script.on_event(defines.events.on_player_created, function(event) local player = game.players[event.player_index] player.insert{name="iron-plate", count=8} player.insert{name="pistol", count=1} player.insert{name="firearm-magazine", count=10} player.insert{name="burner-mining-drill", count = 1} player.insert{name="stone-furnace", count = 1} player.force.chart(player.surface, {{player.position.x - 200, player.position.y - 200}, {player.position.x + 200, player.position.y + 200}}) if (#game.players <= 1) then game.show_message_dialog{text = {"msg-intro"}} else player.print({"msg-intro"}) end end) script.on_event(defines.events.on_player_respawned, function(event) local player = game.players[event.player_index] player.insert{name="pistol", count=1} player.insert{name="firearm-magazine", count=10} end) script.on_event(defines.events.on_rocket_launched, function(event) local force = event.rocket.force if event.rocket.get_item_count("satellite") == 0 then if (#game.players <= 1) then game.show_message_dialog{text = {"gui-rocket-silo.rocket-launched-without-satellite"}} else for index, player in pairs(force.players) do player.print({"gui-rocket-silo.rocket-launched-without-satellite"}) end end return end if not global.satellite_sent then global.satellite_sent = {} end if global.satellite_sent[force.name] then global.satellite_sent[force.name] = global.satellite_sent[force.name] + 1 else game.set_game_state{game_finished=true, player_won=true, can_continue=true} global.satellite_sent[force.name] = 1 end for index, player in pairs(force.players) do if player.gui.left.rocket_score then player.gui.left.rocket_score.rocket_count.caption = tostring(global.satellite_sent[force.name]) else local frame = player.gui.left.add{name = "rocket_score", type = "frame", direction = "horizontal", caption={"score"}} frame.add{name="rocket_count_label", type = "label", caption={"", {"rockets-sent"}, ":"}} frame.add{name="rocket_count", type = "label", caption=tostring(global.satellite_sent[force.name])} end end end)