Just change the MissileCount = 1 to how many missiles you want to spawn from the caster, and add wait at the bottom of the loop so the missiles don't spawn at the same time.
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BS Setings
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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 Shot!
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Actions
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Custom script: local real Hyp
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Custom script: local real SINE
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Custom script: local real COSINE
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Custom script: local real End_Z
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Custom script: local real Distance
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Custom script: local real Height
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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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Then - Actions
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Trigger - Turn on BS Loop <gen>
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Else - Actions
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Set BS_Point[0] = (Position of (Triggering unit))
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Set BS_Point[1] = (Target point of ability being cast)
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Set BS_Point[2] = (BS_Point[0] offset by 70.00 towards (Angle from BS_Point[0] to BS_Point[1]) degrees)
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Set BS_MissileCount = 3
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For each (Integer BS_MC) from 1 to BS_MissileCount, do (Actions)
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Loop - Actions
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Set BS_Skip = (BS_Skip + 1)
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Set BS_Times = (BS_Times + 1)
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Set BS_On[BS_Times] = True
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-------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
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Set BS_Hero[BS_Times] = (Triggering unit)
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-------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
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Set BS_Angle[BS_Times] = (Angle from BS_Point[0] to BS_Point[1])
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Set BS_MaxDistance[BS_Times] = (Distance between BS_Point[1] and BS_Point[2])
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Set BS_DistanceToTravel[BS_Times] = BS_MaxDistance[BS_Times]
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-------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
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-------- Height of Arc is a fourth of range. if you will set this to a number and not a portion of distance, then missile will fly too high --------
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-------- at short distances and this will create a feel like it moves faster than usual. --------
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-------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
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Set BS_ArcHeight[BS_Times] = (BS_MaxDistance[BS_Times] x 0.25)
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Set BS_Level[BS_Times] = (Level of Shot! for (Triggering unit))
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Set BS_Damage[BS_Times] = ((Random real number between 150.00 and 200.00) + (50.00 x (Real(BS_Level[BS_Times]))))
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-------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
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-------- Change Area of Effect variable to true, if you want missile to hit multiple targets. --------
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-------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
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Set BS_AoE[BS_Times] = False
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Set BS_AoE_Radius[BS_Times] = 150.00
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Set BS_Range[BS_Times] = 1500.00
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Set BS_Colision[BS_Times] = 75.00
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-------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
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-------- Change 60 to unit "height" (not flying) to make caster aim in head. --------
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-------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
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Custom script: set udg_BS_StartZ[udg_BS_Times] = GetLocationZ(udg_BS_Point[0]) + 55
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Custom script: set End_Z = GetLocationZ(udg_BS_Point[1])
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Custom script: set Distance = DistanceBetweenPoints(udg_BS_Point[2],udg_BS_Point[1])
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Custom script: if udg_BS_StartZ[udg_BS_Times] >= End_Z then
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Custom script: set udg_BS_Up[udg_BS_Times] = false
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Custom script: set End_Z = ( End_Z + GetRandomReal(40.00, 85.00) )
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Custom script: set Height = ( udg_BS_StartZ[udg_BS_Times] - End_Z )
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Custom script: else
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Custom script: set udg_BS_Up[udg_BS_Times] = true
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Custom script: set End_Z = ( End_Z + GetRandomReal(60.00, 85.00) )
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Custom script: set Height = ( End_Z - udg_BS_StartZ[udg_BS_Times] )
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Custom script: endif
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-------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
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-------- Lets check if missile fly up or down. --------
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-------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
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Custom script: set Hyp = SquareRoot(( ( Distance * Distance ) + ( Height * Height ) ))
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Custom script: set SINE = ( Distance / Hyp )
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Custom script: set COSINE = ( Height / Hyp )
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-------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
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-------- HYPSpeed is hypotinuse movement per time interval. --------
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-------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
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Set BS_HYPSpeed[BS_Times] = 40.00
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-------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
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-------- Because we know hypotinuse speed, SINE, COSINE, calculation of Height Speed and distance speed will calculate now. --------
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-------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
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Custom script: set udg_BS_Speed[udg_BS_Times] = ( udg_BS_HYPSpeed[udg_BS_Times] * SINE )
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Custom script: set udg_BS_SpeedZ[udg_BS_Times] = ( udg_BS_HYPSpeed[udg_BS_Times] * COSINE )
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Unit - Create 1 Bullet for (Owner of BS_Hero[BS_Times]) at BS_Point[2] facing BS_Angle[BS_Times] degrees
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Set BS_Missile[BS_Times] = (Last created unit)
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-------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
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-------- In Object Data dummy unit have no movement type. Like that it will not change height when get close to trees and nautrial buildings. --------
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-------- But it must to change height. Adding and Removing Storm Crown ability will help. --------
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-------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
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Unit - Add Storm Crow Form to (Last created unit)
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Unit - Remove Storm Crow Form from (Last created unit)
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Wait 0.10 seconds
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-------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
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-------- Cleaning leaks --------
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-------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
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Custom script: call RemoveLocation ( udg_BS_Point[0] )
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Custom script: call RemoveLocation ( udg_BS_Point[1] )
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Custom script: call RemoveLocation ( udg_BS_Point[2] )
Next time post questions like this in World Editor Help Zone >
Triggers and Scripts, your question will just be buried here in the Requests forums because this is no place for questions.