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Gold Mine - vision bug

Level 13
Joined
Sep 11, 2013
Messages
467
Greetings!
Recently I discovered an annoying bug with the default Gold Mine and I have no idea how can I fix that. I wish to see just the gold mine, not all terrain and trees around it when I harvest.

I tried to reduce the Gold Mine and Peasant sight radius day/night, but that didn't work..

The help will be appreciated.

Please watch the video from below in order to understand.
 

Attachments

  • Gold Mine vision bug demo.w3m
    18.5 KB · Views: 7
Last edited:
Level 45
Joined
Feb 27, 2007
Messages
5,578
Did you check Gameplay Constants for a field that might control the vision range granted by this? Is it the same with Orc/NE/UD workers? Could be something that human repair is doing?

Depending on the geometry of each gold mine you may be able to manually place line of sight blockers. I know that’s not ideal for multiple reasons.
 
Level 30
Joined
Aug 29, 2012
Messages
1,383
Well the gold mine has a vision radius of 0 and is not player owned so we can rule that idea off straight away

I've tried tweaking some of those weird unit stats like occluder height and elevation point because they are different for the gold mine compared to other buildings, but it doesn't seem to change anything

It feels like some hardcoded thing, peasants just get high ground vision in a mine for some reason
 
Level 13
Joined
Sep 11, 2013
Messages
467
Did you check Gameplay Constants for a field that might control the vision range granted by this? Is it the same with Orc/NE/UD workers? Could be something that human repair is doing?

Depending on the geometry of each gold mine you may be able to manually place line of sight blockers. I know that’s not ideal for multiple reasons.
There is not such field from what I see. With or without repair the orc and human has the same problem. Night elf do not have that problem.
Line of sight do not work.. because this bug has flying vision.
 
Level 13
Joined
Sep 11, 2013
Messages
467
Well the gold mine has a vision radius of 0 and is not player owned so we can rule that idea off straight away

I've tried tweaking some of those weird unit stats like occluder height and elevation point because they are different for the gold mine compared to other buildings, but it doesn't seem to change anything

It feels like some hardcoded thing, peasants just get high ground vision in a mine for some reason
Yeah.. I think it's hard coded..
 
Level 24
Joined
Feb 27, 2019
Messages
833
I agree that it seems to be hardcoded, probably for gameplay purposes to provide vision of the area when the worker is hidden inside the gold mine. I did find a workaround. If a worker enters the gold mine the vision point/region appears to be set and the gold mine can be moved without changing the already set vision point/region.

The idea would be to move the gold mines to a hidden position, have a worker enter them and move the gold mines back to their original positions.
 

Attachments

  • Gold Mine vision bug demo2.w3m
    19.1 KB · Views: 3
Level 13
Joined
Sep 11, 2013
Messages
467
I agree that it seems to be hardcoded, probably for gameplay purposes to provide vision of the area when the worker is hidden inside the gold mine. I did find a workaround. If a worker enters the gold mine the vision point/region appears to be set and the gold mine can be moved without changing the already set vision point/region.

The idea would be to move the gold mines to a hidden position, have a worker enter them and move the gold mines back to their original positions.
Interesting workaround, but I don't have space in my map to hide that workaround. Hmm... maybe I will use a space outside the map and I will hide it with camera bounds set. Also I have like 25 mines in my map.
 
Level 24
Joined
Feb 27, 2019
Messages
833
Interesting workaround, but I don't have space in my map to hide that workaround. Hmm... maybe I will use a space outside the map and I will hide it with camera bounds set. Also I have like 25 mines in my map.
That is the idea. The amount of mines doesnt matter. This trigger requires a correctly set up dummy.
  • Hide gold mines vision
    • Events
      • Time - Elapsed game time is 0.00 seconds
    • Conditions
    • Actions
      • Set VariableSet TempGroup = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Gold Mine))
      • Set VariableSet TempPoint[1] = (Center of Region 001 <gen>)
      • Unit Group - Pick every unit in TempGroup and do (Actions)
        • Loop - Actions
          • Set VariableSet TempPoint[2] = (Position of (Picked unit))
          • Unit - Move (Picked unit) instantly to TempPoint[1]
          • Unit - Create 1 Dummy for Neutral Passive at TempPoint[1] facing 0.00 degrees
          • Unit - Add Harvest (Gold and Lumber) to (Last created unit)
          • Unit - Order (Last created unit) to Harvest (Picked unit)
          • Unit - Move (Picked unit) instantly to TempPoint[2]
          • Unit - Remove (Last created unit) from the game
          • Custom script: call RemoveLocation(udg_TempPoint[2])
      • Custom script: call DestroyGroup(udg_TempGroup)
      • Custom script: call RemoveLocation(udg_TempPoint[1])
 

Attachments

  • Gold Mine vision bug demo3.w3m
    20.2 KB · Views: 4
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