You should give it a shot and try integrating some DDE system into your map (check hiveworkshop's resources). If you can force yourself to integrate existent systems and use them you will benefit from it much more than from creating and troubleshooting your own.
Good AI is extremely complex issue and should be by no means implemented on such low level of coding as you suggest.
The main purpose of an AI is to imitate human behavior, so an AI should be based on sets of principles similar to those of a player, such as controls.
If you can describe...
I meant whether the unit whose inventory you check is enemy or neutral (distinguishable by selection circle: red=enemy, yellow=neutral).
The forces should be the indicators aswell as long as you dont change alliances via triggers.
You guys skip to conclusions without even checking the map, do you? The map is not protected but frankly I got most peculiar wc3 error I've ever encountered with it, basically my warcraft shuts down with error after selecting it ingame. My guess would be the map is somehow corrupt so unless...
I map that uses custom resistance/critical/evasion systems is well outside of what most of the custom maps represent. As it will grow with complexity, the editor will cause more and more problems :) .
If you're going for sophisticated systems it may be best to scrap the warcraft interface and just make your own, but then again what would be the point of staying with wc3 editor and its limitations and not move to more powerful platform.
I am not sure whether applying deadly amount of damage will call unqueued kill trigger but it will defineately call 'unit takes damage' one should that unit be linked with it. If you apply 'kill unit' action to an unit, it will defineately interrupt further actions with all 'A unit dies' triggers.
Technically, it could be possible, though very unlikely. The problem with Wc3 mechanics is that events expropriate currently proccessed triggers, though there must be some event queuing mechanism that prevents it as I've never seen this happening to events occuring naturally (read: not induced...
You can set the unit's sight range to 0 and make a system of a following dummy unit with proper sight range that you can delete and recreate on whim. Moreover, you can have few kinds of different dummy units with different sight ranges to change your unit's sight range. This solution isn't...