Adding special abilities to boss

Crusher

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Well, in my map, there are few bosses. Each of them is respawned after killed.

I was wondering, is there any way that I can play a specific animation/cast specific ability when Boss health reach my amount? Note: the hero is respawned, so simple unit selecting won't work.

Can you show me an example? Thank you very much.
 
Code:
Melee Initialization
    Events
        Unit - SHAMAN's life becomes Less than 50.00
    Conditions
    Actions
        Set Group = Units in 600 range of SHAMAN matching (Matching Unit) is an enemy and (Matching Unit) is alive 
        Unit - Order SHAMAN to Orc Shadow Hunter - Hex (Random Unit from (Group))
        custom script: call DestroyGroup(udg_Group)
        Trigger - Turn off (This trigger)

turn it back on when you revive it
 
I'm using a spawn system like this:



Trigger:
  • SpawnSystem Respawn
    • Events
      • Unit - A unit owned by Player 12 (Brown) Dies
    • Conditions
    • Actions
      • Custom script: local unit udg_SystemSpawn_RespawnUnit
      • Custom script: local integer udg_SystemSpawn_RespawnUnitIndex
      • For each (Integer A) from 1 to 63, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Dying unit) Equal to SystemSpawn_SpawnUnit[(Integer A)]
            • Then - Actions
              • Set SystemSpawn_RespawnUnitIndex = (Integer A)
            • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SystemSpawn_RespawnUnitIndex Greater than 0
        • Then - Actions
          • Skip remaining actions
        • Else - Actions
      • Unit - Create 1 (Unit-type of (Dying unit)) for Player 12 (Brown) at ((Center of (Entire map)) offset by (SystemSpawn_SpawnPointX[SystemSpawn_RespawnUnitIndex], SystemSpawn_SpawnPointY[SystemSpawn_RespawnUnitIndex])) facing Default building facing degrees
      • Set SystemSpawn_SpawnUnit[SystemSpawn_RespawnUnitIndex] = (Last created unit)
      • Set SystemSpawn_RespawnUnit = SystemSpawn_SpawnUnit[SystemSpawn_RespawnUnitIndex]
      • Unit - Hide SystemSpawn_RespawnUnit
      • Wait 120.00 seconds
      • Unit - Unhide SystemSpawn_RespawnUnit


So how can I manage your ''Turn On'' on this?

But before that, I set those units (Bosses are only here)

Trigger:
  • SpawnSystem Spawnunit
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set SystemSpawn_SpawnUnit[1] = |c00008080Eld'leru|r 0048 <gen>
      • Set SystemSpawn_SpawnUnit[2] = |c000000ffNys'tur|r 0049 <gen>
      • Set SystemSpawn_SpawnUnit[3] = |c00ff0000Azrael|r 0058 <gen>
      • Set SystemSpawn_SpawnUnit[4] = |c00ff8000Raz'kul|r 0075 <gen>
      • Set SystemSpawn_SpawnUnit[5] = |c0000ffffDeathcrest|r 0076 <gen>
 
Using "A Unit takes Damage" would probably be the best option. But prior to that, if you're not using Newgen or EGUI, you'd have to use an Event of anything and then use the Action that adds "A Unit takes Damage" event.
 
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