EWW. *bump from the past* missed that == true. Murder it. Now 
Fast Hero Revive
not ratedA fast hero revive script I use in my spell maps.
function Trig_Revive_Conditions takes nothing returns boolean
return IsUnitType(GetDyingUnit(), UNIT_TYPE_HERO) == true
endfunction
function Trig_Revive_Actions takes nothing returns nothing
local unit D = GetDyingUnit()
local real X = GetUnitX(D)
local real Y = GetUnitY(D)
call ReviveHero(D, X, Y, false)
set D = null
endfunction
//===========================================================================
function InitTrig_Revive takes nothing returns nothing
set gg_trg_Revive = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Revive, EVENT_PLAYER_UNIT_DEATH )
call TriggerAddCondition( gg_trg_Revive, Condition( function Trig_Revive_Conditions ) )
call TriggerAddAction( gg_trg_Revive, function Trig_Revive_Actions )
endfunction
function Trig_Revive_Conditions takes nothing returns boolean
return IsUnitType(GetTriggerUnit(), UNIT_TYPE_HERO) == true
endfunction
function Trig_Revive_Actions takes nothing returns nothing
call ReviveHero(GetTriggerUnit()), GetUnitY(GetTriggerUnit()), GetUnitX(GetTriggerUnit()), false)
endfunction
//===========================================================================
function InitTrig_Revive takes nothing returns nothing
set gg_trg_Revive = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Revive, EVENT_PLAYER_UNIT_DEATH )
call TriggerAddCondition( gg_trg_Revive, Condition( function Trig_Revive_Conditions ) )
call TriggerAddAction( gg_trg_Revive, function Trig_Revive_Actions )
endfunction