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Derping with Respawns

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I have attached a map bellow, in theory it should ressurect any wisps that you kill when escape is pressed.

However this is not the case, I currently cannot find the cause of the problem and hence need help.
 

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Level 24
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Oct 12, 2008
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How about you do not kill the location you want to load?

Thats the part where im kinda lost. After saving a point in a hashtable, is the value set or does continue to change based on the global variable?

Also, you should make sure that the unit does not vanish after being killed.

I created a trigger(not included above) that references units that were killed and collected to be rezzed and it seems to show that the unit groups do work. Im pretty sure at this point its a point variable issue.
 
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Thats the part where im kinda lost. After saving a point in a hashtable, is the value set or does continue to change based on the global variable?

Same as with any other object. Imagine you storing a unit. Does there magically appear another one then?

I created a trigger(not included above) that references units that were killed and collected to be rezzed and it seems to show that the unit groups do work. Im pretty sure at this point its a point variable issue.

I have already checked out my guess and as for the above test map, it is problematic. Wisps do not decay, so they are cleared up right after death time, which is set to 3 seconds. When a unit vanishes, its data is released. So you cannot load its type anymore for example.
 
Level 24
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Oct 12, 2008
Messages
1,783
Same as with any other object. Imagine you storing a unit. Does there magically appear another one then?

So if I wanted to make this work, id have to get an point array and track all the points upon startup?

I have already checked out my guess and as for the above test map, it is problematic. Wisps do not decay, so they are cleared up right after death time, which is set to 3 seconds. When a unit vanishes, it's data is released. So you cannot load its type anymore for example.

Noted.
 
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