADIUS:GetVec2() @@ -568,7 +568,7 @@ function ZONE_RADIUS:GetVec2() return self.Vec2 end ---- Sets the @{DCSTypes#Vec2} of the zone. +--- Sets the @{DCS#Vec2} of the zone. -- @param #ZONE_RADIUS self -- @param DCS#Vec2 Vec2 The new location of the zone. -- @return DCS#Vec2 The new location of the zone. @@ -582,7 +582,7 @@ function ZONE_RADIUS:SetVec2( Vec2 ) return self.Vec2 end ---- Returns the @{DCSTypes#Vec3} of the ZONE_RADIUS. +--- Returns the @{DCS#Vec3} of the ZONE_RADIUS. -- @param #ZONE_RADIUS self -- @param DCS#Distance Height The height to add to the land height where the center of the zone is located. -- @return DCS#Vec3 The point of the zone. @@ -879,11 +879,11 @@ function ZONE_RADIUS:GetRandomVec2( inner, outer ) return Point end ---- Returns a @{Point#POINT_VEC2} object reflecting a random 2D location within the zone. +--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone. -- @param #ZONE_RADIUS self -- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0. -- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone. --- @return Core.Point#POINT_VEC2 The @{Point#POINT_VEC2} object reflecting the random 3D location within the zone. +-- @return Core.Point#POINT_VEC2 The @{Core.Point#POINT_VEC2} object reflecting the random 3D location within the zone. function ZONE_RADIUS:GetRandomPointVec2( inner, outer ) self:F( self.ZoneName, inner, outer ) @@ -910,11 +910,11 @@ function ZONE_RADIUS:GetRandomVec3( inner, outer ) end ---- Returns a @{Point#POINT_VEC3} object reflecting a random 3D location within the zone. +--- Returns a @{Core.Point#POINT_VEC3} object reflecting a random 3D location within the zone. -- @param #ZONE_RADIUS self -- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0. -- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone. --- @return Core.Point#POINT_VEC3 The @{Point#POINT_VEC3} object reflecting the random 3D location within the zone. +-- @return Core.Point#POINT_VEC3 The @{Core.Point#POINT_VEC3} object reflecting the random 3D location within the zone. function ZONE_RADIUS:GetRandomPointVec3( inner, outer ) self:F( self.ZoneName, inner, outer ) @@ -926,7 +926,7 @@ function ZONE_RADIUS:GetRandomPointVec3( inner, outer ) end ---- Returns a @{Point#COORDINATE} object reflecting a random 3D location within the zone. +--- Returns a @{Core.Point#COORDINATE} object reflecting a random 3D location within the zone. -- @param #ZONE_RADIUS self -- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0. -- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone. @@ -1086,7 +1086,7 @@ function ZONE_UNIT:GetRandomVec2() return RandomVec2 end ---- Returns the @{DCSTypes#Vec3} of the ZONE_UNIT. +--- Returns the @{DCS#Vec3} of the ZONE_UNIT. -- @param #ZONE_UNIT self -- @param DCS#Distance Height The height to add to the land height where the center of the zone is located. -- @return DCS#Vec3 The point of the zone. @@ -1166,11 +1166,11 @@ function ZONE_GROUP:GetRandomVec2() return Point end ---- Returns a @{Point#POINT_VEC2} object reflecting a random 2D location within the zone. +--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone. -- @param #ZONE_GROUP self -- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0. -- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone. --- @return Core.Point#POINT_VEC2 The @{Point#POINT_VEC2} object reflecting the random 3D location within the zone. +-- @return Core.Point#POINT_VEC2 The @{Core.Point#POINT_VEC2} object reflecting the random 3D location within the zone. function ZONE_GROUP:GetRandomPointVec2( inner, outer ) self:F( self.ZoneName, inner, outer ) @@ -1183,7 +1183,7 @@ end --- @type ZONE_POLYGON_BASE --- --@field #ZONE_POLYGON_BASE.ListVec2 Polygon The polygon defined by an array of @{DCSTypes#Vec2}. +-- --@field #ZONE_POLYGON_BASE.ListVec2 Polygon The polygon defined by an array of @{DCS#Vec2}. -- @extends #ZONE_BASE @@ -1196,8 +1196,8 @@ end -- Various functions exist to find random points within the zone. -- -- * @{#ZONE_POLYGON_BASE.GetRandomVec2}(): Gets a random 2D point in the zone. --- * @{#ZONE_POLYGON_BASE.GetRandomPointVec2}(): Return a @{Point#POINT_VEC2} object representing a random 2D point within the zone. --- * @{#ZONE_POLYGON_BASE.GetRandomPointVec3}(): Return a @{Point#POINT_VEC3} object representing a random 3D point at landheight within the zone. +-- * @{#ZONE_POLYGON_BASE.GetRandomPointVec2}(): Return a @{Core.Point#POINT_VEC2} object representing a random 2D point within the zone. +-- * @{#ZONE_POLYGON_BASE.GetRandomPointVec3}(): Return a @{Core.Point#POINT_VEC3} object representing a random 3D point at landheight within the zone. -- -- @field #ZONE_POLYGON_BASE ZONE_POLYGON_BASE = { @@ -1208,11 +1208,11 @@ ZONE_POLYGON_BASE = { -- @type ZONE_POLYGON_BASE.ListVec2 -- @list ---- Constructor to create a ZONE_POLYGON_BASE instance, taking the zone name and an array of @{DCSTypes#Vec2}, forming a polygon. +--- Constructor to create a ZONE_POLYGON_BASE instance, taking the zone name and an array of @{DCS#Vec2}, forming a polygon. -- The @{Wrapper.Group#GROUP} waypoints define the polygon corners. The first and the last point are automatically connected. -- @param #ZONE_POLYGON_BASE self -- @param #string ZoneName Name of the zone. --- @param #ZONE_POLYGON_BASE.ListVec2 PointsArray An array of @{DCSTypes#Vec2}, forming a polygon.. +-- @param #ZONE_POLYGON_BASE.ListVec2 PointsArray An array of @{DCS#Vec2}, forming a polygon.. -- @return #ZONE_POLYGON_BASE self function ZONE_POLYGON_BASE:New( ZoneName, PointsArray ) local self = BASE:Inherit( self, ZONE_BASE:New( ZoneName ) ) @@ -1368,7 +1368,7 @@ function ZONE_POLYGON_BASE:IsVec2InZone( Vec2 ) return InPolygon end ---- Define a random @{DCSTypes#Vec2} within the zone. +--- Define a random @{DCS#Vec2} within the zone. -- @param #ZONE_POLYGON_BASE self -- @return DCS#Vec2 The Vec2 coordinate. function ZONE_POLYGON_BASE:GetRandomVec2() @@ -1394,9 +1394,9 @@ function ZONE_POLYGON_BASE:GetRandomVec2() return Vec2 end ---- Return a @{Point#POINT_VEC2} object representing a random 2D point at landheight within the zone. +--- Return a @{Core.Point#POINT_VEC2} object representing a random 2D point at landheight within the zone. -- @param #ZONE_POLYGON_BASE self --- @return @{Point#POINT_VEC2} +-- @return @{Core.Point#POINT_VEC2} function ZONE_POLYGON_BASE:GetRandomPointVec2() self:F2() @@ -1407,9 +1407,9 @@ function ZONE_POLYGON_BASE:GetRandomPointVec2() return PointVec2 end ---- Return a @{Point#POINT_VEC3} object representing a random 3D point at landheight within the zone. +--- Return a @{Core.Point#POINT_VEC3} object representing a random 3D point at landheight within the zone. -- @param #ZONE_POLYGON_BASE self --- @return @{Point#POINT_VEC3} +-- @return @{Core.Point#POINT_VEC3} function ZONE_POLYGON_BASE:GetRandomPointVec3() self:F2() @@ -1421,7 +1421,7 @@ function ZONE_POLYGON_BASE:GetRandomPointVec3() end ---- Return a @{Point#COORDINATE} object representing a random 3D point at landheight within the zone. +--- Return a @{Core.Point#COORDINATE} object representing a random 3D point at landheight within the zone. -- @param #ZONE_POLYGON_BASE self -- @return Core.Point#COORDINATE function ZONE_POLYGON_BASE:GetRandomCoordinate() diff --git a/Moose Development/Moose/Functional/Artillery.lua b/Moose Development/Moose/Functional/Artillery.lua index acd0811d4..47d63dd8a 100644 --- a/Moose Development/Moose/Functional/Artillery.lua +++ b/Moose Development/Moose/Functional/Artillery.lua @@ -134,7 +134,7 @@ -- -- ### Parameters: -- --- * *coord*: Coordinates of the target, given as @{Point#COORDINATE} object. +-- * *coord*: Coordinates of the target, given as @{Core.Point#COORDINATE} object. -- * *prio*: Priority of the target. This a number between 1 (high prio) and 100 (low prio). Targets with higher priority are engaged before targets with lower priority. -- * *radius*: Radius in meters which defines the area the ARTY group will attempt to be hitting. Default is 100 meters. -- * *nshells*: Number of shots (shells, rockets, missiles) fired by the group at each engagement of a target. Default is 5. @@ -220,7 +220,7 @@ -- -- ### Parameters -- --- * *coord*: Coordinates where the group should move to given as @{Point#COORDINATE} object. +-- * *coord*: Coordinates where the group should move to given as @{Core.Point#COORDINATE} object. -- * *time*: The time when the move should be executed. This has to be given as a string in the format "hh:mm:ss" (hh=hours, mm=minutes, ss=seconds). -- * *speed*: Speed of the group in km/h. -- * *onroad*: If this parameter is set to true, the group uses mainly roads to get to the commanded coordinates. diff --git a/Moose Development/Moose/Functional/Designate.lua b/Moose Development/Moose/Functional/Designate.lua index c6818c456..f23961e12 100644 --- a/Moose Development/Moose/Functional/Designate.lua +++ b/Moose Development/Moose/Functional/Designate.lua @@ -267,7 +267,7 @@ do -- DESIGNATE -- -- ## 6. Designate Menu Location for a Mission -- - -- You can make DESIGNATE work for a @{Mission#MISSION} object. In this way, the designate menu will not appear in the root of the radio menu, but in the menu of the Mission. + -- You can make DESIGNATE work for a @{Tasking.Mission#MISSION} object. In this way, the designate menu will not appear in the root of the radio menu, but in the menu of the Mission. -- Use the method @{#DESIGNATE.SetMission}() to set the @{Mission} object for the designate function. -- -- ## 7. Status Report diff --git a/Moose Development/Moose/Functional/Scoring.lua b/Moose Development/Moose/Functional/Scoring.lua index 6d0204b22..cea1f948b 100644 --- a/Moose Development/Moose/Functional/Scoring.lua +++ b/Moose Development/Moose/Functional/Scoring.lua @@ -52,7 +52,7 @@ -- 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 @{Core.Base#BASE} +-- # 1) @{Functional.Scoring#SCORING} class, extends @{Core.Base#BASE} -- -- ## 1.1) Set the destroy score or penalty scale -- diff --git a/Moose Development/Moose/Tasking/DetectionManager.lua b/Moose Development/Moose/Tasking/DetectionManager.lua index 0c76973dd..c27511cde 100644 --- a/Moose Development/Moose/Tasking/DetectionManager.lua +++ b/Moose Development/Moose/Tasking/DetectionManager.lua @@ -2,35 +2,35 @@ -- -- === -- --- The @{DetectionManager#DETECTION_MANAGER} class defines the core functions to report detected objects to groups. +-- The @{#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. -- -- 1.1) DETECTION_MANAGER constructor: -- ----------------------------------- --- * @{DetectionManager#DETECTION_MANAGER.New}(): Create a new DETECTION_MANAGER instance. +-- * @{#DETECTION_MANAGER.New}(): Create a new DETECTION_MANAGER instance. -- -- 1.2) DETECTION_MANAGER reporting: -- --------------------------------- --- Derived DETECTION_MANAGER classes will reports detected units using the method @{DetectionManager#DETECTION_MANAGER.ReportDetected}(). This method implements polymorphic behaviour. +-- Derived DETECTION_MANAGER classes will reports detected units using the method @{#DETECTION_MANAGER.ReportDetected}(). This method implements polymorphic behaviour. -- --- The time interval in seconds of the reporting can be changed using the methods @{DetectionManager#DETECTION_MANAGER.SetRefreshTimeInterval}(). --- To control how long a reporting message is displayed, use @{DetectionManager#DETECTION_MANAGER.SetReportDisplayTime}(). --- Derived classes need to implement the method @{DetectionManager#DETECTION_MANAGER.GetReportDisplayTime}() to use the correct display time for displayed messages during a report. +-- The time interval in seconds of the reporting can be changed using the methods @{#DETECTION_MANAGER.SetRefreshTimeInterval}(). +-- To control how long a reporting message is displayed, use @{#DETECTION_MANAGER.SetReportDisplayTime}(). +-- Derived classes need to implement the method @{#DETECTION_MANAGER.GetReportDisplayTime}() to use the correct display time for displayed messages during a report. -- --- Reporting can be started and stopped using the methods @{DetectionManager#DETECTION_MANAGER.StartReporting}() and @{DetectionManager#DETECTION_MANAGER.StopReporting}() respectively. --- If an ad-hoc report is requested, use the method @{DetectionManager#DETECTION_MANAGER#ReportNow}(). +-- Reporting can be started and stopped using the methods @{#DETECTION_MANAGER.StartReporting}() and @{#DETECTION_MANAGER.StopReporting}() respectively. +-- If an ad-hoc report is requested, use the method @{#DETECTION_MANAGER#ReportNow}(). -- -- The default reporting interval is every 60 seconds. The reporting messages are displayed 15 seconds. -- -- === -- --- 2) @{DetectionManager#DETECTION_REPORTING} class, extends @{DetectionManager#DETECTION_MANAGER} +-- 2) @{#DETECTION_REPORTING} class, extends @{#DETECTION_MANAGER} -- === --- The @{DetectionManager#DETECTION_REPORTING} class implements detected units reporting. Reporting can be controlled using the reporting methods available in the @{DetectionManager#DETECTION_MANAGER} class. +-- The @{#DETECTION_REPORTING} class implements detected units reporting. Reporting can be controlled using the reporting methods available in the @{Tasking.DetectionManager#DETECTION_MANAGER} class. -- -- 2.1) DETECTION_REPORTING constructor: -- ------------------------------- --- The @{DetectionManager#DETECTION_REPORTING.New}() method creates a new DETECTION_REPORTING instance. +-- The @{#DETECTION_REPORTING.New}() method creates a new DETECTION_REPORTING instance. -- -- -- === diff --git a/Moose Development/Moose/Tasking/Task.lua b/Moose Development/Moose/Tasking/Task.lua index 962770e14..f76cbf7fe 100644 --- a/Moose Development/Moose/Tasking/Task.lua +++ b/Moose Development/Moose/Tasking/Task.lua @@ -31,9 +31,9 @@ -- * @{#TASK.AssignToGroup}():Assign a task to a group (of players). -- * @{#TASK.AddProcess}():Add a @{Process} to a task. -- * @{#TASK.RemoveProcesses}():Remove a running @{Process} from a running task. --- * @{#TASK.SetStateMachine}():Set a @{Fsm} to a task. --- * @{#TASK.RemoveStateMachine}():Remove @{Fsm} from a task. --- * @{#TASK.HasStateMachine}():Enquire if the task has a @{Fsm} +-- * @{#TASK.SetStateMachine}():Set a @{Core.Fsm} to a task. +-- * @{#TASK.RemoveStateMachine}():Remove @{Core.Fsm} from a task. +-- * @{#TASK.HasStateMachine}():Enquire if the task has a @{Core.Fsm} -- * @{#TASK.AssignToUnit}(): Assign a task to a unit. (Needs to be implemented in the derived classes from @{#TASK}. -- * @{#TASK.UnAssignFromUnit}(): Unassign the task from a unit. -- * @{#TASK.SetTimeOut}(): Set timer in seconds before task gets cancelled if not assigned. diff --git a/Moose Development/Moose/Tasking/TaskZoneCapture.lua b/Moose Development/Moose/Tasking/TaskZoneCapture.lua index e32ea58bf..fb1ab81c5 100644 --- a/Moose Development/Moose/Tasking/TaskZoneCapture.lua +++ b/Moose Development/Moose/Tasking/TaskZoneCapture.lua @@ -18,10 +18,10 @@ do -- TASK_ZONE_GOAL -- @field Core.ZoneGoal#ZONE_GOAL ZoneGoal -- @extends Tasking.Task#TASK - --- # TASK_ZONE_GOAL class, extends @{Task#TASK} + --- # TASK_ZONE_GOAL class, extends @{Tasking.Task#TASK} -- -- The TASK_ZONE_GOAL class defines the task to protect or capture a protection zone. - -- The TASK_ZONE_GOAL is implemented using a @{Fsm#FSM_TASK}, and has the following statuses: + -- The TASK_ZONE_GOAL is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses: -- -- * **None**: Start of the process -- * **Planned**: The A2G task is planned. @@ -167,12 +167,12 @@ do -- TASK_ZONE_CAPTURE -- @field Core.ZoneGoalCoalition#ZONE_GOAL_COALITION ZoneGoal -- @extends #TASK_ZONE_GOAL - --- # TASK_ZONE_CAPTURE class, extends @{TaskZoneGoal#TASK_ZONE_GOAL} + --- # TASK_ZONE_CAPTURE class, extends @{Tasking.TaskZoneGoal#TASK_ZONE_GOAL} -- -- The TASK_ZONE_CAPTURE class defines an Suppression or Extermination of Air Defenses task for a human player to be executed. -- These tasks are important to be executed as they will help to achieve air superiority at the vicinity. -- - -- The TASK_ZONE_CAPTURE is used by the @{Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create SEAD tasks + -- The TASK_ZONE_CAPTURE is used by the @{Tasking.Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create SEAD tasks -- based on detected enemy ground targets. -- -- @field #TASK_ZONE_CAPTURE diff --git a/Moose Development/Moose/Tasking/Task_A2A.lua b/Moose Development/Moose/Tasking/Task_A2A.lua index 0a18e28cc..5fb22050b 100644 --- a/Moose Development/Moose/Tasking/Task_A2A.lua +++ b/Moose Development/Moose/Tasking/Task_A2A.lua @@ -19,8 +19,8 @@ do -- TASK_A2A -- @extends Tasking.Task#TASK --- 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: + -- based on the tasking capabilities defined in @{Tasking.Task#TASK}. + -- The TASK_A2A is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses: -- -- * **None**: Start of the process -- * **Planned**: The A2A task is planned. @@ -364,10 +364,10 @@ do -- TASK_A2A_INTERCEPT --- Defines an intercept task for a human player to be executed. -- When enemy planes need to be intercepted by human players, use this task type to urgen the players to get out there! -- - -- The TASK_A2A_INTERCEPT is used by the @{Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create intercept tasks + -- The TASK_A2A_INTERCEPT is used by the @{Tasking.Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create intercept tasks -- based on detected airborne enemy targets intruding friendly airspace. -- - -- The task is defined for a @{Mission#MISSION}, where a friendly @{Core.Set#SET_GROUP} consisting of GROUPs with one human players each, is intercepting the targets. + -- The task is defined for a @{Tasking.Mission#MISSION}, where a friendly @{Core.Set#SET_GROUP} consisting of GROUPs with one human players each, is intercepting the targets. -- The task is given a name and a briefing, that is used in the menu structure and in the reporting. -- -- @field #TASK_A2A_INTERCEPT @@ -463,10 +463,10 @@ do -- TASK_A2A_SWEEP -- Most likely, these enemy planes are hidden in the mountains or are flying under radar. -- These enemy planes need to be sweeped by human players, and use this task type to urge the players to get out there and find those enemy fighters. -- - -- The TASK_A2A_SWEEP is used by the @{Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create sweep tasks + -- The TASK_A2A_SWEEP is used by the @{Tasking.Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create sweep tasks -- based on detected airborne enemy targets intruding friendly airspace, for which the detection has been lost for more than 60 seconds. -- - -- The task is defined for a @{Mission#MISSION}, where a friendly @{Core.Set#SET_GROUP} consisting of GROUPs with one human players each, is sweeping the targets. + -- The task is defined for a @{Tasking.Mission#MISSION}, where a friendly @{Core.Set#SET_GROUP} consisting of GROUPs with one human players each, is sweeping the targets. -- The task is given a name and a briefing, that is used in the menu structure and in the reporting. -- -- @field #TASK_A2A_SWEEP @@ -570,10 +570,10 @@ do -- TASK_A2A_ENGAGE --- Defines an engage task for a human player to be executed. -- When enemy planes are close to human players, use this task type is used urge the players to get out there! -- - -- The TASK_A2A_ENGAGE is used by the @{Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create engage tasks + -- The TASK_A2A_ENGAGE is used by the @{Tasking.Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create engage tasks -- based on detected airborne enemy targets intruding friendly airspace. -- - -- The task is defined for a @{Mission#MISSION}, where a friendly @{Core.Set#SET_GROUP} consisting of GROUPs with one human players each, is engaging the targets. + -- The task is defined for a @{Tasking.Mission#MISSION}, where a friendly @{Core.Set#SET_GROUP} consisting of GROUPs with one human players each, is engaging the targets. -- The task is given a name and a briefing, that is used in the menu structure and in the reporting. -- -- @field #TASK_A2A_ENGAGE diff --git a/Moose Development/Moose/Tasking/Task_A2A_Dispatcher.lua b/Moose Development/Moose/Tasking/Task_A2A_Dispatcher.lua index 9b68fd38a..ddbb7b148 100644 --- a/Moose Development/Moose/Tasking/Task_A2A_Dispatcher.lua +++ b/Moose Development/Moose/Tasking/Task_A2A_Dispatcher.lua @@ -80,7 +80,7 @@ do -- TASK_A2A_DISPATCHER -- therefore less CAP and GCI flights will spawn and this will tend to make just the border area active rather than a melee over the whole map. -- It all depends on what the desired effect is. -- - -- EWR networks are **dynamically constructed**, that is, they form part of the @{Functional#DETECTION_BASE} object that is given as the input parameter of the TASK\_A2A\_DISPATCHER class. + -- EWR networks are **dynamically constructed**, that is, they form part of the @{Functional.Detection#DETECTION_BASE} object that is given as the input parameter of the TASK\_A2A\_DISPATCHER class. -- By defining in a **smart way the names or name prefixes of the groups** with EWR capable units, these groups will be **automatically added or deleted** from the EWR network, -- increasing or decreasing the radar coverage of the Early Warning System. -- diff --git a/Moose Development/Moose/Tasking/Task_A2G.lua b/Moose Development/Moose/Tasking/Task_A2G.lua index d30eff7aa..51294075d 100644 --- a/Moose Development/Moose/Tasking/Task_A2G.lua +++ b/Moose Development/Moose/Tasking/Task_A2G.lua @@ -19,8 +19,8 @@ do -- TASK_A2G -- @extends Tasking.Task#TASK --- 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: + -- based on the tasking capabilities defined in @{Tasking.Task#TASK}. + -- The TASK_A2G is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses: -- -- * **None**: Start of the process -- * **Planned**: The A2G task is planned. @@ -369,7 +369,7 @@ do -- TASK_A2G_SEAD --- Defines an Suppression or Extermination of Air Defenses task for a human player to be executed. -- These tasks are important to be executed as they will help to achieve air superiority at the vicinity. -- - -- The TASK_A2G_SEAD is used by the @{Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create SEAD tasks + -- The TASK_A2G_SEAD is used by the @{Tasking.Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create SEAD tasks -- based on detected enemy ground targets. -- -- @field #TASK_A2G_SEAD @@ -461,7 +461,7 @@ do -- TASK_A2G_BAI -- These tasks are more strategic in nature and are most of the time further away from friendly forces. -- BAI tasks can also be used to express the abscence of friendly forces near the vicinity. -- - -- The TASK_A2G_BAI is used by the @{Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create BAI tasks + -- The TASK_A2G_BAI is used by the @{Tasking.Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create BAI tasks -- based on detected enemy ground targets. -- -- @field #TASK_A2G_BAI @@ -554,7 +554,7 @@ do -- TASK_A2G_CAS -- Defines an Close Air Support task for a human player to be executed. -- Friendly forces will be in the vicinity within 6km from the enemy. -- - -- The TASK_A2G_CAS is used by the @{Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create CAS tasks + -- The TASK_A2G_CAS is used by the @{Tasking.Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create CAS tasks -- based on detected enemy ground targets. -- -- @field #TASK_A2G_CAS diff --git a/Moose Development/Moose/Tasking/Task_CARGO.lua b/Moose Development/Moose/Tasking/Task_CARGO.lua index 200877922..cb6edeb49 100644 --- a/Moose Development/Moose/Tasking/Task_CARGO.lua +++ b/Moose Development/Moose/Tasking/Task_CARGO.lua @@ -32,7 +32,7 @@ do -- TASK_CARGO -- @extends Tasking.Task#TASK --- - -- # TASK_CARGO class, extends @{Task#TASK} + -- # TASK_CARGO class, extends @{Tasking.Task#TASK} -- -- ## A flexible tasking system -- @@ -119,7 +119,7 @@ do -- TASK_CARGO -- ## Handle TASK_CARGO Events ... -- -- The TASK_CARGO classes define @{Cargo} transport tasks, - -- based on the tasking capabilities defined in @{Task#TASK}. + -- based on the tasking capabilities defined in @{Tasking.Task#TASK}. -- -- ### Specific TASK_CARGO Events -- @@ -130,7 +130,7 @@ do -- TASK_CARGO -- -- ### Standard TASK_CARGO Events -- - -- The TASK_CARGO is implemented using a @{Statemachine#FSM_TASK}, and has the following standard statuses: + -- The TASK_CARGO is implemented using a @{Core.Fsm#FSM_TASK}, and has the following standard statuses: -- -- * **None**: Start of the process. -- * **Planned**: The cargo task is planned. diff --git a/Moose Development/Moose/Tasking/Task_Cargo_Dispatcher.lua b/Moose Development/Moose/Tasking/Task_Cargo_Dispatcher.lua index 1fd738087..7644674da 100644 --- a/Moose Development/Moose/Tasking/Task_Cargo_Dispatcher.lua +++ b/Moose Development/Moose/Tasking/Task_Cargo_Dispatcher.lua @@ -82,7 +82,7 @@ do -- TASK_CARGO_DISPATCHER -- therefore less CAP and GCI flights will spawn and this will tend to make just the border area active rather than a melee over the whole map. -- It all depends on what the desired effect is. -- - -- EWR networks are **dynamically constructed**, that is, they form part of the @{Functional#DETECTION_BASE} object that is given as the input parameter of the TASK\_A2A\_DISPATCHER class. + -- EWR networks are **dynamically constructed**, that is, they form part of the @{Functional.Detection#DETECTION_BASE} object that is given as the input parameter of the TASK\_A2A\_DISPATCHER class. -- By defining in a **smart way the names or name prefixes of the groups** with EWR capable units, these groups will be **automatically added or deleted** from the EWR network, -- increasing or decreasing the radar coverage of the Early Warning System. -- diff --git a/Moose Development/Moose/Tasking/Task_Manager.lua b/Moose Development/Moose/Tasking/Task_Manager.lua index dc7f31c62..8c2d76406 100644 --- a/Moose Development/Moose/Tasking/Task_Manager.lua +++ b/Moose Development/Moose/Tasking/Task_Manager.lua @@ -2,25 +2,25 @@ -- -- === -- --- 1) @{Task_Manager#TASK_MANAGER} class, extends @{Fsm#FSM} +-- 1) @{Tasking.Task_Manager#TASK_MANAGER} class, extends @{Core.Fsm#FSM} -- === --- The @{Task_Manager#TASK_MANAGER} class defines the core functions to report tasks to groups. +-- The @{Tasking.Task_Manager#TASK_MANAGER} class defines the core functions to report tasks to groups. -- Reportings can be done in several manners, and it is up to the derived classes if TASK_MANAGER to model the reporting behaviour. -- -- 1.1) TASK_MANAGER constructor: -- ----------------------------------- --- * @{Task_Manager#TASK_MANAGER.New}(): Create a new TASK_MANAGER instance. +-- * @{Tasking.Task_Manager#TASK_MANAGER.New}(): Create a new TASK_MANAGER instance. -- -- 1.2) TASK_MANAGER reporting: -- --------------------------------- --- Derived TASK_MANAGER classes will manage tasks using the method @{Task_Manager#TASK_MANAGER.ManageTasks}(). This method implements polymorphic behaviour. +-- Derived TASK_MANAGER classes will manage tasks using the method @{Tasking.Task_Manager#TASK_MANAGER.ManageTasks}(). This method implements polymorphic behaviour. -- --- The time interval in seconds of the task management can be changed using the methods @{Task_Manager#TASK_MANAGER.SetRefreshTimeInterval}(). --- To control how long a reporting message is displayed, use @{Task_Manager#TASK_MANAGER.SetReportDisplayTime}(). --- Derived classes need to implement the method @{Task_Manager#TASK_MANAGER.GetReportDisplayTime}() to use the correct display time for displayed messages during a report. +-- The time interval in seconds of the task management can be changed using the methods @{Tasking.Task_Manager#TASK_MANAGER.SetRefreshTimeInterval}(). +-- To control how long a reporting message is displayed, use @{Tasking.Task_Manager#TASK_MANAGER.SetReportDisplayTime}(). +-- Derived classes need to implement the method @{Tasking.Task_Manager#TASK_MANAGER.GetReportDisplayTime}() to use the correct display time for displayed messages during a report. -- --- Task management can be started and stopped using the methods @{Task_Manager#TASK_MANAGER.StartTasks}() and @{Task_Manager#TASK_MANAGER.StopTasks}() respectively. --- If an ad-hoc report is requested, use the method @{Task_Manager#TASK_MANAGER#ManageTasks}(). +-- Task management can be started and stopped using the methods @{Tasking.Task_Manager#TASK_MANAGER.StartTasks}() and @{Tasking.Task_Manager#TASK_MANAGER.StopTasks}() respectively. +-- If an ad-hoc report is requested, use the method @{Tasking.Task_Manager#TASK_MANAGER#ManageTasks}(). -- -- The default task management interval is every 60 seconds. -- diff --git a/Moose Development/Moose/Wrapper/Client.lua b/Moose Development/Moose/Wrapper/Client.lua index 7352537f7..7df3c0586 100644 --- a/Moose Development/Moose/Wrapper/Client.lua +++ b/Moose Development/Moose/Wrapper/Client.lua @@ -411,8 +411,8 @@ function CLIENT:IsTransport() return self.ClientTransport end ---- Shows the @{AI_Cargo#CARGO} contained within the CLIENT to the player as a message. --- The @{AI_Cargo#CARGO} is shown using the @{Message#MESSAGE} distribution system. +--- Shows the @{AI.AI_Cargo#CARGO} contained within the CLIENT to the player as a message. +-- The @{AI.AI_Cargo#CARGO} is shown using the @{Core.Message#MESSAGE} distribution system. -- @param #CLIENT self function CLIENT:ShowCargo() self:F() @@ -445,7 +445,7 @@ end -- @param #string Message is the text describing the message. -- @param #number MessageDuration is the duration in seconds that the Message should be displayed. -- @param #string MessageCategory is the category of the message (the title). --- @param #number MessageInterval is the interval in seconds between the display of the @{Message#MESSAGE} when the CLIENT is in the air. +-- @param #number MessageInterval is the interval in seconds between the display of the @{Core.Message#MESSAGE} when the CLIENT is in the air. -- @param #string MessageID is the identifier of the message when displayed with intervals. function CLIENT:Message( Message, MessageDuration, MessageCategory, MessageInterval, MessageID ) self:F( { Message, MessageDuration, MessageCategory, MessageInterval } ) diff --git a/Moose Development/Moose/Wrapper/Group.lua b/Moose Development/Moose/Wrapper/Group.lua index dd570df5e..776cf923c 100644 --- a/Moose Development/Moose/Wrapper/Group.lua +++ b/Moose Development/Moose/Wrapper/Group.lua @@ -185,7 +185,7 @@ function GROUP:GetDCSObject() return nil end ---- Returns the @{DCSTypes#Position3} position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission. +--- Returns the @{DCS#Position3} position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission. -- @param Wrapper.Positionable#POSITIONABLE self -- @return DCS#Position The 3D position vectors of the POSITIONABLE. -- @return #nil The POSITIONABLE is not existing or alive. @@ -722,7 +722,7 @@ function GROUP:GetCoordinate() end ---- Returns a random @{DCSTypes#Vec3} vector (point in 3D of the UNIT within the mission) within a range around the first UNIT of the GROUP. +--- Returns a random @{DCS#Vec3} vector (point in 3D of the UNIT within the mission) within a range around the first UNIT of the GROUP. -- @param #GROUP self -- @param #number Radius -- @return DCS#Vec3 The random 3D point vector around the first UNIT of the GROUP. diff --git a/Moose Development/Moose/Wrapper/Object.lua b/Moose Development/Moose/Wrapper/Object.lua index 1b9b46995..f67ec389e 100644 --- a/Moose Development/Moose/Wrapper/Object.lua +++ b/Moose Development/Moose/Wrapper/Object.lua @@ -27,7 +27,7 @@ -- -- The OBJECT class provides the following functions to construct a OBJECT instance: -- --- * @{Object#OBJECT.New}(): Create a OBJECT instance. +-- * @{Wrapper.Object#OBJECT.New}(): Create a OBJECT instance. -- -- @field #OBJECT OBJECT = { diff --git a/Moose Development/Moose/Wrapper/Positionable.lua b/Moose Development/Moose/Wrapper/Positionable.lua index b60ee07be..23b85806a 100644 --- a/Moose Development/Moose/Wrapper/Positionable.lua +++ b/Moose Development/Moose/Wrapper/Positionable.lua @@ -69,7 +69,7 @@ function POSITIONABLE:New( PositionableName ) return self end ---- Returns the @{DCSTypes#Position3} position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission. +--- Returns the @{DCS#Position3} position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission. -- @param Wrapper.Positionable#POSITIONABLE self -- @return DCS#Position The 3D position vectors of the POSITIONABLE. -- @return #nil The POSITIONABLE is not existing or alive. @@ -89,7 +89,7 @@ function POSITIONABLE:GetPositionVec3() return nil end ---- Returns the @{DCSTypes#Vec2} vector indicating the point in 2D of the POSITIONABLE within the mission. +--- Returns the @{DCS#Vec2} vector indicating the point in 2D of the POSITIONABLE within the mission. -- @param Wrapper.Positionable#POSITIONABLE self -- @return DCS#Vec2 The 2D point vector of the POSITIONABLE. -- @return #nil The POSITIONABLE is not existing or alive. @@ -185,7 +185,7 @@ function POSITIONABLE:GetCoordinate() end ---- Returns a random @{DCSTypes#Vec3} vector within a range, indicating the point in 3D of the POSITIONABLE within the mission. +--- Returns a random @{DCS#Vec3} vector within a range, indicating the point in 3D of the POSITIONABLE within the mission. -- @param Wrapper.Positionable#POSITIONABLE self -- @param #number Radius -- @return DCS#Vec3 The 3D point vector of the POSITIONABLE. @@ -220,7 +220,7 @@ function POSITIONABLE:GetRandomVec3( Radius ) return nil end ---- Returns the @{DCSTypes#Vec3} vector indicating the 3D vector of the POSITIONABLE within the mission. +--- Returns the @{DCS#Vec3} vector indicating the 3D vector of the POSITIONABLE within the mission. -- @param Wrapper.Positionable#POSITIONABLE self -- @return DCS#Vec3 The 3D point vector of the POSITIONABLE. -- @return #nil The POSITIONABLE is not existing or alive. @@ -713,7 +713,7 @@ function POSITIONABLE:Message( Message, Duration, Name ) return nil end ---- Create a @{Radio#RADIO}, to allow radio transmission for this POSITIONABLE. +--- Create a @{Core.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 Core.Radio#RADIO Radio @@ -722,7 +722,7 @@ function POSITIONABLE:GetRadio() --R2.1 return RADIO:New(self) end ---- Create a @{Radio#BEACON}, to allow this POSITIONABLE to broadcast beacon signals +--- Create a @{Core.Radio#BEACON}, to allow this POSITIONABLE to broadcast beacon signals -- @param #POSITIONABLE self -- @return Core.Radio#RADIO Radio function POSITIONABLE:GetBeacon() --R2.1 diff --git a/Moose Development/Moose/Wrapper/Scenery.lua b/Moose Development/Moose/Wrapper/Scenery.lua index 9a9cb9ff2..01d9af957 100644 --- a/Moose Development/Moose/Wrapper/Scenery.lua +++ b/Moose Development/Moose/Wrapper/Scenery.lua @@ -19,7 +19,7 @@ --- 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: +-- The @{Wrapper.Scenery#SCENERY} class is a wrapper class to handle the DCS Scenery objects: -- -- * Wraps the DCS Scenery objects. -- * Support all DCS Scenery APIs. diff --git a/Moose Development/Moose/Wrapper/Static.lua b/Moose Development/Moose/Wrapper/Static.lua index 27800cff0..a591522af 100644 --- a/Moose Development/Moose/Wrapper/Static.lua +++ b/Moose Development/Moose/Wrapper/Static.lua @@ -18,7 +18,7 @@ --- 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: +-- The @{Wrapper.Static#STATIC} class is a wrapper class to handle the DCS Static objects: -- -- * Wraps the DCS Static objects. -- * Support all DCS Static APIs.