Thanks for the response on the post. I actually managed to get the trigger to work with a lot less functions. I guess I was just overthinking it :/
Rotate Core
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Rotate
Actions
Set Rotate_Location = (Position of (Triggering unit))
Unit - Remove (Triggering unit) from the game
Unit - Create 1 (Unit-type of (Triggering unit)) for (Owner of (Triggering unit)) at Rotate_Location facing ((Facing of (Triggering unit)) - 45.00) degrees
Unit - Set life of (Last created unit) to (Life of (Triggering unit))
Selection - Add (Last created unit) to selection for (Owner of (Triggering unit))
Custom script: call RemoveLocation (udg_Rotate_Location)
I'm trying to really understand how to use GUI, so an explanation of why your custom script would be better than this is greatly appreciated
Rotate Core
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Rotate
Actions
Set Rotate_Location = (Position of (Triggering unit))
Unit - Remove (Triggering unit) from the game
Unit - Create 1 (Unit-type of (Triggering unit)) for (Owner of (Triggering unit)) at Rotate_Location facing ((Facing of (Triggering unit)) - 45.00) degrees
Unit - Set life of (Last created unit) to (Life of (Triggering unit))
Selection - Add (Last created unit) to selection for (Owner of (Triggering unit))
Custom script: call RemoveLocation (udg_Rotate_Location)
I'm trying to really understand how to use GUI, so an explanation of why your custom script would be better than this is greatly appreciated