diff --git a/documentation/feature/sitting.md b/documentation/feature/sitting.md
index b51fe8275e..81367ed71d 100644
--- a/documentation/feature/sitting.md
+++ b/documentation/feature/sitting.md
@@ -10,12 +10,12 @@ parent: wiki
Adds the ability to sit on chairs.
## 2. Usage
-Please note that to be able to use this function the sitting module need to be placed down (Or set to 1 in the server config)
+Please note that to be able to use this function the sitting module need to be placed down (or set to 1 in the server config)
### 2.1 How to sit / stand up
-- Look at the chair / potty and press the interaction key Ctrl+⊞ Win (ACE3 default).
+- Look at the chair and press the interaction key Ctrl+⊞ Win (ACE3 default).
- Select `Sit Down`.
-- To stand up press the self interaction key ⊞ Win (ACE3 default). and select `Stand Up`.
+- To stand up press the self interaction key ⊞ Win (ACE3 default) and select `Stand Up`.
## 3. Dependencies
`ace_interaction`
\ No newline at end of file
diff --git a/documentation/feature/slideshow.md b/documentation/feature/slideshow.md
index aa30572829..1da79ad07b 100644
--- a/documentation/feature/slideshow.md
+++ b/documentation/feature/slideshow.md
@@ -7,10 +7,11 @@ parent: wiki
## 1. Overview
This adds the ability to have images shown on some objects and have other objects being used as remotes.
-Please note that only objects with hiddenslection 0 can be used to render images (the whiteboard the TV or the pc set screen being the most notable examples).
+Please note that only objects with hiddenSelection 0 can be used to render images (whiteboard, TV, PC Screen being the most notable examples).
## 2. Usage
Note that this sections is for users, for mission makers refer to [the entry in mission-tools](http://ace3mod.com/wiki/missionmaker/mission-tools.html)
+Also if no remotes are defined the "screen" object itself becomes the remote.
### 2.1 Switching between images
- Look at the object used as a remote and use the interaction menu ⊞ Win (ACE3 default).
diff --git a/documentation/missionmaker/mission-tools.md b/documentation/missionmaker/mission-tools.md
index 0b3c1a2d01..9904acbeae 100644
--- a/documentation/missionmaker/mission-tools.md
+++ b/documentation/missionmaker/mission-tools.md
@@ -10,7 +10,7 @@ parent: wiki
## 1. ACE Rallypoints
*Part of: ace_respawn*
-"ACE rally points" is a two way teleport system between two positions. Usually this is used to transport units that have died during a mission back to the front line. The rally points are portrayed by flagpoles (West, East and Independant flagpoles are available) that have a "Base" and an "Exit" version.
+"ACE Rallypoints" is a two way teleport system between two positions. Usually this is used to transport units that have died during a mission back to the front line. The rally points are portrayed by flagpoles (West, East and Independant flagpoles are available) that have a "Base" and an "Exit" version.
They can be found in the editor under: "Empty" >> "ACE Respawn"
@@ -62,38 +62,38 @@ The [module settings](./modules.html#1.16-switchunits-system) define which side
## 3. ACE Slideshow
*Part of: ace_slideshow*
-Ace slideshow is a very powerful tool for mission makers and platoon leaders giving them the power to project images on some objects.
+"ACE Slideshow" is a very powerful tool for mission makers and platoon leaders giving them the power to project images on some objects.
You will now learn how to set up everything for it to work properly.
### 3.1 The module explained
Name | Explanation
---- | -----
-objects | Name of the objects used as screens
+Objects | Name of the objects used as screens
Controllers | Name of the objects used as controllers
-images | Full path of the image from the mission
+Images | Full path of the image from the mission folder/file or from an other mod (even BI PBOs work)
Interaction names | Name of your interactions
-Slide duration | 0 (0 = disabled number is in seconds)
+Slide duration | 0 (0 = disabled, number is in seconds)
-- Only objects with hiddenselection 0 can be used as "screens".
-- If you set a duration the remotes will be disabled.
+- Only objects with hiddenSelection 0 can be used as "screens".
+- If you set a duration the remotes will be disabled. (If the remotes are disabled `ace_interaction` is not needed)
- You can have multiple sets of images on different screens, see the advanced slideshow below.
### 3.2 Basic slideshow
*A set of 4 images that are swapped via a remote*
-note that all names and interaction names work, I use foo1, bar1 for example purposes.
+Note that all names and interaction names are examples.
- First place the slideshow module down.
- Place the object that will be used as a "screen" and give it the name `foo1`
-- Place the object you want to use as a remote and name it`bar1`
+- Place the object you want to use as a remote and name it `bar1`
- In your mission folder create a new folder called images and drop your banana images there.
- Place down the module and fill it as follows:
Name | Written
---- | -----
-objects | foo1
+Objects | foo1
Controllers | bar1
-images | images\banana1.jpg,images\banana2.jpg,images\banana3.jpg,images\banana4.jpg
+Images | images\banana1.jpg,images\banana2.jpg,images\banana3.jpg,images\banana4.jpg
Interaction names | banana1,banana2,banana3,banana4
Slide duration | 0
@@ -112,9 +112,9 @@ Slide duration | 0
Name | Written
---- | -----
-objects | foo1
+Objects | foo1
Controllers | bar1
-images | images\banana1.jpg,images\banana2.jpg
+Images | images\banana1.jpg,images\banana2.jpg
Interaction names | banana1,banana2
Slide duration | 0
@@ -128,9 +128,4 @@ images | images\banana3.jpg,images\banana4.jpg
Interaction names | banana3,banana4
Slide duration | 0
-- You now have two set of "screens" with a remote each.
-
-
-
-
-
+- You now have two set of "screens" with a remote each.
\ No newline at end of file
diff --git a/documentation/missionmaker/modules.md b/documentation/missionmaker/modules.md
index c57b3f17d2..3693d7ee10 100644
--- a/documentation/missionmaker/modules.md
+++ b/documentation/missionmaker/modules.md
@@ -156,7 +156,7 @@ Enable Team Management | Boolean | Should players be allowed to use the Team Man
### 1.11 LSD Vehicles
*part of ace_common*
-Any vehicle linked to this module will become a seizure inducing machine of doom, no really.
+Any vehicle linked to this module will become a seizure inducing machine of doom, no, really.
### 1.12 Make Unit Surrender
*Part of: ace_captives*