Hey, I am using Paladon's Jump System, and want to modify it slightly to a Jump/Slam ability. The jumps to a location, and then a dummy unit is created at the spot and is ordered to cast thunder clap. When I dont have "remove last created unit", the spell works as intended. However, when I include that action nothing occurs. This is wierd becuase I have used the "create unit at position of unit", order unit to cast spell", "remove last created unit", successfully before. Any ideas of what I am missing, or if there is a more effective way of doing this? Trigger posted below. Thanks
These triggers are from Paladons Jump System, I only added the "create unit" actions at the bottom of the sample spell trigger. (wisp is my dummy unit [has locust, thunderclap])
These triggers are from Paladons Jump System, I only added the "create unit" actions at the bottom of the sample spell trigger. (wisp is my dummy unit [has locust, thunderclap])

Sample Spell Jump

Events
 Unit  A unit Starts the effect of an ability

Conditions
 (Ability being cast) Equal to Jump

Actions
 Set JDA_JumpHigh_Distance = (0.33 x (Real((Level of (Ability being cast) for (Triggering unit)))))
 Set JDA_DestroyTrees_Dash = False
 Set JDA_Collusion = False
 Set JDA_TargetPoint = (Target point of ability being cast)
 Set JDA_Unit = (Triggering unit)
 Set JDA_Speed = 15.00
 Set JDA_SpecialEffect = Abilities\Weapons\FaerieDragonMissile\FaerieDragonMissile.mdl
 Set JDA_Animation = walk
 Set JDA_AnimationSpeed = 0.60
 Unit  Create 1 Wisp for (Owner of (Casting unit)) at JDA_TargetPoint facing Default building facing degrees
 Unit  Order (Last created unit) to Human Mountain King  Thunder Clap
 Unit  Remove (Last created unit) from the game
 Trigger  Run Jump System 1 <gen> (checking conditions)

Events

Jump System 1
 Events
 Conditions

Actions

If (All Conditions are True) then do (Then Actions) else do (Else Actions)

If  Conditions
 JD_Integers[1] Equal to 0

Then  Actions
 Trigger  Turn on Jump System 2 <gen>
 Else  Actions

If  Conditions
 Set JD_Integers[1] = (JD_Integers[1] + 1)
 Set JD_Integers[2] = (JD_Integers[2] + 1)
 Set JD_TempPoint[1] = (Position of JDA_Unit)
 Set JD_Distances[JD_Integers[2]] = (Distance between JD_TempPoint[1] and JDA_TargetPoint)
 Set JD_ReachedDistance[JD_Integers[2]] = 0.00
 Set JD_SpeedUnits[JD_Integers[2]] = JDA_Speed
 Set JD_Unit[JD_Integers[2]] = JDA_Unit
 Set JD_Angle[JD_Integers[2]] = (Angle from JD_TempPoint[1] to JDA_TargetPoint)
 Set JD_Effect[JD_Integers[2]] = JDA_SpecialEffect
 Set JD_Animations[JD_Integers[2]] = JDA_Animation
 Set JD_TreesDestroy[JD_Integers[2]] = JDA_DestroyTrees_Dash
 Set JD_HighSettings[JD_Integers[2]] = (JDA_JumpHigh_Distance x JD_Distances[JD_Integers[2]])
 Unit  Turn collision for JDA_Unit Off
 Animation  Change JDA_Unit's animation speed to (JDA_AnimationSpeed x 100.00)% of its original speed
 Animation  Play JDA_Unit's JDA_Animation animation
 Unit Group  Add JDA_Unit to JD_Group
 Unit  Add Storm Crow Form to JDA_Unit
 Unit  Remove Storm Crow Form from JDA_Unit
 Custom script: call RemoveLocation (udg_JD_TempPoint[1])
 Custom script: call RemoveLocation (udg_JDA_TargetPoint)

If (All Conditions are True) then do (Then Actions) else do (Else Actions)

Jump System 2

Events
 Time  Every 0.02 seconds of game time
 Conditions

Actions

For each (Integer JD_Integers[3]) from 1 to JD_Integers[2], do (Actions)

Loop  Actions

If (All Conditions are True) then do (Then Actions) else do (Else Actions)

If  Conditions
 (JD_Unit[JD_Integers[3]] is in JD_Group) Equal to True

Then  Actions

If (All Conditions are True) then do (Then Actions) else do (Else Actions)

If  Conditions
 JD_ReachedDistance[JD_Integers[3]] Less than JD_Distances[JD_Integers[3]]

Then  Actions
 Animation  Queue JD_Unit[JD_Integers[3]]'s JD_Animations[JD_Integers[3]] animation
 Set JD_TempPoint[1] = (Position of JD_Unit[JD_Integers[3]])
 Set JD_TempPoint[2] = (JD_TempPoint[1] offset by JD_SpeedUnits[JD_Integers[3]] towards JD_Angle[JD_Integers[3]] degrees)

If (All Conditions are True) then do (Then Actions) else do (Else Actions)

If  Conditions
 JD_TreesDestroy[JD_Integers[3]] Equal to True

Then  Actions
 Destructible  Pick every destructible within 150.00 of JD_TempPoint[2] and do (Destructible  Kill (Picked destructible))
 Else  Actions

If  Conditions
 Unit  Move JD_Unit[JD_Integers[3]] instantly to JD_TempPoint[2]
 Set JD_ReachedDistance[JD_Integers[3]] = (JD_ReachedDistance[JD_Integers[3]] + JD_SpeedUnits[JD_Integers[3]])

If (All Conditions are True) then do (Then Actions) else do (Else Actions)

If  Conditions
 (Random integer number between 1 and 5) Equal to 1

Then  Actions
 Special Effect  Create a special effect attached to the chest of JD_Unit[JD_Integers[3]] using JD_Effect[JD_Integers[3]]
 Special Effect  Destroy (Last created special effect)
 Else  Actions

If  Conditions
 Set JD_RealTimer[JD_Integers[3]] = (JD_RealTimer[JD_Integers[3]] + (180.00 / (JD_Distances[JD_Integers[3]] / JD_SpeedUnits[JD_Integers[3]])))
 Set JD_JumpHigh[JD_Integers[3]] = ((Sin(JD_RealTimer[JD_Integers[3]])) x JD_HighSettings[JD_Integers[3]])
 Animation  Change JD_Unit[JD_Integers[3]] flying height to JD_JumpHigh[JD_Integers[3]] at 1000000000.00
 Custom script: call RemoveLocation (udg_JD_TempPoint[1])
 Custom script: call RemoveLocation (udg_JD_TempPoint[2])

Else  Actions
 Unit  Turn collision for JD_Unit[JD_Integers[3]] On
 Unit Group  Remove JD_Unit[JD_Integers[3]] from JD_Group
 Animation  Change JD_Unit[JD_Integers[3]]'s animation speed to 100.00% of its original speed
 Animation  Reset JD_Unit[JD_Integers[3]]'s animation
 Set JD_RealTimer[JD_Integers[3]] = 0.00
 Set JD_Integers[1] = (JD_Integers[1]  1)

If (All Conditions are True) then do (Then Actions) else do (Else Actions)

If  Conditions
 JD_Integers[1] Equal to 0

Then  Actions
 Set JD_Integers[2] = 0
 Trigger  Turn off (This trigger)
 Else  Actions

If  Conditions

If  Conditions

If (All Conditions are True) then do (Then Actions) else do (Else Actions)
 Else  Actions

If  Conditions

If (All Conditions are True) then do (Then Actions) else do (Else Actions)

Loop  Actions

For each (Integer JD_Integers[3]) from 1 to JD_Integers[2], do (Actions)

Events