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How do I store point of unit to revive it at?

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Level 8
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Jul 17, 2004
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So this is what I am doing:

  • Events
    • Unit - A unit Dies
  • Conditions
    • (Triggering unit) Equal to Revive_Unit[1]
  • Actions
    • Wait 5.00 seconds
    • Set tempPoint = Revive_Point[1]
    • Unit - Create 1 Goblin for Player 12 (Brown) at tempPoint facing (Random angle) degrees
    • Set Revive_Unit[1] = (Last created unit)
    • Special Effect - Create a special effect attached to the origin of Revive_Unit[1] using Objects\Spawnmodels\Other\ToonBoom\ToonBoom.mdl
    • Special Effect - Destroy (Last created special effect)
    • Custom script: call RemoveLocation(udg_tempPoint)
And then I stored the position of the unit at map ini in another trigger for Revive_Point[1].

So I want this to be leakless, but I also need the position stored of where the unit originally was located (not where he died) to revive it at. How can I do this? The reason why this doesn't work is because I am destroying the location with the custom script...
 
I'm surprised you knew about that system lol. It is rather new. Thanks though.

@TO
My system was supposed to be able to do this but it looks like i forgot a simple function lol.
I will update this so it can do what it should've in the first place.

Give me about an hr. I am not home yet.

Edit: Got home earlier than i thought i updated my system to allow for replacing units and keeping the old units data.
 
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