I was adding some hero revival triggers to my map recently and found I can use this as the event:
Environment - Player Any Player uses Effect Valerian02a - Apply Incap Behavior
With it setup like this the hero still goes incapacitated and immune, however the trigger only fires when a hero actually dies. Just looking at the trigger debug window you can see it's alot less stressful on the game like this, rather then running every time a unit takes damage or is attacked.
Only real problem is it's a bit harder to find the "triggering unit" with an event like this. So for the first action I also had to set a variable like this:
Variable - Set Hero = (Triggering Effect Unit(Caster))
With that you can reference your hero for moving him to a spawn point or hiding, adding animations, ect... Hope this helps.
I was adding some hero revival triggers to my map recently and found I can use this as the event:
Environment - Player Any Player uses Effect Valerian02a - Apply Incap Behavior
With it setup like this the hero still goes incapacitated and immune, however the trigger only fires when a hero actually dies. Just looking at the trigger debug window you can see it's alot less stressful on the game like this, rather then running every time a unit takes damage or is attacked.
Only real problem is it's a bit harder to find the "triggering unit" with an event like this. So for the first action I also had to set a variable like this:
Variable - Set Hero = (Triggering Effect Unit(Caster))
With that you can reference your hero for moving him to a spawn point or hiding, adding animations, ect... Hope this helps.