diff --git a/OpenRA.Mods.RA/Scripting/Global/ReinforcementsGlobal.cs b/OpenRA.Mods.RA/Scripting/Global/ReinforcementsGlobal.cs index c21b66a007..6dc646a029 100644 --- a/OpenRA.Mods.RA/Scripting/Global/ReinforcementsGlobal.cs +++ b/OpenRA.Mods.RA/Scripting/Global/ReinforcementsGlobal.cs @@ -68,10 +68,10 @@ namespace OpenRA.Mods.RA.Scripting } [Desc("Send reinforcements consisting of multiple units. Supports ground-based, naval and air units. " + - "The first member of the 'entryPath' array will be the units' spawnpoint, " + - "while the last one will be their destination. If 'actionFunc' is given, " + - "it will be executed once a unit has reached its destination. 'actionFunc' " + - "will be called as 'actionFunc(Actor actor)'")] + "The first member of the entryPath array will be the units' spawnpoint, " + + "while the last one will be their destination. If actionFunc is given, " + + "it will be executed once a unit has reached its destination. actionFunc " + + "will be called as actionFunc(Actor actor)")] public LuaTable Reinforce(Player owner, LuaTable actorTypes, LuaTable entryPath, int interval = 25, LuaFunction actionFunc = null) { var actors = new List(); @@ -120,13 +120,13 @@ namespace OpenRA.Mods.RA.Scripting } [Desc("Send reinforcements in a transport. A transport can be a ground unit (APC etc.), ships and aircraft. " + - "The first member of the 'entryPath' array will be the spawnpoint for the transport, " + - "while the last one will be its destination. The last member of the 'exitPath' array " + + "The first member of the entryPath array will be the spawnpoint for the transport, " + + "while the last one will be its destination. The last member of the exitPath array " + "is be the place where the transport will be removed from the game. When the transport " + - "has reached the destination, it will unload its cargo unless a custom 'actionFunc' has " + - "been supplied. Afterwards, the transport will follow the 'exitPath' and leave the map, " + - "unless a custom 'exitFunc' has been supplied. 'actionFunc' will be called as " + - "'actionFunc(Actor transport, Actor[] cargo). 'exitFunc' will be called as 'exitFunc(Actor transport)'.")] + "has reached the destination, it will unload its cargo unless a custom actionFunc has " + + "been supplied. Afterwards, the transport will follow the exitPath and leave the map, " + + "unless a custom exitFunc has been supplied. actionFunc will be called as " + + "actionFunc(Actor transport, Actor[] cargo). exitFunc will be called as exitFunc(Actor transport).")] public LuaTable ReinforceWithTransport(Player owner, string actorType, LuaTable cargoTypes, LuaTable entryPath, LuaTable exitPath = null, LuaFunction actionFunc = null, LuaFunction exitFunc = null) { diff --git a/OpenRA.Mods.RA/Scripting/Properties/MissionObjectiveProperties.cs b/OpenRA.Mods.RA/Scripting/Properties/MissionObjectiveProperties.cs index 89a14e9b14..d18c8eea55 100644 --- a/OpenRA.Mods.RA/Scripting/Properties/MissionObjectiveProperties.cs +++ b/OpenRA.Mods.RA/Scripting/Properties/MissionObjectiveProperties.cs @@ -61,7 +61,7 @@ namespace OpenRA.Mods.RA.Scripting } [ScriptActorPropertyActivity] - [Desc("Returns true if 'player' has lost all units/actors that have the 'MustBeDestroyed' trait.")] + [Desc("Returns true if the player has lost all units/actors that have the MustBeDestroyed trait.")] public bool HasNoRequiredUnits() { return player.HasNoRequiredUnits();