Yes I did x) I changed up your trigger a bit to my liking. No worry! I will still credit you

it's like 98% your system still. Thanks ! Now I just need to find a move system ;_;
Spawn Sytem Check
Events
Unit - A unit Dies
Conditions
((Triggering unit) is in SpawnSystem_Group) Equal to True
Actions
Unit Group - Remove (Triggering unit) from SpawnSystem_Group
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(SpawnSystem_Group is empty) Equal to True
Then - Actions
Trigger - Turn on Spawn Sytem Loop <gen>
Else - Actions
Spawn Sytem Loop
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
For each (Integer SpawnSystem_Loop[1]) from 1 to SpawnSystem_Index, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpawnSystem_SpawnOn[SpawnSystem_Loop[1]] Equal to True
Then - Actions
Set SpawnSystem_Counter = (SpawnSystem_Counter + 1.00)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpawnSystem_LoopTime[SpawnSystem_Loop[1]] Greater than or equal to SpawnSystem_SpawnInterval[SpawnSystem_Loop[1]]
Then - Actions
Set SpawnSystem_LoopTime[SpawnSystem_Loop[1]] = 0.00
For each (Integer SpawnSystem_Loop[2]) from 1 to SpawnSystem_UnitPerSpawn[SpawnSystem_Loop[1]], do (Actions)
Loop - Actions
Set SpawnSystem_SpawnLocation = (Center of SpawnSystem_Location[SpawnSystem_Loop[1]])
Unit - Create 1 SpawnSystem_UnitType[SpawnSystem_Loop[1]] for SpawnSystem_Owner at SpawnSystem_SpawnLocation facing Default building facing degrees
Set SpawnSystem_Group = (Units in (Playable map area) matching (((Unit-type of (Matching unit)) Equal to SpawnSystem_UnitType[SpawnSystem_Loop[1]]) and (((Owner of (Matching unit)) Equal to SpawnSystem_Owner) and (((Matching unit) is alive) Equal to True))))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpawnSystem_SFX[SpawnSystem_Loop[1]] Not equal to <Empty String>
Then - Actions
Special Effect - Create a special effect at SpawnSystem_SpawnLocation using SpawnSystem_SFX[SpawnSystem_Loop[1]]
Special Effect - Destroy (Last created special effect)
Else - Actions
Custom script: call RemoveLocation (udg_SpawnSystem_SpawnLocation)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in SpawnSystem_Group) Equal to SpawnSystem_UnitLimit[SpawnSystem_Index]
Then - Actions
Trigger - Turn off (This trigger)
Else - Actions
Else - Actions
Set SpawnSystem_LoopTime[SpawnSystem_Loop[1]] = (SpawnSystem_LoopTime[SpawnSystem_Loop[1]] + 0.03)
Spawn System Init
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpawnSystem_Index Equal to 0
Then - Actions
Trigger - Turn on Spawn Sytem Loop <gen>
Else - Actions
-------- ---------- --------
-------- Owner --------
Set SpawnSystem_Owner = Player 1 (Red)
-------- --------- --------
-------- Tier 1 --------
Set SpawnSystem_Index = (SpawnSystem_Index + 1)
Set SpawnSystem_SpawnOn[SpawnSystem_Index] = True
Set SpawnSystem_UnitType[SpawnSystem_Index] = Pig
Set SpawnSystem_UnitLimit[SpawnSystem_Index] = 5
Set SpawnSystem_Location[SpawnSystem_Index] = Spawn <gen>
Set SpawnSystem_SpawnInterval[SpawnSystem_Index] = 0.50
Set SpawnSystem_UnitPerSpawn[SpawnSystem_Index] = 1
Set SpawnSystem_SFX[SpawnSystem_Index] = <Empty String>
-------- ----------- --------