diff --git a/OpenRA.Mods.Common/Traits/BotModules/SupportPowerBotModule.cs b/OpenRA.Mods.Common/Traits/BotModules/SupportPowerBotModule.cs index fd2376afc3..c07e7fb804 100644 --- a/OpenRA.Mods.Common/Traits/BotModules/SupportPowerBotModule.cs +++ b/OpenRA.Mods.Common/Traits/BotModules/SupportPowerBotModule.cs @@ -91,7 +91,7 @@ namespace OpenRA.Mods.Common.Traits var attackLocation = FindCoarseAttackLocationToSupportPower(sp); if (attackLocation == null) { - AIUtils.BotDebug("{1} can't find suitable coarse attack location for support power {0}. Delaying rescan.", sp.Info.OrderName, player.PlayerName); + AIUtils.BotDebug("{0} can't find suitable coarse attack location for support power {1}. Delaying rescan.", player.PlayerName, sp.Info.OrderName); waitingPowers[sp] += powerDecision.GetNextScanTime(world); continue; @@ -101,14 +101,14 @@ namespace OpenRA.Mods.Common.Traits attackLocation = FindFineAttackLocationToSupportPower(sp, (CPos)attackLocation); if (attackLocation == null) { - AIUtils.BotDebug("{1} can't find suitable final attack location for support power {0}. Delaying rescan.", sp.Info.OrderName, player.PlayerName); + AIUtils.BotDebug("{0} can't find suitable final attack location for support power {1}. Delaying rescan.", player.PlayerName, sp.Info.OrderName); waitingPowers[sp] += powerDecision.GetNextScanTime(world); continue; } // Valid target found, delay by a few ticks to avoid rescanning before power fires via order - AIUtils.BotDebug("{2} found new target location {0} for support power {1}.", attackLocation, sp.Info.OrderName, player.PlayerName); + AIUtils.BotDebug("{0} found new target location {1} for support power {2}.", player.PlayerName, attackLocation, sp.Info.OrderName); waitingPowers[sp] += 10; bot.QueueOrder(new Order(sp.Key, supportPowerManager.Self, Target.FromCell(world, attackLocation.Value), false) { SuppressVisualFeedback = true }); }