So this is what I am doing:
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...
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Events
- Unit - A unit Dies
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Conditions
- (Triggering unit) Equal to Revive_Unit[1]
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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)
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...