diff --git a/resources/scripts/terrain_project_importer.as b/resources/scripts/terrain_project_importer.as index eafa716cac..032ab14314 100644 --- a/resources/scripts/terrain_project_importer.as +++ b/resources/scripts/terrain_project_importer.as @@ -94,10 +94,12 @@ void frameStep(float dt) //#region UI drawing void drawUI() { + ImGui::Dummy(vector2(360, 1)); // Prevent horizontal jumping when writing terrains. + ImGui::Text("Current terrain is read only. This script can import it as an in-game editable project."); ImGui::Text("(find it under '"+console.cVarGet("sys_projects_dir", 0).getStr()+"')."); ImGui::NewLine(); - ImGui::TextDisabled("Races can be also edited using mouse and gizmos!"); + ImGui::TextDisabled("Races could be also edited using mouse and gizmos!"); ImGui::TextDisabled("To enable this, they must be converted from script code to data files."); ImGui::TextDisabled("There is a new section in terrn2 format: [Races], where each file is one race."); ImGui::TextDisabled("The race system is already robust and will provide more mission types in the future."); @@ -155,8 +157,8 @@ void drawUI() game.pushMessage(MSG_EDI_LEAVE_TERRN_EDITOR_REQUESTED, { }); game.pushMessage(MSG_APP_UNLOAD_SCRIPT_REQUESTED, { {'id', thisScript} }); // `thisScript` is global variable set by the game. - game.showMessageBox("Terrain project import complete.", - "You can now return to menu and load the project as an usual terrain - after you activate terrain editing mode again, an editor script will launch automatically", + game.showMessageBox("Terrain project import complete.\n\n", + "You can now return to menu and load the project as an usual terrain.", /*btn1*/true, "OK", /*allowClose=*/false, /*btn2*/ false, "" ); //game.pushMessage(MSG_SIM_UNLOAD_TERRN_REQUESTED, {});