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[Solved] Upgrading problem?

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Level 9
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Aug 16, 2008
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After the successful mimic of "Combined Models System" for a tower. This upgrade however is becoming a nuisance to my progress.
It's my concept of Mafarazzo Queen tower rework which will make the old dummies will get replaced by new ones like on below. The only problem is the dying unit doesn't take out the dummy with it.

RedAlertUpgrade
Events
Unit - A unit Starts the effect of an ability
Conditions
(Unit-type of (Casting unit)) Equal to Red Alert
Actions
Set RedAlertMain = (Custom value of (Casting unit))
Unit - Remove RedAlert1[RedAlertMain] from the game
Unit - Remove RedAlert2[RedAlertMain] from the game
Unit - Replace (Casting unit) with a Zeus using The new unit's max life and mana
Set Zeus[ZeusMain] = (Last replaced unit)
Unit - Set the custom value of Zeus[ZeusMain] to RedAlertMain
Selection - Add (Last replaced unit) to selection for (Owner of (Casting unit))
Set TowerPoint = (Position of (Casting unit))
Unit - Create 1 Zeus Orb for (Owner of (Casting unit)) at TowerPoint facing (Random real number between 1.00 and 360.00) degrees
Set ZeusOrb[ZeusMain] = (Last created unit)
Custom script: call RemoveLocation(udg_TowerPoint)

ZeusTower Dies
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Zeus
Actions
Set ZeusMain = (Custom value of (Dying unit))
Unit - Kill ZeusOrb[ZeusMain]


This one is probably possible in JASS, if i can't get a way to complete it.
 
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