That system was "rejected" and the last comment suggested using a newer, better system:
What is a threat system? Basicly, it's a system that takes over Mob AI. The unit that dealt the most damage to the creep will be the one that gets attacked. Although that is only half the truth, it should be enough to get the idea. If you ever played World of Warcraft (as a mapper, you...
www.hiveworkshop.com
Anyway, if you're using something like Bribe's
Damage Engine then you can easily "redirect" damage:
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Redirect Damage
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Events
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Game - PreDamageEvent becomes Equal to 1.00
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Conditions
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DamageEventAmount Greater than 0.00
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Actions
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-------- If a Dummy unit deals damage, cancel it, and have the Dummy's "creator" deal it instead: --------
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-------- --------
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Set VariableSet UDex = (Custom value of DamageEventSource)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Redirect_Damage_Link[UDex] Not equal to No unit
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Then - Actions
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Unit - Cause Redirect_Damage_Link[UDex] to damage DamageEventTarget, dealing DamageEventAmount damage of attack type (Damage Attack Type) and damage type (Damage Type)
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Set VariableSet DamageEventAmount = 0.00
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Else - Actions
^ I suggest changing UDex to your own unique Integer variable to be used exclusively in this trigger.
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Recycle Damage Link
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Events
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Game - UnitIndexEvent becomes Equal to 2.00
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Conditions
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Actions
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-------- Reset this variable when a custom value gets recycled, preventing new units from inheriting it's old data: --------
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Set VariableSet Redirect_Damage_Link[UDex] = No unit
This also requires a
Unit Indexer in your map since that's how I'm able to link the Dummy and Caster together.
Never have more than 1 of each system!
Here's an example of using the system:
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Demo Cast Banish
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Banish
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Actions
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Unit - Create 1 Dummy (Reuse Me When Possible) for (Triggering player) at (Position of (Triggering unit)) facing Default building facing degrees
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-------- --------
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-------- This links the Caster to the Dummy unit, allowing the Redirect Damage trigger to work it's magic: --------
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Set VariableSet Redirect_Damage_Link[(Custom value of (Last created unit))] = (Triggering unit)
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-------- --------
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Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
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Unit - Add Storm Bolt (Dummy) to (Last created unit)
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Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Target unit of ability being cast)
So you're adding one new Variable to the Dummy creation process which links it to another unit, in this case (Triggering unit) which is our caster. You could technically link it to any other Unit you want. This tells the
Redirect Damage trigger who it should redirect the
(Damage Source) to.
Note that these triggers are not guaranteed to function properly with either of those Aggro systems. But maybe with some tinkering you can get it to work. Also, if you only need a simple aggro system then I could help you make one, and have it interface with the above triggers so that everything works together.