Replaced absolute links with relative ones to fix problem on GitHub pages

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@ -75,4 +75,4 @@ jobs:
- name: Setup Node
uses: actions/setup-node@v3
- run: npm install linkinator
- run: npx linkinator https://flightcontrol-master.github.io/MOOSE/ --recurse
- run: npx linkinator https://flightcontrol-master.github.io/MOOSE/ --verbosity error --timeout 5000 --recurse

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@ -10,7 +10,7 @@ nav_order: 1
### 1.1. [AI A2A Dispatcher]
![AI A2A Dispatcher](/images/classes/ai/a2a-dispatcher.jpg)
![AI A2A Dispatcher](../images/classes/ai/a2a-dispatcher.jpg)
Create an **A2A defense system** executed by AI to perform CAP or GCI to defend your airspace.
There are two classes that are important to learn:
@ -58,7 +58,7 @@ Cargo can be transported by APC or trucks, or by helicopters.
### 2.1. [AI Cargo Dispatching for APC]
![AI_Cargo_Dispatcher_APC](/images/classes/ai/cargo-dispatcher-apc.jpg)
![AI_Cargo_Dispatcher_APC](../images/classes/ai/cargo-dispatcher-apc.jpg)
Models the intelligent transportation of infantry and other cargo using **APCs or trucks**.
@ -71,7 +71,7 @@ Models the intelligent transportation of infantry and other cargo using **APCs o
### 2.2. [AI Cargo Dispatching for Helicopters]
![AI_Cargo_Dispatcher_Helicopter](/images/classes/ai/cargo-dispatcher-helicopters.jpg)
![AI_Cargo_Dispatcher_Helicopter](../images/classes/ai/cargo-dispatcher-helicopters.jpg)
Models the intelligent transportation of infantry and other cargo using **Helicopters**.
@ -85,7 +85,7 @@ Models the intelligent transportation of infantry and other cargo using **Helico
## 3. [AI Balancing]
![AI_Balancer](/images/classes/ai/balancer.jpg)
![AI_Balancer](../images/classes/ai/balancer.jpg)
Balance player slots with AI to create an engaging simulation environment, independent of the amount of players.
@ -99,7 +99,7 @@ Balance player slots with AI to create an engaging simulation environment, indep
## 4. [AI Large Formations]
![AI_Formation](/images/classes/ai/formation.jpg)
![AI_Formation](../images/classes/ai/formation.jpg)
Build large airborne formations of aircraft.
@ -113,7 +113,7 @@ Build large airborne formations of aircraft.
### 5.1. [AI Patrolling]
![AI_Patrol](/images/classes/ai/patrol.jpg)
![AI_Patrol](../images/classes/ai/patrol.jpg)
Peform Air Patrolling for airplanes within a patrol zone.
@ -126,7 +126,7 @@ Peform Air Patrolling for airplanes within a patrol zone.
### 5.2. [AI Combat Air Patrolling]
![AI_Patrol](/images/classes/ai/cap.jpg)
![AI_Patrol](../images/classes/ai/cap.jpg)
Peform Combat Air Patrolling (CAP) for airplanes within a patrol zone.
@ -139,7 +139,7 @@ Peform Combat Air Patrolling (CAP) for airplanes within a patrol zone.
### 5.3. [AI Close Air Support]
![AI_Patrol](/images/classes/ai/a2g-cas.jpg)
![AI_Patrol](../images/classes/ai/a2g-cas.jpg)
Peform Close Air Support (CAS) near friendlies within an engagement zone.
@ -154,7 +154,7 @@ Peform Close Air Support (CAS) near friendlies within an engagement zone.
### 5.4. [AI Battlefield Air Interdiction]
![AI_Patrol](/images/classes/ai/bai.jpg)
![AI_Patrol](../images/classes/ai/bai.jpg)
Peform Battlefield Air Interdiction (BAI) within an engagement zone.

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@ -6,7 +6,7 @@ nav_order: 3
# Cargo classes guide
![MOOSE CARGO](/images/classes/category-cargo.jpg)
![MOOSE CARGO](../images/classes/category-cargo.jpg)
MOOSE implements a whole enhanced mechanism to **create virtual cargo** within your missions.
Within this system, virtual cargo can be represented by:
@ -26,7 +26,7 @@ class documentation.
## 1. [WAREHOUSE]
![WAREHOUSE](/images/classes/functional/warehouse.jpg)
![WAREHOUSE](../images/classes/functional/warehouse.jpg)
The MOOSE warehouse concept simulates the organization and implementation of complex operations regarding the flow of
assets between the point of origin and the point of consumption in order to meet requirements of a potential conflict.
@ -53,7 +53,7 @@ Please note that his class is work in progress and in an **alpha** stage.
## 2. [AI_CARGO_DISPATCHER]
![AI_CARGO_DISPATCHER](/images/classes/ai/cargo-dispatcher.jpg)
![AI_CARGO_DISPATCHER](../images/classes/ai/cargo-dispatcher.jpg)
This section details the classes that you can use to setup an automatic cargo dispatching system that will make
AI carriers transport cargo (automatically) through the battlefield. Depending on the type of AI unit types, various
@ -65,7 +65,7 @@ implementation classes. So, please read the documentation of the AI_CARGO_DISPAT
### 2.1. [AI_CARGO_DISPATCHER_APC]
![AI_Cargo_Dispatcher_APC](/images/classes/ai/cargo-dispatcher-apc.jpg)
![AI_Cargo_Dispatcher_APC](../images/classes/ai/cargo-dispatcher-apc.jpg)
Models the intelligent transportation of **infantry** and other **small or lightweight cargo** using **APCs or trucks**.
This class models cargo to be transported between **zones**!
@ -80,7 +80,7 @@ This class models cargo to be transported between **zones**!
### 2.2. [AI_CARGO_DISPATCHER_HELICOPTER]
![AI_Cargo_Dispatcher_Helicopter](/images/classes/ai/cargo-dispatcher-helicopters.jpg)
![AI_Cargo_Dispatcher_Helicopter](../images/classes/ai/cargo-dispatcher-helicopters.jpg)
Models the intelligent transportation of **infantry** and other **small cargo** using **Helicopters**.
This class models cargo to be transported between **zones**!
@ -95,7 +95,7 @@ This class models cargo to be transported between **zones**!
### 2.3. [AI_CARGO_DISPATCHER_AIRPLANE]
![AI_Cargo_Dispatcher_Airplane](/images/classes/ai/cargo-dispatcher-airplanes.jpg)
![AI_Cargo_Dispatcher_Airplane](../images/classes/ai/cargo-dispatcher-airplanes.jpg)
Models the intelligent transportation of **infantry, vehicles** and other **heavy cargo** using **Airplanes**.
This class models cargo to be transported between **airbases**!
@ -113,7 +113,7 @@ Also **humans can achieve tasks** by to **transporting cargo** as part of a task
### 3.1. [TASK_CARGO_DISPATCHER]
![TASK_CARGO_DISPATCHER](/images/classes/tasking/cargo-dispatcher.jpg)
![TASK_CARGO_DISPATCHER](../images/classes/tasking/cargo-dispatcher.jpg)
The [TASK_CARGO_DISPATCHER] allows you to setup various tasks for let human players transport cargo as part of a task.
@ -190,7 +190,7 @@ missions.
### 5.1. [CARGO_GROUP]
![CARGO_GROUP](/images/classes/cargo/cargogroup.jpg)
![CARGO_GROUP](../images/classes/cargo/cargogroup.jpg)
Management of **moveable** and **grouped** cargo logistics, which are based on a
[Wrapper.Group] object. Typical cargo of this type can be infantry or (small) vehicles.
@ -208,7 +208,7 @@ Management of **moveable** and **grouped** cargo logistics, which are based on a
### 5.2. [CARGO_CRATE]
![CARGO_CRATE](/images/classes/cargo/cargocrate.jpg)
![CARGO_CRATE](../images/classes/cargo/cargocrate.jpg)
Management of single cargo crates, which are based on a [Wrapper.Static] object. Typical cargo of this type can be
crates, oil barrels, wooden crates etc. The cargo can be ANY static type! So potentially also other types of static
@ -225,7 +225,7 @@ objects can be treated as cargo! Like flags, tires etc.
### 5.3. [CARGO_SLINGLOAD]
![CARGO_SLINGLOAD](/images/classes/cargo/cargoslingload.jpg)
![CARGO_SLINGLOAD](../images/classes/cargo/cargoslingload.jpg)
Management of **sling loadable** cargo crates, which are based on a [Wrapper.Static] object. This cargo can only be
slingloaded.

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@ -6,7 +6,7 @@ nav_order: 5
# Core classes guide
![MOOSE CORE](/images/classes/category-core.jpg)
![MOOSE CORE](../images/classes/category-core.jpg)
This chapter lists the core classes, which enhance existing DCS capabilities, and are used throughout the framework.
Mission designers can use these core classes to enhance their scripting.
@ -14,7 +14,7 @@ Mission designers can use these core classes to enhance their scripting.
## 1. [BASE](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Base.html)
![BASE](/images/classes/core/base.jpg)
![BASE](../images/classes/core/base.jpg)
Wraps the DCS _Group_ objects.
@ -32,7 +32,7 @@ Wraps the DCS _Group_ objects.
## 2. [DATABASE](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Database.html)
![DATABASE](/images/classes/core/database.jpg)
![DATABASE](../images/classes/core/database.jpg)
Manages several databases containing templates, mission objects, and mission information.
@ -60,7 +60,7 @@ Manages several databases containing templates, mission objects, and mission inf
## 3. [EVENT](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Event.html)
![EVENT](/images/classes/core/event.jpg)
![EVENT](../images/classes/core/event.jpg)
Models DCS event dispatching using a publish-subscribe model.
@ -74,7 +74,7 @@ Manages several databases containing templates, mission objects, and mission inf
## 4. [FSM](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Fsm.html)
![FSM](/images/classes/core/fsm.jpg)
![FSM](../images/classes/core/fsm.jpg)
FSM (Finite State Machine) are objects that model and control long lasting business processes and workflow.
@ -94,7 +94,7 @@ FSM (Finite State Machine) are objects that model and control long lasting busin
## 5. [GOAL](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Goal.html)
![GOAL](/images/classes/core/goal.jpg)
![GOAL](../images/classes/core/goal.jpg)
Models the process to achieve Goal(s). Derived classes implement the ways how the achievements can be realized.
@ -109,7 +109,7 @@ Models the process to achieve Goal(s). Derived classes implement the ways how th
## 6. [MENU](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Menu.html)
![MENU](/images/classes/core/menu.jpg)
![MENU](../images/classes/core/menu.jpg)
Manage hierarchical menu structures and commands for players within a mission.
The advantage of using menu classes is that it hides the complexity of dealing with menu management in more advanced
@ -144,7 +144,7 @@ be updated without having to touch the menus.
## 7. [MESSAGE](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Message.html)
![MESSAGE](/images/classes/core/message.jpg)
![MESSAGE](../images/classes/core/message.jpg)
Informs the players using messages during a simulation.
@ -162,7 +162,7 @@ Informs the players using messages during a simulation.
## 8. [POINT](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Point.html)
![POINT](/images/classes/core/point.jpg)
![POINT](../images/classes/core/point.jpg)
Defines an extensive API to manage 3D points in the DCS World 3D simulation space.
@ -179,7 +179,7 @@ Defines an extensive API to manage 3D points in the DCS World 3D simulation spac
## 9. [RADIO](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Sound.Radio.html)
![RADIO](/images/classes/sound/radio.jpg)
![RADIO](../images/classes/sound/radio.jpg)
Is responsible for everything that is related to radio transmission and you can hear in DCS, be it TACAN beacons, Radio
transmissions.
@ -194,7 +194,7 @@ transmissions.
## 10. [REPORT](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Report.html)
![REPORT](/images/classes/core/report.jpg)
![REPORT](../images/classes/core/report.jpg)
Provides a handy means to create messages and reports. This class is extensively used in the tasking mechanism.
@ -209,7 +209,7 @@ Provides a handy means to create messages and reports. This class is extensively
## 11. [SCHEDULER](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Scheduler.html)
![SCHEDULER](/images/classes/core/scheduler.jpg)
![SCHEDULER](../images/classes/core/scheduler.jpg)
Prepares and handles the execution of functions over scheduled time (intervals).
@ -227,7 +227,7 @@ Prepares and handles the execution of functions over scheduled time (intervals).
## 12. [SET](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Set.html)
![SET](/images/classes/core/sets.jpg)
![SET](../images/classes/core/sets.jpg)
Define collections of objects to perform bulk actions and logically group objects.
@ -244,7 +244,7 @@ Define collections of objects to perform bulk actions and logically group object
## 13. [SETTINGS](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Settings.html)
![SETTINGS](/images/classes/core/settings.jpg)
![SETTINGS](../images/classes/core/settings.jpg)
Manages various settings for running missions, consumed by moose classes and provides a menu system for players to tweak
settings in running missions.
@ -263,7 +263,7 @@ settings in running missions.
## 14. [SPAWN](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Spawn.html)
![SPAWN](/images/classes/core/spawn.jpg)
![SPAWN](../images/classes/core/spawn.jpg)
Spawn dynamically new groups of units in running missions.
@ -298,7 +298,7 @@ Spawn dynamically new groups of units in running missions.
## 15. [SPAWNSTATIC](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.SpawnStatic.html)
![SPAWNSTATIC](/images/classes/core/spawnstatic.jpg)
![SPAWNSTATIC](../images/classes/core/spawnstatic.jpg)
Spawn new statics in your running missions.
@ -315,7 +315,7 @@ Spawn new statics in your running missions.
## 16. [SPOT](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Spot.html)
![SPOT](/images/classes/core/spot.jpg)
![SPOT](../images/classes/core/spot.jpg)
Management of spotting logistics, that can be activated and deactivated upon command.
@ -332,7 +332,7 @@ Management of spotting logistics, that can be activated and deactivated upon com
## 17. [USERFLAG](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.UserFlag.html)
![USERFLAG](/images/classes/core/userflag.jpg)
![USERFLAG](../images/classes/core/userflag.jpg)
Manage user flags to interact with the mission editor trigger system and server side scripts.
@ -345,7 +345,7 @@ Manage user flags to interact with the mission editor trigger system and server
## 18. [USERSOUND](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Sound.UserSound.html)
![USERSOUND](/images/classes/sound/usersound.jpg)
![USERSOUND](../images/classes/sound/usersound.jpg)
Manage user sound.
@ -358,7 +358,7 @@ Manage user sound.
## 19. [VELOCITY](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Velocity.html)
![VELOCITY](/images/classes/core/velocity.jpg)
![VELOCITY](../images/classes/core/velocity.jpg)
Models a velocity or speed, which can be expressed in various formats according the settings.
@ -373,7 +373,7 @@ Models a velocity or speed, which can be expressed in various formats according
## 20. [ZONE](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Zone.html)
![ZONE](/images/classes/core/zones.jpg)
![ZONE](../images/classes/core/zones.jpg)
Define zones within your mission of various forms, with various capabilities.

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@ -5,14 +5,14 @@ nav_order: 4
---
# Functional classes guide
![MOOSE FUNCTIONAL](/images/classes/category-functional.jpg)
![MOOSE FUNCTIONAL](../images/classes/category-functional.jpg)
This chapter explains functional classes within MOOSE that allows you to enrich or enhance the functionality of your mission scenarios.
## 1. [ATC_GROUND]
![ATC Ground](/images/classes/functional/atc-ground.jpg)
![ATC Ground](../images/classes/functional/atc-ground.jpg)
The ATC_GROUND classes monitor airbase traffic and regulate speed while taxiing.
@ -25,7 +25,7 @@ The ATC_GROUND classes monitor airbase traffic and regulate speed while taxiing.
## 2. [ARTY]
![Arty](/images/classes/functional/artillery.jpg)
![Arty](../images/classes/functional/artillery.jpg)
Easily assign and manage targets for artillery units using an advanced queueing system.
@ -48,7 +48,7 @@ Easily assign and manage targets for artillery units using an advanced queueing
## 3. [CLEANUP]
![CleanUp](/images/classes/functional/cleanup.jpg)
![CleanUp](../images/classes/functional/cleanup.jpg)
Keep an airbase clean of crashing or colliding airplanes.
@ -62,7 +62,7 @@ Keep an airbase clean of crashing or colliding airplanes.
## 4. [DESIGNATE]
![Designate](/images/classes/functional/designation.jpg)
![Designate](../images/classes/functional/designation.jpg)
Orchestrate the designation of potential targets executed by a Recce group,
and communicates these to a dedicated attacking group of players,
@ -83,7 +83,7 @@ each detected set of potential targets can be lased or smoked...
## 5. [DETECTION]
![Detection](/images/classes/functional/detection.jpg)
![Detection](../images/classes/functional/detection.jpg)
Facilitate the detection of enemy units within the battle zone executed by FACs (Forward Air Controllers) or Recces (Reconnassance Units).
Detection uses the in-built detection capabilities of DCS World, but adds new functionalities.
@ -100,7 +100,7 @@ Detection uses the in-built detection capabilities of DCS World, but adds new fu
## 6. [ESCORT]
![Escort](/images/classes/functional/escorting.jpg)
![Escort](../images/classes/functional/escorting.jpg)
Allows you to interact with escorting AI on your flight and take the lead.
Each escorting group can be commanded with a whole set of radio commands (radio menu in your flight, and then F10).
@ -124,7 +124,7 @@ Ships and Ground troops will have a more limited set, but they can provide suppo
## 7. [MISSILE_TRAINER]
![MissileTrainer](/images/classes/functional/missile-trainer.jpg)
![MissileTrainer](../images/classes/functional/missile-trainer.jpg)
be alerted of any missiles fired, and when a missile would hit your aircraft, the class will destroy the missile within a certain range,
to avoid damage to your aircraft. This is a training class for noob pilots, receiving training on missile evasion and detection techniques.
@ -140,7 +140,7 @@ to avoid damage to your aircraft. This is a training class for noob pilots, rece
## 8. [RANGE]
![Range](/images/classes/functional/range.jpg)
![Range](../images/classes/functional/range.jpg)
The RANGE class enables easy set up of bombing and strafing ranges within DCS World.
476th - Air Weapons Range Objects mod is highly recommended for this class.
@ -161,7 +161,7 @@ The RANGE class enables easy set up of bombing and strafing ranges within DCS Wo
## 9. [RAT]
![rat](/images/classes/functional/rat.jpg)
![rat](../images/classes/functional/rat.jpg)
Fill the empty DCS world with randomized air traffic and bring more life to your airports.
In particular, it is designed to spawn AI air units at random airports. These units will be assigned a random flight path to another random airport on the map.
@ -185,7 +185,7 @@ Even the mission designer will not know where aircraft will be spawned and which
## 10. [SCORING]
![Scoring](/images/classes/functional/scoring.jpg)
![Scoring](../images/classes/functional/scoring.jpg)
Administers the scoring of player achievements, and creates a CSV file logging the scoring events and results for use at team or squadron websites.
Automatically calculates the threat level of the objects hit and destroyed by players, which can be Wrapper.Unit, Static objects.
@ -211,7 +211,7 @@ The total score of the player is calculated by adding the scores minus the penal
## 11. [SEAD]
![Sead](/images/classes/functional/sead.jpg)
![Sead](../images/classes/functional/sead.jpg)
Provides defensive behaviour to a set of SAM sites within a running Mission.
@ -223,7 +223,7 @@ Provides defensive behaviour to a set of SAM sites within a running Mission.
## 12. [SUPPRESSION]
![Supporession](/images/classes/functional/suppression.jpg)
![Supporession](../images/classes/functional/suppression.jpg)
When ground units get hit by (suppressive) enemy fire, they will not be able to shoot back for a certain amount of time.
The implementation is based on an idea and script by MBot. See the DCS forum threat for details.
@ -236,7 +236,7 @@ In addition to suppressing the fire, conditions can be specified which let the g
## 13. [WAREHOUSE]
![Warehouse](/images/classes/functional/warehouse.jpg)
![Warehouse](../images/classes/functional/warehouse.jpg)
The warehouse concept simulates the organization and implementation of complex operations regarding the flow of assets between the point of origin
and the point of consumption in order to meet requirements of a potential conflict.
@ -258,7 +258,7 @@ since an armed force without resources and transportation is defenseless.
## 14. [ZONE_CAPTURE_COALITION]
![ZoneCaptureCoalition](/images/classes/functional/zonecapturecoalition.jpg)
![ZoneCaptureCoalition](../images/classes/functional/zonecapturecoalition.jpg)
A very powerful class to models the process to zone guarding, attacking and capturing.

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@ -6,7 +6,7 @@ nav_order: 2
# Tasking classes guide
![MOOSE TASKING](/images/classes/category-tasking.jpg)
![MOOSE TASKING](../images/classes/category-tasking.jpg)
This chapter explains the major principles behind the tasking concepts in MOOSE.
Tasking is achieved through the utilization of various classes that fall in the category Tasking.
@ -33,7 +33,7 @@ In order to setup the Tasking, you'll have to define:
## 1. [Command Center]
![Tasking Command Center](/images/classes/tasking/commandcenter.jpg)
![Tasking Command Center](../images/classes/tasking/commandcenter.jpg)
A command center governs multiple missions, and takes care of the reporting and communications.
@ -47,7 +47,7 @@ A command center governs multiple missions, and takes care of the reporting and
## 2. [Mission]
![Tasking Command Center](/images/classes/tasking/mission.jpg)
![Tasking Command Center](../images/classes/tasking/mission.jpg)
A mission models a goal to be achieved through the execution and completion of tasks by human players.
@ -62,7 +62,7 @@ A mission models a goal to be achieved through the execution and completion of t
## 3. [A2A Task Dispatcher]
![Tasking A2A Dispatching](/images/classes/tasking/task-a2a-dispatcher.jpg)
![Tasking A2A Dispatching](../images/classes/tasking/task-a2a-dispatcher.jpg)
Dynamically allocates A2A tasks to human players, based on detected airborne targets through an EWR network.
@ -81,7 +81,7 @@ Dynamically allocates A2A tasks to human players, based on detected airborne tar
## 3. [A2G Task Dispatcher]
![Tasking A2G Dispatching](/images/classes/tasking/task-a2g-dispatcher.jpg)
![Tasking A2G Dispatching](../images/classes/tasking/task-a2g-dispatcher.jpg)
Dynamically allocates A2G tasks to human players, based on detected ground targets through reconnaissance.

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@ -5,14 +5,14 @@ nav_order: 5
---
# Wrapper classes guide
![MOOSE WRAPPER](/images/classes/category-wrapper.jpg)
![MOOSE WRAPPER](../images/classes/category-wrapper.jpg)
This chapter lists the wrapper classes which enhances the functionality for mission designers on the mission objects.
## 1. [GROUP](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Wrapper.Group.html)
![Group](/images/classes/wrapper/group.jpg)
![Group](../images/classes/wrapper/group.jpg)
Wraps the DCS _Group_ objects.
@ -26,7 +26,7 @@ Wraps the DCS _Group_ objects.
## 2. [UNIT](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Wrapper.Unit.html)
![Unit](/images/classes/wrapper/unit.jpg)
![Unit](../images/classes/wrapper/unit.jpg)
Wraps the DCS _Unit_ objects.
@ -40,7 +40,7 @@ Wraps the DCS _Unit_ objects.
## 3. [STATIC](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Wrapper.Static.html)
![Static](/images/classes/wrapper/static.jpg)
![Static](../images/classes/wrapper/static.jpg)
Wraps the DCS _Static_ objects.
Note that Statics are almost the same as Units, but they don't have a controller.
@ -54,7 +54,7 @@ Note that Statics are almost the same as Units, but they don't have a controller
## 4. [AIRBASE](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Wrapper.Airbase.html)
![Airbase](/images/classes/wrapper/airbase.jpg)
![Airbase](../images/classes/wrapper/airbase.jpg)
Wraps the DCS _Airbase_ objects.

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@ -42,7 +42,7 @@ Link the MOOSE repository on GITHUB to your freshly installed GITHUB desktop.
This is done by browing to the [MOOSE repository at GitHub](https://github.com/FlightControl-Master/MOOSE), and
selecting the green button **Clone or Download** -> **Open in Desktop**.
![](/images/archive/installation/GitHub_Clone.JPG)
![](../images/archive/installation/GitHub_Clone.JPG)
Specify a local directory on your PC where you want to store the MOOSE repository contents.
Sync the MOOSE repository to a defined local MOOSE directory on your PC using GITHUB desktop (press the sync button).
@ -105,7 +105,7 @@ Note that if you want to **release your missions to end users**, you will need t
To ensure that the next Release of Moose is as bug-free and feature rich as possible, every Moose contributor respects
a release cycle.
![](/images/archive/installation/MOOSE_Release_Cycle.JPG)
![](../images/archive/installation/MOOSE_Release_Cycle.JPG)
If you are not familiar with Git, this might be a bit criptic, but the idea behind it is simple :
@ -143,7 +143,7 @@ new issue:
code, and **_\`\`\`_** at the end, to make your code readable.
* The relevant part of **`dcs.log`**. Please put **_\`\`\`_** before and after your copy-pasted log to make it readable.
![Example of a great bug report](/images/archive/installation/GitHub_Issue_example.JPG)
![Example of a great bug report](../images/archive/installation/GitHub_Issue_example.JPG)
## How to add a feature request?

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@ -186,7 +186,7 @@ Every method should be documented by a comment block. You can copy paste the fol
To ensure that the next Release of Moose is as bug-free and feature rich as possible, every Moose contributor
**respects a release cycle**.
![](/images/archive/installation/MOOSE_Release_Cycle.JPG)
![](../images/archive/installation/MOOSE_Release_Cycle.JPG)
The key takeways are:

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@ -32,16 +32,16 @@ off-the-shelf assets aren't working. So use the assets as listed here, or your d
## 1. Explanation of the LDT debugging environment.
![](/images/archive/debugging/DEBUG_Intro.JPG)
![](../images/archive/debugging/DEBUG_Intro.JPG)
The following pictures outline some of the interesting places in LDT to debug your lua code... A quick manual.
![](/images/archive/debugging/DEBUG_Bug.JPG)
![](../images/archive/debugging/DEBUG_Bug.JPG)
This picture shows a debug view of the LDT environment. You can activate the debug view through the debug icon that is
located in the upper right corner of the LDT.
![](/images/archive/debugging/DEBUG_Tracking.JPG)
![](../images/archive/debugging/DEBUG_Tracking.JPG)
Various windows exist to track the content of:
@ -50,14 +50,14 @@ Various windows exist to track the content of:
* Expressions: Various expressions can be entered to evaluate a more complex statement.
* Interactive Console: Here you can type in commands that will be executed. Here you can SPAWN for example new groups.
![](/images/archive/debugging/DEBUG_Source.JPG)
![](../images/archive/debugging/DEBUG_Source.JPG)
This window lists the sources active in Eclipse.
During a debug sessions, the sources where the process is at the moment of debugging, should be loaded automatically.
If not, something is wrong.
All the other sources that are currently open in the LDT are also listed.
![](/images/archive/debugging/DEBUG_Engine.JPG)
![](../images/archive/debugging/DEBUG_Engine.JPG)
This window shows the status of the "attach debug engine".
If this process is running, it will listen to the IP 127.0.0.1 or localhost if setup on your PC.
@ -68,7 +68,7 @@ If this process is running, it will listen to the IP 127.0.0.1 or localhost if s
To use the debug enviornment in LDT, you'll need to setup within LDT a " Lua Attach to Application" **debug listener**.
![](/images/archive/debugging/DEBUG_Engine.JPG)
![](../images/archive/debugging/DEBUG_Engine.JPG)
You can access this screen through the LDT editor menu **Run->Debug Configurations...**.
@ -110,7 +110,7 @@ This is the **debug client**. The source is part of the LDT debug suite, but has
DCS World scripting engine. You need to copy this file to the root directory of your DCS World installation in
Program Files.
![](/images/archive/debugging/DEBUG_Debugger.JPG)
![](../images/archive/debugging/DEBUG_Debugger.JPG)
By example, the location of debugger.lua is here on my DCS World installation PC.
@ -120,7 +120,7 @@ The READ.ME file is a file that contains an explanation of how to modify the Mis
But for clarity reasons, I've also attached my version of the MissionScripting.lua.
![](/images/archive/debugging/DEBUG_MissionScripting.JPG)
![](../images/archive/debugging/DEBUG_MissionScripting.JPG)
Take the MissionScripting.lua from the folder, and copy / paste (overwrite) the version in your DCS World installation
@ -207,11 +207,11 @@ For example, in my mission I put a debug flag 999. When 999 is ON, I would NOT e
Follow this process how to do that... As my recommendation...
![](/images/archive/debugging/DEBUG_Flag.JPG)
![](../images/archive/debugging/DEBUG_Flag.JPG)
Setup a debug flag... If you wanna debug, set flag 999 to ON.
![](/images/archive/debugging/DEBUG_Static.JPG)
![](../images/archive/debugging/DEBUG_Static.JPG)
Conditionalize the DO SCRIPT FILE execution by evaluating if the 999 is OFF.
@ -221,12 +221,12 @@ Conditionalize the DO SCRIPT FILE execution by evaluating if the 999 is OFF.
Now we are adding a little line.
We are now going to ADD a **dynamic loader** of your mission source.
![](/images/archive/debugging/DEBUG_Dynamic.JPG)
![](../images/archive/debugging/DEBUG_Dynamic.JPG)
This loads the file dynamically. Instead of a DO SCRIPT FILE, we execute here a DO SCRIPT.
The DO SCRIPT contains a little piece of code that loads your source file from a location on your disk.
![](/images/archive/debugging/DEBUG_Loader.JPG)
![](../images/archive/debugging/DEBUG_Loader.JPG)
This is how my piece of code looks like. I am using a stub of the MOOSE framework to load the file.
@ -254,12 +254,12 @@ Now we are going to run a debug. To have a successful debug run, you need to sta
First we setup the Debug as your "favorite", so that it is easy for your to repeat the run easily.
![](/images/archive/debugging/DEBUG_Favorites.JPG)
![](../images/archive/debugging/DEBUG_Favorites.JPG)
Click on the "Bug" icon that you'll find in the task bar. The "Bug" icon is the place where you will start your
**debug listener**. However, first, click on Organize Favorites. You need to do this one time only.
![](/images/archive/debugging/DEBUG_Add_Favorites.JPG)
![](../images/archive/debugging/DEBUG_Add_Favorites.JPG)
Just click on the Debug Name that you entered (for me DCS 1.5) in the Debug Configuration window and it will be added to
your favorites. I did already that, so it was already added as an example in the previous picture.
@ -268,11 +268,11 @@ your favorites. I did already that, so it was already added as an example in the
Now you can easily activate the **debug listener**.
![](/images/archive/debugging/DEBUG_Run_Listener.JPG)
![](../images/archive/debugging/DEBUG_Run_Listener.JPG)
Just click the "Bug" again, and select the **debug listener** that you configured.
![](/images/archive/debugging/DEBUG_Listener.JPG)
![](../images/archive/debugging/DEBUG_Listener.JPG)
When done, you'll see that the **debug listener** is running!
@ -283,12 +283,12 @@ It will be listening quietly to IP 127.0.0.1 on port 100000.
Open your source file **from the exact location** from where you have specified it to be loaded as part of the
**dynamic loading**. Once it is loaded, you can attach breakpoints within the editor.
![](/images/archive/debugging/DEBUG_Breakpoint.JPG)
![](../images/archive/debugging/DEBUG_Breakpoint.JPG)
How? Right click on the source line number or the grey area before the line, and a pop-up window will appear. Select
"Toggle Breakpoint".
![](/images/archive/debugging/DEBUG_Breakpoint_List.JPG)
![](../images/archive/debugging/DEBUG_Breakpoint_List.JPG)
As a result, the breakpoint will be listed in the "Breakpoints" list at the debug view, and it will show also the line
number where the breakpoint is set. When your mission runs, the logic will stop at this line!!!
@ -308,7 +308,7 @@ Now it is time to start your DCS World mission. Just run it as you would like ha
6. Once it matches a valid breakpoint at a valid source and a specified line, it will stop the logic!
![](/images/archive/debugging/DEBUG_Session.JPG)
![](../images/archive/debugging/DEBUG_Session.JPG)

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@ -8,7 +8,7 @@ has_children: true
MOOSE contains a lot of classes that can be used to enhance your missions.
![MOOSE framework](/images/classes/overview.jpg)
![MOOSE framework](../images/classes/overview.jpg)
Each section has an overview explanation on the different classes that mission designers can use to design compelling simulation scenarios.
It provides a short explanation of the concepts and its features, as well as important information to know in order to understand how to use the classes.

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@ -7,7 +7,7 @@ nav_order: 8
MOOSE contains a lot of classes that can be used to enhance your missions.
![MOOSE framework](/images/classes/overview.jpg)
![MOOSE framework](../images/classes/overview.jpg)
Each section has an overview explanation on the different classes that mission designers can use to design compelling simulation scenarios.
It provides a short explanation of the concepts and its features, as well as important information to know in order to understand how to use the classes.

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@ -31,7 +31,7 @@ and mission designers can write mission script lua code that is **intellisense**
What that means is that while you are coding your mission, your object and variables (derived from MOOSE classes)
will list interactively the methods and properties of that class interactively while coding.
![Intellisense](/images/archive/installation/intellisense.jpg)
![Intellisense](../images/archive/installation/intellisense.jpg)
This highly increases the quality and the speed of your scripting.
@ -93,7 +93,7 @@ When you open EclipseLDT for the first time, it will ask you where to put your *
### 4.2.1) Select from the Menu: **File** -> **New** -> **Lua Project**.
![LDT_New_Project](/images/archive/installation/LDT_New_Project.JPG)
![LDT_New_Project](../images/archive/installation/LDT_New_Project.JPG)
Here, we will create a **New Project** called **Moose_Framework** in your LDT environment.
@ -105,11 +105,11 @@ We will link into that directory and **automatically load the Project properties
### 4.2.2) Type the Project Name: **Moose_Framework**.
![LDT_Project](/images/archive/installation/LDT_Project.JPG)
![LDT_Project](../images/archive/installation/LDT_Project.JPG)
### 4.2.3) In the sub-box "Project Contents", select the option **Create Project at existing location** (from existing source).
![LDT_Project](/images/archive/installation/LDT_Project_Existing_Location.JPG)
![LDT_Project](../images/archive/installation/LDT_Project_Existing_Location.JPG)
### 4.2.4) **Browse** to the local MOOSE directory (press on the Browse button) and select the **local Moose folder on your PC, which you unzipped**. Press OK.
@ -123,13 +123,13 @@ The Moose Development/Moose directory should be flagged as the **Source Director
This is important because it will search in the files in this directory and sub directories for lua documentator enabled lua files.
This will enable the intellisense of the MOOSE repository!
![LDT Finish](/images/archive/installation/LDT_Moose_Framework_Finish.JPG)
![LDT Finish](../images/archive/installation/LDT_Moose_Framework_Finish.JPG)
### 4.2.7) Press the **Finish** button.
As a result, when you browse to the Script Explorer, you'll see the following:
![LDT_Script_Explorer](/images/archive/installation/LDT_Script_Explorer.JPG)
![LDT_Script_Explorer](../images/archive/installation/LDT_Script_Explorer.JPG)
### 4.2.8) **Congratulations! You have now setup your Moose_Framework project LDT environment!**
@ -176,11 +176,11 @@ The LDT has been customized and provides a tool to **automatically** maintain yo
### 6.1.1. Select from the Menu: **File** -> **New** -> **Lua Project**.
![LDT_New_Project](/images/archive/installation/LDT_New_Project.JPG)
![LDT_New_Project](../images/archive/installation/LDT_New_Project.JPG)
### 6.1.2. A **New Project** dialog box is shown.
![LDT_Project](/images/archive/installation/LDT_Project.JPG)
![LDT_Project](../images/archive/installation/LDT_Project.JPG)
### 6.1.3. Type your Project Name: (In my example it is **DCS_Caucasus_Missions**.
@ -189,13 +189,13 @@ Note the indicated options in yellow:
* Note that you can select the option **No execution environment**.
* Deselect the option **Create default project template ready to run**.
![LDT_Project](/images/archive/installation/LDT_Project_My_Missions.JPG)
![LDT_Project](../images/archive/installation/LDT_Project_My_Missions.JPG)
### 6.1.4. Press **Next >**
### 6.1.5. Click the **Projects** tab at the top of the window.
![LDT_Project](/images/archive/installation/LDT_New_Project_Projects.JPG)
![LDT_Project](../images/archive/installation/LDT_New_Project_Projects.JPG)
### 6.1.6. Press the **Add...** button.
@ -203,7 +203,7 @@ Note the indicated options in yellow:
This is an important step. This will _link_ your project to the Moose_Framework project and will activate **intellisense**.
![LDT_Project](/images/archive/installation/LDT_Select_Moose_Framework.JPG)
![LDT_Project](../images/archive/installation/LDT_Select_Moose_Framework.JPG)
### 6.1.8. After the selection, press the **OK** button.
@ -211,19 +211,19 @@ This is an important step. This will _link_ your project to the Moose_Framework
You can delete the possibly created SRC directory. You won't need it at all.
![LDT_Project](/images/archive/installation/LDT_Delete_Src.JPG)
![LDT_Project](../images/archive/installation/LDT_Delete_Src.JPG)
### 6.1.10. Within your newly created Missions Project, right click and select **New -> Folder**.
As explained above, each of your missions will be stored in a separate folder. Please follow the explanation how to do that.
![LDT_Project](/images/archive/installation/LDT_Add_Folder.JPG)
![LDT_Project](../images/archive/installation/LDT_Add_Folder.JPG)
### 6.1.11. Type the **Folder Name**.
This can be any descriptive text explaining the title of your mission.
![LDT_Project](/images/archive/installation/LDT_Mission_Folder_Name.JPG)
![LDT_Project](../images/archive/installation/LDT_Mission_Folder_Name.JPG)
### 6.1.12. In your newly created **Mission Folder**, right click and select **New -> Lua File**.
@ -232,7 +232,7 @@ the file that contains all the lua code using the Moose framework using your mis
### 6.1.13. Type the **Lua Mission Script Name**.
![LDT_Project](/images/archive/installation/LDT_Mission_Lua_File_Name.JPG)
![LDT_Project](../images/archive/installation/LDT_Mission_Lua_File_Name.JPG)
## 6.2) Create your first Mission file
@ -255,7 +255,7 @@ Find below a detailed explanation of the actions to follow:
### 6.2.1. Open the Mission Editor in DCS, select an empty mission, and click the triggers button.
![LDT_Project](/images/archive/installation/DCS_Triggers_Empty.JPG)
![LDT_Project](../images/archive/installation/DCS_Triggers_Empty.JPG)
### 6.2.2. Add a new trigger, that will load the Moose.lua file.
@ -266,7 +266,7 @@ Check the cyan colored circles:
* It contains a DO SCRIPT FILE action.
* No additional conditions!
![LDT_Project](/images/archive/installation/DCS_Triggers_Load_Moose_Add.JPG)
![LDT_Project](../images/archive/installation/DCS_Triggers_Load_Moose_Add.JPG)
### 6.2.3. Select the Moose.lua loader from the **Moose Mission Setup** folder in the Moose_Framework pack.
@ -278,11 +278,11 @@ Additional notes:
Press the **OK** button.
![LDT_Project](/images/archive/installation/DCS_Triggers_Load_Moose_Select_File.JPG)
![LDT_Project](../images/archive/installation/DCS_Triggers_Load_Moose_Select_File.JPG)
### 6.2.4. Check that the Moose.lua file has been correctly added to your Mission.
![LDT_Project](/images/archive/installation/DCS_Triggers_Load_Moose_File_Added.JPG)
![LDT_Project](../images/archive/installation/DCS_Triggers_Load_Moose_File_Added.JPG)
### 6.2.5. Add a new trigger, that will load your mission .lua file.
@ -293,7 +293,7 @@ Check the cyan colored circles:
* It contains a DO SCRIPT FILE action.
* No additional conditions!
![LDT_Project](/images/archive/installation/DCS_Triggers_Load_Mission_Add.JPG)
![LDT_Project](../images/archive/installation/DCS_Triggers_Load_Mission_Add.JPG)
### 6.2.6. Select the mission .lua file from your **missions** folder you just created or already have.
@ -304,11 +304,11 @@ Additional notes:
Press the **OK** button.
![LDT_Project](/images/archive/installation/DCS_Triggers_Load_Mission_File_Select.JPG)
![LDT_Project](../images/archive/installation/DCS_Triggers_Load_Mission_File_Select.JPG)
### 6.2.7. Check that your mission .lua script file has been correctly added to your mission.
![LDT_Project](/images/archive/installation/DCS_Triggers_Load_Mission_File_Added.JPG)
![LDT_Project](../images/archive/installation/DCS_Triggers_Load_Mission_File_Added.JPG)
## 6.3) Maintain your .miz files
@ -320,7 +320,7 @@ This can be a tedious task, and for this purpose, a tool has been developed that
This will activate a script that will automatically re-insert your mission .lua file into your mission.
![LDT_Project](/images/archive/installation/DCS_Triggers_Load_Mission_File_Added.JPG)
![LDT_Project](../images/archive/installation/DCS_Triggers_Load_Mission_File_Added.JPG)
## 6.4) Create folder links into your "My Missions" folder in Saved Games/DCS/Missions.

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@ -73,7 +73,7 @@ to identify which methods are properties are defined for which class.
MOOSE contains a lot of classes that can be used to enhance your missions.
![MOOSE framework](/images/classes/overview.jpg)
![MOOSE framework](../images/classes/overview.jpg)
Each section has an overview explanation on the different classes that mission designers can use to design compelling
simulation scenarios. It provides a short explanation of the concepts and its features, as well as important information