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Fixed broken links in documentation
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kaltokri committed Oct 30, 2023
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6 changes: 3 additions & 3 deletions Moose Development/Moose/AI/AI_A2A_Dispatcher.lua
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Expand Up @@ -310,7 +310,7 @@ do -- AI_A2A_DISPATCHER
-- Use the method @{#AI_A2A_DISPATCHER.SetEngageRadius}() to set a specific Engage Radius.
-- **The Engage Radius is defined for ALL squadrons which are operational.**
--
-- Demonstration Mission: [AID-019 - AI_A2A - Engage Range Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-019%20-%20AI_A2A%20-%20Engage%20Range%20Test)
-- Demonstration Mission: [AID-019 - AI_A2A - Engage Range Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching/AID-A2A-019%20-%20Engage%20Range%20Test)
--
-- In this example an Engage Radius is set to various values.
--
Expand All @@ -333,7 +333,7 @@ do -- AI_A2A_DISPATCHER
-- Use the method @{#AI_A2A_DISPATCHER.SetGciRadius}() to set a specific controlled ground intercept radius.
-- **The Ground Controlled Intercept radius is defined for ALL squadrons which are operational.**
--
-- Demonstration Mission: [AID-013 - AI_A2A - Intercept Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-013%20-%20AI_A2A%20-%20Intercept%20Test)
-- Demonstration Mission: [AID-013 - AI_A2A - Intercept Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching/AID-A2A-013%20-%20Intercept%20Test)
--
-- In these examples, the Gci Radius is set to various values:
--
Expand Down Expand Up @@ -366,7 +366,7 @@ do -- AI_A2A_DISPATCHER
-- it makes it easier sometimes for the mission maker to envisage where the red and blue territories roughly are.
-- In a hot war the borders are effectively defined by the ground based radar coverage of a coalition.
--
-- Demonstration Mission: [AID-009 - AI_A2A - Border Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-009 - AI_A2A - Border Test)
-- Demonstration Mission: [AID-009 - AI_A2A - Border Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching/AID-A2A-009%20-%20Border%20Test)
--
-- In this example a border is set for the CCCP A2A dispatcher:
--
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10 changes: 0 additions & 10 deletions Moose Development/Moose/AI/AI_A2G_Dispatcher.lua
Original file line number Diff line number Diff line change
Expand Up @@ -296,8 +296,6 @@ do -- AI_A2G_DISPATCHER
--
-- ## 1. AI\_A2G\_DISPATCHER constructor:
--
-- ![Banner Image](..\Presentations\AI_A2G_DISPATCHER\AI_A2G_DISPATCHER-ME_1.JPG)
--
--
-- The @{#AI_A2G_DISPATCHER.New}() method creates a new AI_A2G_DISPATCHER instance.
--
Expand All @@ -311,8 +309,6 @@ do -- AI_A2G_DISPATCHER
-- A reconnaissance network, is used to detect enemy ground targets,
-- potentially group them into areas, and to understand the position, level of threat of the enemy.
--
-- ![Banner Image](..\Presentations\AI_A2G_DISPATCHER\Dia5.JPG)
--
-- As explained in the introduction, depending on the type of mission you want to achieve, different types of units can be applied to detect ground enemy targets.
-- Ground based units are very useful to act as a reconnaissance, but they lack sometimes the visibility to detect targets at greater range.
-- Recce are very useful to acquire the position of enemy ground targets when spread out over the battlefield at strategic positions.
Expand Down Expand Up @@ -686,8 +682,6 @@ do -- AI_A2G_DISPATCHER
--
-- Use the method @{#AI_A2G_DISPATCHER.SetSquadronGrouping}() to set the grouping of aircraft when spawned in.
--
-- ![Banner Image](..\Presentations\AI_A2G_DISPATCHER\Dia12.JPG)
--
-- In the case of **on call** engagement, the @{#AI_A2G_DISPATCHER.SetSquadronGrouping}() method has additional behaviour.
-- When there aren't enough patrol flights airborne, a on call will be initiated for the remaining
-- targets to be engaged. Depending on the grouping parameter, the spawned flights for on call aircraft are grouped into this setting.
Expand All @@ -701,8 +695,6 @@ do -- AI_A2G_DISPATCHER
-- The effectiveness can be set with the **overhead parameter**. This is a number that is used to calculate the amount of Units that dispatching command will allocate to GCI in surplus of detected amount of units.
-- The **default value** of the overhead parameter is 1.0, which means **equal balance**.
--
-- ![Banner Image](..\Presentations\AI_A2G_DISPATCHER\Dia11.JPG)
--
-- However, depending on the (type of) aircraft (strength and payload) in the squadron and the amount of resources available, this parameter can be changed.
--
-- The @{#AI_A2G_DISPATCHER.SetSquadronOverhead}() method can be used to tweak the defense strength,
Expand Down Expand Up @@ -848,8 +840,6 @@ do -- AI_A2G_DISPATCHER
--
-- For example, the following setup will set the default refuel tanker to "Tanker":
--
-- ![Banner Image](..\Presentations\AI_A2G_DISPATCHER\AI_A2G_DISPATCHER-ME_11.JPG)
--
-- -- Set the default tanker for refuelling to "Tanker", when the default fuel threshold has reached 90% fuel left.
-- A2GDispatcher:SetDefaultFuelThreshold( 0.9 )
-- A2GDispatcher:SetDefaultTanker( "Tanker" )
Expand Down
10 changes: 5 additions & 5 deletions Moose Development/Moose/AI/AI_CAP.lua
Original file line number Diff line number Diff line change
Expand Up @@ -20,11 +20,11 @@
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing.
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing.
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
-- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing.
-- * **[Delta99](https://forums.eagle.ru/member.php?u=125166): Testing.
-- * **Quax**: Concept, Advice & Testing.
-- * **Pikey**: Concept, Advice & Testing.
-- * **Gunterlund**: Test case revision.
-- * **Whisper**: Testing.
-- * **Delta99**: Testing.
--
-- ===
--
Expand Down
4 changes: 2 additions & 2 deletions Moose Development/Moose/AI/AI_Formation.lua
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Expand Up @@ -8,7 +8,7 @@
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/FOR%20-%20Formation)
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/FOR%20-%20AI%20Group%20Formation)
--
-- ===
--
Expand All @@ -31,7 +31,7 @@
-- @field Core.Set#SET_GROUP FollowGroupSet
-- @field #string FollowName
-- @field #AI_FORMATION.MODE FollowMode The mode the escort is in.
-- @field Scheduler#SCHEDULER FollowScheduler The instance of the SCHEDULER class.
-- @field Core.Scheduler#SCHEDULER FollowScheduler The instance of the SCHEDULER class.
-- @field #number FollowDistance The current follow distance.
-- @field #boolean ReportTargets If true, nearby targets are reported.
-- @Field DCSTypes#AI.Option.Air.val.ROE OptionROE Which ROE is set to the FollowGroup.
Expand Down
4 changes: 2 additions & 2 deletions Moose Development/Moose/Actions/Act_Assign.lua
Original file line number Diff line number Diff line change
Expand Up @@ -59,7 +59,7 @@
--
-- ===
--
-- # 1) @{#ACT_ASSIGN_ACCEPT} class, extends @{Core.Fsm.Assign#ACT_ASSIGN}
-- # 1) @{#ACT_ASSIGN_ACCEPT} class, extends @{Core.Fsm#ACT_ASSIGN}
--
-- The ACT_ASSIGN_ACCEPT class accepts by default a task for a player. No player intervention is allowed to reject the task.
--
Expand All @@ -69,7 +69,7 @@
--
-- ===
--
-- # 2) @{#ACT_ASSIGN_MENU_ACCEPT} class, extends @{Core.Fsm.Assign#ACT_ASSIGN}
-- # 2) @{#ACT_ASSIGN_MENU_ACCEPT} class, extends @{Core.Fsm#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.
Expand Down
4 changes: 2 additions & 2 deletions Moose Development/Moose/Cargo/Cargo.lua
Original file line number Diff line number Diff line change
Expand Up @@ -980,7 +980,7 @@ do -- CARGO

--- Report to a Carrier Group with a Flaring signal.
-- @param #CARGO self
-- @param Utils#UTILS.FlareColor FlareColor the color of the flare.
-- @param Utilities.Utils#UTILS.FlareColor FlareColor the color of the flare.
-- @return #CARGO
function CARGO:ReportFlare( FlareColor )

Expand All @@ -989,7 +989,7 @@ do -- CARGO

--- Report to a Carrier Group with a Smoking signal.
-- @param #CARGO self
-- @param Utils#UTILS.SmokeColor SmokeColor the color of the smoke.
-- @param Utilities.Utils#UTILS.SmokeColor SmokeColor the color of the smoke.
-- @return #CARGO
function CARGO:ReportSmoke( SmokeColor )

Expand Down
2 changes: 1 addition & 1 deletion Moose Development/Moose/Core/Astar.lua
Original file line number Diff line number Diff line change
Expand Up @@ -112,7 +112,7 @@
--
-- # Calculate the Path
--
-- Finally, we have to calculate the path. This is done by the @{ASTAR.GetPath}(*ExcludeStart, ExcludeEnd*) function. This function returns a table of nodes, which
-- Finally, we have to calculate the path. This is done by the @{#GetPath}(*ExcludeStart, ExcludeEnd*) function. This function returns a table of nodes, which
-- describe the optimal path from the start node to the end node.
--
-- By default, the start and end node are include in the table that is returned.
Expand Down
4 changes: 2 additions & 2 deletions Moose Development/Moose/Core/Event.lua
Original file line number Diff line number Diff line change
Expand Up @@ -313,7 +313,7 @@ EVENTS = {
-- @field Cargo.Cargo#CARGO Cargo The cargo object.
-- @field #string CargoName The name of the cargo object.
--
-- @field Core.ZONE#ZONE Zone The zone object.
-- @field Core.Zone#ZONE Zone The zone object.
-- @field #string ZoneName The name of the zone.


Expand Down Expand Up @@ -988,7 +988,7 @@ do -- Event Creation

--- Creation of a New ZoneGoal Event.
-- @param #EVENT self
-- @param Core.Functional#ZONE_GOAL ZoneGoal The ZoneGoal created.
-- @param Functional.ZoneGoal#ZONE_GOAL ZoneGoal The ZoneGoal created.
function EVENT:CreateEventNewZoneGoal( ZoneGoal )
self:F( { ZoneGoal } )

Expand Down
2 changes: 1 addition & 1 deletion Moose Development/Moose/Core/Pathline.lua
Original file line number Diff line number Diff line change
Expand Up @@ -199,7 +199,7 @@ end

--- Get points of pathline. Not that points are tables, that contain more information as just the 2D or 3D position but also the surface type etc.
-- @param #PATHLINE self
-- @return <#PATHLINE.Point> List of points.
-- @return #PATHLINE.Point List of points.
function PATHLINE:GetPoints()
return self.points
end
Expand Down
6 changes: 3 additions & 3 deletions Moose Development/Moose/Core/Spot.lua
Original file line number Diff line number Diff line change
Expand Up @@ -21,9 +21,9 @@
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
-- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing
-- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing
-- * **Ciribob**: Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
-- * **EasyEB**: Ideas and Beta Testing
-- * **Wingthor**: Beta Testing
--
-- ===
--
Expand Down
2 changes: 1 addition & 1 deletion Moose Development/Moose/Functional/DetectionZones.lua
Original file line number Diff line number Diff line change
Expand Up @@ -21,7 +21,7 @@ do -- DETECTION_ZONES
--
-- Retrieve the DetectedItems[].Set with the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}(). A @{Core.Set#SET_UNIT} object will be returned.
--
-- Retrieve the formed @{Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZones}().
-- Retrieve the formed @{Core.Zone#ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZones}().
-- To understand the amount of zones created, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZoneCount}().
-- If you want to obtain a specific zone from the DetectedZones, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZone}() with a given index.
--
Expand Down
2 changes: 1 addition & 1 deletion Moose Development/Moose/Functional/Escort.lua
Original file line number Diff line number Diff line change
Expand Up @@ -252,7 +252,7 @@ end
--- Set a Detection method for the EscortClient to be reported upon.
-- Detection methods are based on the derived classes from DETECTION_BASE.
-- @param #ESCORT self
-- @param Function.Detection#DETECTION_BASE Detection
-- @param Functional.Detection#DETECTION_BASE Detection
function ESCORT:SetDetection( Detection )

self.Detection = Detection
Expand Down
2 changes: 0 additions & 2 deletions Moose Development/Moose/Ops/CSAR.lua
Original file line number Diff line number Diff line change
Expand Up @@ -46,8 +46,6 @@
--
-- ===
--
-- ![Banner Image](OPS_CSAR.jpg)
--
-- # CSAR Concept
--
-- * MOOSE-based Helicopter CSAR Operations for Players.
Expand Down
2 changes: 1 addition & 1 deletion Moose Development/Moose/Sound/Radio.lua
Original file line number Diff line number Diff line change
Expand Up @@ -44,7 +44,7 @@
--
-- * 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.
-- * 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 @{Wrapper.Positionable#POSITIONABLE}
--
Expand Down

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