From 92b21aa5c15803b29b226f3bd2dec3281048dffd Mon Sep 17 00:00:00 2001 From: kaltokri Date: Mon, 30 Oct 2023 14:48:49 +0100 Subject: [PATCH] Fixed broken links in documentation --- Moose Development/Moose/Core/Fsm.lua | 2 +- Moose Development/Moose/Core/Spawn.lua | 6 +++--- Moose Development/Moose/Functional/Artillery.lua | 4 ++-- Moose Development/Moose/Functional/Mantis.lua | 6 +++--- Moose Development/Moose/Functional/RAT.lua | 10 +++++----- Moose Development/Moose/Functional/Warehouse.lua | 6 +++--- Moose Development/Moose/Ops/Airboss.lua | 5 ----- Moose Development/Moose/Ops/CTLD.lua | 2 +- Moose Development/Moose/Ops/RescueHelo.lua | 2 -- Moose Development/Moose/Sound/SoundOutput.lua | 2 +- Moose Development/Moose/Tasking/DetectionManager.lua | 2 +- Moose Development/Moose/Tasking/Task_CARGO.lua | 11 +++++------ .../Moose/Tasking/Task_Cargo_Dispatcher.lua | 2 +- Moose Development/Moose/Wrapper/Airbase.lua | 2 +- Moose Development/Moose/Wrapper/Marker.lua | 2 -- 15 files changed, 27 insertions(+), 37 deletions(-) diff --git a/Moose Development/Moose/Core/Fsm.lua b/Moose Development/Moose/Core/Fsm.lua index 2b5f499e5..2580bd386 100644 --- a/Moose Development/Moose/Core/Fsm.lua +++ b/Moose Development/Moose/Core/Fsm.lua @@ -249,7 +249,7 @@ do -- FSM -- -- ### Linear Transition Example -- - -- This example is fully implemented in the MOOSE test mission on GITHUB: [FSM-100 - Transition Explanation](https://github.com/FlightControl-Master/MOOSE/blob/master/Moose%20Test%20Missions/FSM%20-%20Finite%20State%20Machine/FSM-100%20-%20Transition%20Explanation/FSM-100%20-%20Transition%20Explanation.lua) + -- This example is fully implemented in the MOOSE test mission on GITHUB: [FSM-100 - Transition Explanation](https://github.com/FlightControl-Master/MOOSE_MISSIONS/blob/master/FSM%20-%20Finite%20State%20Machine/FSM-100%20-%20Transition%20Explanation/FSM-100%20-%20Transition%20Explanation.lua) -- -- It models a unit standing still near Batumi, and flaring every 5 seconds while switching between a Green flare and a Red flare. -- The purpose of this example is not to show how exciting flaring is, but it demonstrates how a Linear Transition FSM can be build. diff --git a/Moose Development/Moose/Core/Spawn.lua b/Moose Development/Moose/Core/Spawn.lua index adcafc31f..052c7d152 100644 --- a/Moose Development/Moose/Core/Spawn.lua +++ b/Moose Development/Moose/Core/Spawn.lua @@ -1331,7 +1331,7 @@ do -- Delay methods return self end - --- Turns the Delay On for the @{Wrapper.Group} when spawning with @{SpawnScheduled}(). In effect then the 1st group will only be spawned + --- Turns the Delay On for the @{Wrapper.Group} when spawning with @{#SpawnScheduled}(). In effect then the 1st group will only be spawned -- after the number of seconds given in SpawnScheduled as arguments, and not immediately. -- @param #SPAWN self -- @return #SPAWN The SPAWN object @@ -1669,7 +1669,7 @@ end -- @param #number SpawnTimeVariation The variation to be applied on the defined time interval between each new spawn. -- The variation is a number between 0 and 1, representing the % of variation to be applied on the time interval. -- @param #boolean WithDelay Do not spawn the **first** group immediately, but delay the spawn as per the calculation below. --- Effectively the same as @{InitDelayOn}(). +-- Effectively the same as @{#InitDelayOn}(). -- @return #SPAWN self -- @usage -- -- NATO helicopters engaging in the battle field. @@ -3622,7 +3622,7 @@ function SPAWN:_OnLand( EventData ) end --- Will detect AIR Units shutting down their engines ... --- When the event takes place, and the method @{RepeatOnEngineShutDown} was called, the spawned Group will Re-SPAWN. +-- When the event takes place, and the method @{#InitRepeatOnEngineShutDown} was called, the spawned Group will Re-SPAWN. -- But only when the Unit was registered to have landed. -- @param #SPAWN self -- @param Core.Event#EVENTDATA EventData diff --git a/Moose Development/Moose/Functional/Artillery.lua b/Moose Development/Moose/Functional/Artillery.lua index 1a96ee165..df31fd196 100644 --- a/Moose Development/Moose/Functional/Artillery.lua +++ b/Moose Development/Moose/Functional/Artillery.lua @@ -291,14 +291,14 @@ -- ### Illumination Shells -- -- ARTY groups that possess shells can fire shells with illumination bombs. First, the group needs to be equipped with this weapon. This is done by the --- function @{ARTY.SetIlluminationShells}(*n*, *power*), where *n* is the number of shells the group has available and *power* the illumination power in mega candela (mcd). +-- function @{#ARTY.SetIlluminationShells}(*n*, *power*), where *n* is the number of shells the group has available and *power* the illumination power in mega candela (mcd). -- -- In order to execute an engagement with illumination shells one has to use the weapon type *ARTY.WeaponType.IlluminationShells* in the -- @{#ARTY.AssignTargetCoord}() function. -- -- In the simulation, the explosive shell that is fired is destroyed once it gets close to the target point but before it can actually impact. -- At this position an illumination bomb is triggered at a random altitude between 500 and 1000 meters. This interval can be set by the function --- @{ARTY.SetIlluminationMinMaxAlt}(*minalt*, *maxalt*). +-- @{#ARTY.SetIlluminationMinMaxAlt}(*minalt*, *maxalt*). -- -- ### Smoke Shells -- diff --git a/Moose Development/Moose/Functional/Mantis.lua b/Moose Development/Moose/Functional/Mantis.lua index 9bd80659b..72de47973 100644 --- a/Moose Development/Moose/Functional/Mantis.lua +++ b/Moose Development/Moose/Functional/Mantis.lua @@ -893,7 +893,7 @@ do --- Function to get the HQ object for further use -- @param #MANTIS self - -- @return Wrapper.GROUP#GROUP The HQ #GROUP object or *nil* if it doesn't exist + -- @return Wrapper.Group#GROUP The HQ #GROUP object or *nil* if it doesn't exist function MANTIS:GetCommandCenter() self:T(self.lid .. "GetCommandCenter") if self.HQ_CC then @@ -929,7 +929,7 @@ do --- Function to set the HQ object for further use -- @param #MANTIS self - -- @param Wrapper.GROUP#GROUP group The #GROUP object to be set as HQ + -- @param Wrapper.Group#GROUP group The #GROUP object to be set as HQ function MANTIS:SetCommandCenter(group) self:T(self.lid .. "SetCommandCenter") local group = group or nil @@ -991,7 +991,7 @@ do --- Set using your own #INTEL_DLINK object instead of #DETECTION -- @param #MANTIS self - -- @param Ops.Intelligence#INTEL_DLINK DLink The data link object to be used. + -- @param Ops.Intel#INTEL_DLINK DLink The data link object to be used. function MANTIS:SetUsingDLink(DLink) self:T(self.lid .. "SetUsingDLink") self.DLink = true diff --git a/Moose Development/Moose/Functional/RAT.lua b/Moose Development/Moose/Functional/RAT.lua index f5b262277..3f81559b7 100644 --- a/Moose Development/Moose/Functional/RAT.lua +++ b/Moose Development/Moose/Functional/RAT.lua @@ -225,7 +225,7 @@ -- -- * Landing: When an aircraft tries to land at an airport where it does not have a valid parking spot, it is immidiately despawned the moment its wheels touch the runway, i.e. -- when a landing event is triggered. This leads to the loss of the RAT aircraft. On possible way to circumvent the this problem is to let another RAT aircraft spawn at landing --- and not when it shuts down its engines. See the @{RAT.RespawnAfterLanding}() function. +-- and not when it shuts down its engines. See the @{#RAT.RespawnAfterLanding}() function. -- * Spawning: When a big aircraft is dynamically spawned on a small airbase a few things can go wrong. For example, it could be spawned at a parking spot with a shelter. -- Or it could be damaged by a scenery object when it is taxiing out to the runway, or it could overlap with other aircraft on parking spots near by. -- @@ -2474,11 +2474,11 @@ end -- @param #RAT self -- @param #number takeoff Takeoff type. Could also be air start. -- @param #number landing Landing type. Could also be a destination in air. --- @param Wrapper.Airport#AIRBASE _departure (Optional) Departure airbase. --- @param Wrapper.Airport#AIRBASE _destination (Optional) Destination airbase. +-- @param Wrapper.Airbase#AIRBASE _departure (Optional) Departure airbase. +-- @param Wrapper.Airbase#AIRBASE _destination (Optional) Destination airbase. -- @param #table _waypoint Initial waypoint. --- @return Wrapper.Airport#AIRBASE Departure airbase. --- @return Wrapper.Airport#AIRBASE Destination airbase. +-- @return Wrapper.Airbase#AIRBASE Departure airbase. +-- @return Wrapper.Airbase#AIRBASE Destination airbase. -- @return #table Table of flight plan waypoints. -- @return #nil If no valid departure or destination airport could be found. function RAT:_SetRoute(takeoff, landing, _departure, _destination, _waypoint) diff --git a/Moose Development/Moose/Functional/Warehouse.lua b/Moose Development/Moose/Functional/Warehouse.lua index 97222cd6f..8ce1752d0 100644 --- a/Moose Development/Moose/Functional/Warehouse.lua +++ b/Moose Development/Moose/Functional/Warehouse.lua @@ -742,7 +742,7 @@ -- -- ## Save Assets -- --- Saving asset data to file is achieved by the @{WAREHOUSE.Save}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the +-- Saving asset data to file is achieved by the @{#WAREHOUSE.Save}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the -- warehouse data is saved. If you do not specify a path, the file is saved your the DCS installation root directory. -- The parameter *filename* is optional and defines the name of the saved file. By default this is automatically created from the warehouse id and name, for example -- "Warehouse-1234_Batumi.txt". @@ -753,13 +753,13 @@ -- -- ### Automatic Save at Mission End -- --- The assets can be saved automatically when the mission is ended via the @{WAREHOUSE.SetSaveOnMissionEnd}(*path*, *filename*) function, i.e. +-- The assets can be saved automatically when the mission is ended via the @{#WAREHOUSE.SetSaveOnMissionEnd}(*path*, *filename*) function, i.e. -- -- warehouseBatumi:SetSaveOnMissionEnd("D:\\My Warehouse Data\\") -- -- ## Load Assets -- --- Loading assets data from file is achieved by the @{WAREHOUSE.Load}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the +-- Loading assets data from file is achieved by the @{#WAREHOUSE.Load}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the -- warehouse data is loaded from. If you do not specify a path, the file is loaded from your the DCS installation root directory. -- The parameter *filename* is optional and defines the name of the file to load. By default this is automatically generated from the warehouse id and name, for example -- "Warehouse-1234_Batumi.txt". diff --git a/Moose Development/Moose/Ops/Airboss.lua b/Moose Development/Moose/Ops/Airboss.lua index b9c544ad7..c8710d3bf 100644 --- a/Moose Development/Moose/Ops/Airboss.lua +++ b/Moose Development/Moose/Ops/Airboss.lua @@ -95,11 +95,6 @@ -- * [[MOOSE] Airboss - CASE I, "Until We Go Down" featuring the F-14B by Pikes](https://www.youtube.com/watch?v=ojgHDSw3Doc) -- * [[MOOSE] Airboss - Skipper Menu](https://youtu.be/awnecCxRoNQ) -- --- ### Lex explaining Boat Ops: --- --- * [( DCS HORNET ) Some boat ops basics VID 1](https://www.youtube.com/watch?v=LvGQS-3AzMc) --- * [( DCS HORNET ) Some boat ops basics VID 2](https://www.youtube.com/watch?v=bN44wvtRsw0) --- -- ### Jabbers Case I and III Recovery Tutorials: -- -- * [DCS World - F/A-18 - Case I Carrier Recovery Tutorial](https://www.youtube.com/watch?v=lm-M3VUy-_I) diff --git a/Moose Development/Moose/Ops/CTLD.lua b/Moose Development/Moose/Ops/CTLD.lua index d98ffc882..80c8d7d6e 100644 --- a/Moose Development/Moose/Ops/CTLD.lua +++ b/Moose Development/Moose/Ops/CTLD.lua @@ -601,7 +601,7 @@ do -- -- === -- --- ![Banner Image](OPS_CTLD.jpg) +-- ![Banner Image](../Images/OPS_CTLD.jpg) -- -- # CTLD Concept -- diff --git a/Moose Development/Moose/Ops/RescueHelo.lua b/Moose Development/Moose/Ops/RescueHelo.lua index b341c8a14..65f1e57c5 100644 --- a/Moose Development/Moose/Ops/RescueHelo.lua +++ b/Moose Development/Moose/Ops/RescueHelo.lua @@ -64,8 +64,6 @@ -- -- === -- --- ![Banner Image](..\Presentations\RESCUEHELO\RescueHelo_Main.png) --- -- # Recue Helo -- -- The rescue helo will fly in close formation with another unit, which is typically an aircraft carrier. diff --git a/Moose Development/Moose/Sound/SoundOutput.lua b/Moose Development/Moose/Sound/SoundOutput.lua index 57ce2f9a4..38a8337fe 100644 --- a/Moose Development/Moose/Sound/SoundOutput.lua +++ b/Moose Development/Moose/Sound/SoundOutput.lua @@ -313,7 +313,7 @@ do -- Text-To-Speech -- -- ## Specific Voice -- - -- You can use a specific voice for the transmission with the @{SOUNDTEXT.SetVoice}(*VoiceName*) function. Here are some examples + -- You can use a specific voice for the transmission with the @{#SOUNDTEXT.SetVoice}(*VoiceName*) function. Here are some examples -- -- * Name: Microsoft Hazel Desktop, Culture: en-GB, Gender: Female, Age: Adult, Desc: Microsoft Hazel Desktop - English (Great Britain) -- * Name: Microsoft David Desktop, Culture: en-US, Gender: Male, Age: Adult, Desc: Microsoft David Desktop - English (United States) diff --git a/Moose Development/Moose/Tasking/DetectionManager.lua b/Moose Development/Moose/Tasking/DetectionManager.lua index 3130ed4b1..d5af8de8d 100644 --- a/Moose Development/Moose/Tasking/DetectionManager.lua +++ b/Moose Development/Moose/Tasking/DetectionManager.lua @@ -18,7 +18,7 @@ -- 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 @{#DETECTION_MANAGER.StartReporting}() and @{#DETECTION_MANAGER.StopReporting}() respectively. --- If an ad-hoc report is requested, use the method @{#DETECTION_MANAGER#ReportNow}(). +-- 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. -- diff --git a/Moose Development/Moose/Tasking/Task_CARGO.lua b/Moose Development/Moose/Tasking/Task_CARGO.lua index 0bb782526..637298e51 100644 --- a/Moose Development/Moose/Tasking/Task_CARGO.lua +++ b/Moose Development/Moose/Tasking/Task_CARGO.lua @@ -5,7 +5,7 @@ -- * TASK_CARGO is the **base class** for: -- -- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT} --- * @{Tasking.Task_CARGO_CSAR#TASK_CARGO_CSAR} +-- * @{Tasking.Task_Cargo_CSAR#TASK_CARGO_CSAR} -- -- -- === @@ -14,7 +14,7 @@ -- -- Test missions can be located on the main GITHUB site. -- --- [FlightControl-Master/MOOSE_MISSIONS/TAD - Task Dispatching/CGO - Cargo Dispatching/](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/TAD%20-%20Task%20Dispatching/CGO%20-%20Cargo%20Dispatching) +-- [FlightControl-Master/MOOSE_MISSIONS/TAD - Task Dispatching/CGO - Cargo Dispatching/](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/TAD%20-%20Task%20Dispatching/CGO%20-%20Cargo%20Task%20Dispatching) -- -- === -- @@ -34,7 +34,7 @@ -- The following TASK_CARGO_ classes are important, as they implement the CONCRETE tasks: -- -- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT}: Defines a task for a human player to transport a set of cargo between various zones. --- * @{Tasking.Task_CARGO_CSAR#TASK_CARGO_CSAR}: Defines a task for a human player to Search and Rescue wounded pilots. +-- * @{Tasking.Task_Cargo_CSAR#TASK_CARGO_CSAR}: Defines a task for a human player to Search and Rescue wounded pilots. -- -- However! The menu system and basic usage of the TASK_CARGO classes is explained in the @{#TASK_CARGO} class description. -- So please browse further below to understand how to use it from a player perspective! @@ -49,7 +49,7 @@ -- Once the task is assigned to the player and accepted by the player, the player will obtain -- an extra **Cargo (Radio) Menu** that contains the CARGO objects that need to be transported. -- --- Each @{Cargo.Cargo} object has a certain state: +-- Each @{CARGO.Cargo} object has a certain state: -- -- * **UnLoaded**: The cargo is located within the battlefield. It may still need to be transported. -- * **Loaded**: The cargo is loaded within a Carrier. This can be your air unit, or another air unit, or even a vehicle. @@ -298,8 +298,7 @@ -- -- When you are within the range of the deploy zone (can be also a polygon!), a message is communicated by HQ that you have arrived within the zone! -- --- The routing messages are formulated in the coordinate format that is currently active as configured in your settings profile. --- ![Task_Types](../Tasking/Task_Cargo_Settings.JPG) +-- The routing messages are formulated in the coordinate format that is currently active as configured in your settings profile. -- Use the **Settings Menu** to select the coordinate format that you would like to use for location determination. -- -- #### Unboard Cargo. diff --git a/Moose Development/Moose/Tasking/Task_Cargo_Dispatcher.lua b/Moose Development/Moose/Tasking/Task_Cargo_Dispatcher.lua index fd1ed2075..09623e79f 100644 --- a/Moose Development/Moose/Tasking/Task_Cargo_Dispatcher.lua +++ b/Moose Development/Moose/Tasking/Task_Cargo_Dispatcher.lua @@ -570,7 +570,7 @@ do -- TASK_CARGO_DISPATCHER -- @param #string CSARTaskPrefix (optional) The prefix of the CSAR task. -- @param Core.Point#COORDINATE CSARCoordinate The coordinate where a downed pilot will be spawned. -- @param #number CSARHeading The heading of the pilot in degrees. - -- @param DCSCountry#Country CSARCountry The country ID of the pilot that will be spawned. + -- @param #DCSCountry CSARCountry The country ID of the pilot that will be spawned. -- @param #string CSARBriefing The briefing of the CSAR task. -- @return #string The CSAR Task Name as a string. The Task Name is the main key and is shown in the task list of the Mission Tasking menu. -- @usage diff --git a/Moose Development/Moose/Wrapper/Airbase.lua b/Moose Development/Moose/Wrapper/Airbase.lua index 5dcf2757b..c8c55c81b 100644 --- a/Moose Development/Moose/Wrapper/Airbase.lua +++ b/Moose Development/Moose/Wrapper/Airbase.lua @@ -61,7 +61,7 @@ -- -- The DCS Airbase APIs are used extensively within MOOSE. The AIRBASE class has for each DCS Airbase API a corresponding method. -- To be able to distinguish easily in your code the difference between a AIRBASE API call and a DCS Airbase API call, --- the first letter of the method is also capitalized. So, by example, the DCS Airbase method @{DCSWrapper.Airbase#Airbase.getName}() +-- the first letter of the method is also capitalized. So, by example, the DCS Airbase method DCSWrapper.Airbase#Airbase.getName() -- is implemented in the AIRBASE class as @{#AIRBASE.GetName}(). -- -- @field #AIRBASE AIRBASE diff --git a/Moose Development/Moose/Wrapper/Marker.lua b/Moose Development/Moose/Wrapper/Marker.lua index 4bb7f9c7b..9d138341c 100644 --- a/Moose Development/Moose/Wrapper/Marker.lua +++ b/Moose Development/Moose/Wrapper/Marker.lua @@ -32,8 +32,6 @@ -- -- === -- --- ![Banner Image](..\Presentations\MARKER\Marker_Main.jpg) --- -- # The MARKER Class Idea -- -- The MARKER class simplifies creating, updating and removing of markers on the F10 map.