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Set TorchHas = (Units in (Playable map area) matching ((Item carried by (Matching unit) of type Torch) Equal to (Item carried by (Matching unit) in slot Torch)))
The above should be:
Set TorchHas = (Units in (Playable map area) matching ((Item-type of (Item carried by (Matching unit) in slot (IntegerA)) Equal to Torch)
Unit Group - Add all units of TorchHas to TorchGroup
You don't need this. Just make the Unit Group pick action with the TorchHas group.
Custom script: call DestroyGroup(udg_TorchGroup)
When you add units from a unit group to another, like in your case, from TorchHas to TorchGroup, you don't need to destory the latter group, because it doesn't leak. It will only leak once you set the variable, e.g. Set TempGroup = (Units in ...)
After that line, everything seems to be a mess.
I would instead create one unit, once, and move it periodically, up to the item carrier's position:
Set Points[1] = (Position of (Picked unit))
Set Dummy = (Load (Key(dummy)) of (Key(Picked unit)) from Hashtable)
Set Points[2] = (Points[1] offset by 150.00 towards (Facing of (Picked unit)))
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