I think you should be able to do that with the "add event" function...
Here's a simple system I came up with that relies on detecting an Autocast ability....
Thanks! I'm mostly new to using triggers, mostly played with mapping and object editor, so there are many functions I have no idea exist, you gave me new interesting possibilities, I'll test the answers in detail later. I do this for fun, I have some high level language programing skill but don't wish to go deep into coding to be honest, this is just a past time activity, intend to use mostly GUI and perhaps copy paste some few simple lines of code here and there hehe. I do some mapping, play a little creating new objects and abilities, then a little more with the triggers and "AI".
In my case I intend to use both neutral passive and neutral hostile as enemies (prey) to all the other players, which will be custom races simulating different predators, like one huge simulated ecosystem. Kind of like a sandbox ant farm experience. So I'd like to cause both neutrals to flee from players 1-24. I intend to have the computer players actively hunting the creeps like herbivores animals and use the neutral passive as lesser critters to also be hunted on ocasion, that don't cause mini map creep camps to appear, using the custom race meele AI. Any idea how to permanenly hide creep camps in the mini map by the way?
I had done it by just ordering every unit in the "flee radius" around the triggering unit to move to a randon point of region, either as a group or as a individuals, which kind of worked most of the time, save the rare occasions where they ran towards the attacker! It actually made their behaviour quite unpredictable, which was funny to see. I'm doin this just for fun, so I take pleasure testing different options. I also used "is attacked" as event for another similar trigger, but wanted then to flee before it was too late also. Using an autocast does solve the vision problem, will be interesting. Why "non-suicidal" Can't you make the parasite autocast just target enemy units? That would be enough for me, there won't be any neutral unit to flee from.
I have some other ideas but they are subject for another post.