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[Guards] Guard removal on first start_town fails for one guard spot each time  #6

Description

@BoneHorror

Starting a script with empty guard spots should typically remove all of them: instead, when this issue occurs one guard persists, and sometimes seems to potentially "steal" away another guard's location (not sure how to consistently repro this part of the bug though :( )
If there is only one empty guard spot on town init it seems to persist 100% of the time; the guard that persists seems to always be the highest unit index
Files for repro
Notes:
Could not repro in unmodded RM

Repro:

  1. Download the provided exe, map
  2. Launch the map, wait for dragoons to die (triggers, no action needed) and the script to start a few seconds later
  3. Observe as one dragoon persists through guard removal on script start (should be done by 40 real-life seconds)

Activity

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