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
















