Ok, so I'm just going to post my triggers, since nothing else is working...
Trigger 1: Init
Events
Map initialization
Conditions
Actions
Player - Disable sleeping for all creeps
-------- Add units to damage detection trigger --------
Unit Group - Pick every unit in (Units owned by Neutral Hostile) and do (Trigger - Add to DamageDetect <gen> the event (Unit - (Picked unit) Takes damage))
Unit Group - Pick every unit in (Units owned by Player 8 (Pink)) and do (Trigger - Add to DamageDetect <gen> the event (Unit - (Picked unit) Takes damage))
-------- Setting up of all the participating units in the threat system --------
-------- Units where AI shall be taken over by the script have to be registered with AddThreatUnit --------
-------- Units that shall appear on ThreatUnit's threat lists have to be registered with AddPlayerUnit --------
Unit Group - Pick every unit in (Units owned by Player 9 (Gray)) and do (Custom script: call ZTS_AddPlayerUnit( GetEnumUnit() ))
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green)) and do (Custom script: call ZTS_AddPlayerUnit( GetEnumUnit() ))
Unit Group - Pick every unit in (Units owned by Neutral Hostile) and do (Custom script: call ZTS_AddThreatUnit( GetEnumUnit(), false ))
Unit Group - Pick every unit in (Units owned by Player 8 (Pink)) and do (Custom script: call ZTS_AddThreatUnit( GetEnumUnit(), false ))
Trigger 2

amageDetect
Events
Conditions
Actions
-------- A simple damage detection function used to add threat in amount of damage dealt --------
Custom script: call ZTS_ModifyThreat(GetEventDamageSource(), GetTriggerUnit(), GetEventDamage(), true)
Trigger 3:Will of the Archpaladin
Events
Game - DamageEvent becomes Equal to 1.00
Conditions
(Level of Will of the Archpaladin (Paladin) Evasion for DamageEventSource) Equal to 1
Actions
Custom script: call ZTS_ApplyHealThreat(GetEventDamageSource(),GetEventDamageSource(), 400, false, true)
Game - Display to (All players) the text: Will of the Archpal...
Ok, so why does your system not work for me? units that are already made before the game is launched do NOT work, until they are re-spawned then they do if they are player pink, not Neutral Hostile, which is opposite of what you are saying.