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Removing Leaks from my Spell

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It was just that the old units arn't being removed, change ur trigger to the following.
(Changed its position, and changed from 0.20 second to 0.40 second, also changed from using Variable for the unit to Last Created Unit.)
  • EchoStompFinish
    • Events
      • Time - ESTimer expires
    • Conditions
    • Actions
      • Unit - Create 1 Tauren Chieften (Dummy Stomper) for (Owner of ESCaster) at ESCasterLoc facing (Facing of ESCaster) degrees
      • Unit - Add a 0.40 second Generic expiration timer to (Last created unit) <===
      • Set ESDummy[2] = (Last created unit)
      • Custom script: call RemoveLocation (udg_ESCasterLoc)
      • Unit - Set level of Echo Stomp (Dummy Stomper) for ESDummy[2] to (Level of Echo Stomp for ESCaster)
      • Animation - Change ESDummy[2]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
      • Unit - Create 1 Tauren Chieften (Dummy Stomper) for (Owner of ESCaster) at ESDummyLoc facing (Facing of ESDummy[1]) degrees
      • Unit - Add a 0.40 second Generic expiration timer to (Last created unit) <===
      • Set ESDummy[3] = (Last created unit)
      • Custom script: call RemoveLocation (udg_ESDummyLoc)
      • Unit - Set level of Echo Stomp (Dummy Stomper) for ESDummy[3] to (Level of Echo Stomp for ESCaster)
      • Animation - Change ESDummy[3]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
      • Unit Group - Pick every unit in (Units of type Tauren Chieften (Dummy Stomper)) and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Orc Tauren Chieftain - War Stomp
 
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