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Non-Leaking Respawn Trigger

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Apr 20, 2008
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I'm in need of a few respawn triggers for my RPG map. I've tried using the system that is in the Tutorials section, but I think it leaks. At the very least, when I use that system, the map continually lags more and more as enemy units respawn, to the point of unplayability.

Does anyone have a suggestion? Thank you in advance!
 
Yes, that was it. If the script was written wrong the map wouldn't even have started :P.

I should add that I used the first trigger shown in that tutorial, as well as the "Using Custom Scripts to prevent bugs" trigger. I DID NOT use the third one, "Standard Triggering", and I DID NOT use the last one, "Adding a creep to Respawn".

I think the exact custom script I added to the second trigger (the "Using Custom Scripts to prevent bugs" one), was something like:
call RemoveLocation (udg_Creep_Point[ii])
 
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