It's surprisingly simple.
Like any good system, all you need to do is copy and paste the folder that contains all of the system's triggers into your own map. Then from that point on you can use the system, but of course you first need to learn how do so. This has been made very clear by the author in their demo map, with plenty of examples to learn from.
I've even provided some "noob friendly" examples in this
thread. Again, you can simply copy and paste my triggers into your own map. From there it's really just a matter of adjusting the Events/Conditions/Actions to fit your needs -> Launching a missile in response to casting Death Coil.
To really break down how simple it is:
Step 1) Download and open my example map from that thread (Battleship Missile System 1).
Step 2) Copy the Missile System folder and paste it into your own map.
Step 3) Copy my example folder and paste it into your own map. You can delete these examples later.
Step 4) After reading my examples and getting a better understanding, try creating your own trigger. Better yet, I'll just show you how...
Here's an example of using the system to create your Death Coil spell. Note how I copy and pasted those Missile actions straight from the other map:
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Death Coil Cast
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Death Coil (Hero - Fake)
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Actions
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-------- Missile Properties: --------
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Set VariableSet MissileSource = (Casting unit)
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Set VariableSet MissileTarget = (Target unit of ability being cast)
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Set VariableSet MissileOwner = (Owner of MissileSource)
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Set VariableSet MissileModel = Abilities\Weapons\FireBallMissile\FireBallMissile.mdl
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Set VariableSet MissileCollision = 75.00
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Set VariableSet MissileStartZ = 60.00
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Set VariableSet MissileFinishZ = 60.00
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Set VariableSet MissileSpeed = 900.00
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-------- Arc should be between 0.00 and 80.00: --------
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Set VariableSet MissileArc = 15.00
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-------- Missile Events: --------
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Set VariableSet Missile_onFinish = Death Coil Impact <gen>
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-------- Launch Missile: --------
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Trigger - Run MissileCreate <gen> (ignoring conditions)
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Death Coil Impact
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Events
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Conditions
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Actions
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Set VariableSet DeathCoilReal = (Max life of MissileTarget x 0.50)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(MissileTarget belongs to an ally of MissileOwner) Equal to True
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Then - Actions
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Unit - Cause MissileSource to damage MissileTarget, dealing (-1.00 x DeathCoilReal) damage of attack type Spells and damage type Normal
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Else - Actions
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Unit - Cause MissileSource to damage MissileTarget, dealing DeathCoilReal damage of attack type Spells and damage type Normal
^ I was even able to copy your damage Actions from earlier and adjust them to use the system. Easy!
You can customize the Missile variables in the first trigger as much as you'd like. For example, you'll want to change the
MissileModel from FireBall.mdl to the DeathCoil.mdl. It's similar to working on a Missile in the Object Editor, in fact it offers even more control.
Note how the Missile variables you set in the first trigger (Cast) carry over to the second trigger (Impact).
MissileSource = (Casting unit),
MissileTarget = (Target unit of ability being cast).
MissileOwner = (Owner of Casting unit)