diff --git a/locale/en/redmew_command_text.cfg b/locale/en/redmew_command_text.cfg index 0d8e2bb4..bc2030b8 100644 --- a/locale/en/redmew_command_text.cfg +++ b/locale/en/redmew_command_text.cfg @@ -34,7 +34,7 @@ crash_site_barrage_radius_name_label=Rocket Barrage Radius __1__ crash_site_barrage_count_name_label=Rocket Barrage Damage __1__ crash_site_barrage_not_researched=You have not researched Barrage yet. Visit the market at the spawn [gps=-3,-3,redmew] crash_site_barrage_insufficient_currency_error=To send a rocket barrage, load __1__ more explosive rockets into the payment chest [gps=2.5,-1.5,redmew] -crash_site_barrage_no_nests=No nests found, what a waste of rockets! +crash_site_barrage_no_nests=No nests found at these coordinates ([gps=__1__,__2__,__3__]), what a waste of rockets! crash_site_barrage_damage_upgrade_success=__1__ has upgraded Rocket Barrage Damage to level __2__ crash_site_barrage_radius_upgrade_success=__1__ has updgraded Rocket Barrage Radius to level __2__ crash_site_rocket_tanks_name_label=Rocket Tanks Fire Interval __1__ diff --git a/map_gen/maps/crash_site/commands.lua b/map_gen/maps/crash_site/commands.lua index 16c9faca..0b1d6d20 100644 --- a/map_gen/maps/crash_site/commands.lua +++ b/map_gen/maps/crash_site/commands.lua @@ -545,24 +545,23 @@ function Public.control(config) local nest_count = #nests inv.remove({name = "explosive-rocket", count = strikeCost}) if nest_count == 0 then - player.print({'command_description.crash_site_barrage_no_nests',}, Color.fail) - return + player.print({'command_description.crash_site_barrage_no_nests',xpos, ypos,s.name}, Color.fail) + else + + player.force.chart(s, {{xpos - 32, ypos - 32}, {xpos + 32, ypos + 32}}) + + -- draw radius + set_timeout_in_ticks(60, map_chart_tag_place_callback, {player = player, xpos = xpos, ypos = ypos, item = 'explosive-rocket'}) + render_radius({position = {x = xpos, y = ypos}, player = player, radius = radius, color = {r = 0.1, g = 0, b = 0, a = 0.1}}) + for _, nest in pairs(nests) do + render_crosshair({position = {x = nest.position.x, y = nest.position.y}, player = player, item = "explosive-rocket"}) + end + + for j = 1, count do + set_timeout_in_ticks(60 * j + math.random(0, 30), spawn_rocket_callback, {s = s, xpos = nests[(j%nest_count)+1].position.x, ypos = nests[(j%nest_count)+1].position.y}) + set_timeout_in_ticks(60 * j, chart_area_callback, {player = player, xpos = xpos, ypos = ypos}) + end end - - player.force.chart(s, {{xpos - 32, ypos - 32}, {xpos + 32, ypos + 32}}) - - -- draw radius - set_timeout_in_ticks(60, map_chart_tag_place_callback, {player = player, xpos = xpos, ypos = ypos, item = 'explosive-rocket'}) - render_radius({position = {x = xpos, y = ypos}, player = player, radius = radius, color = {r = 0.1, g = 0, b = 0, a = 0.1}}) - for _, nest in pairs(nests) do - render_crosshair({position = {x = nest.position.x, y = nest.position.y}, player = player, item = "explosive-rocket"}) - end - - for j = 1, count do - set_timeout_in_ticks(60 * j + math.random(0, 30), spawn_rocket_callback, {s = s, xpos = nests[(j%nest_count)+1].position.x, ypos = nests[(j%nest_count)+1].position.y}) - set_timeout_in_ticks(60 * j, chart_area_callback, {player = player, xpos = xpos, ypos = ypos}) - end - -- move to the next set of coordinates i = i + 2 xpos = coords[i]