if you mean your trigs is already like it i meant player oriented like this
Code:
MeteorStormCast
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Meteor Storm [Spoofer]
Actions
if owner of trigunit = p1
then
Set UNIT_Meteor_Storm = (Triggering unit)
Region - Center MeteorStorm <gen> on (Position of UNIT_Meteor_Storm)
Animation - Play UNIT_Meteor_Storm's attack animation
Wait 1.00 seconds
Set UNIT_Meteor_Storm = No unit
if owner of trigunit = p2
then
Set UNIT_Meteor_Storm = (Triggering unit)
Region - Center MeteorStorm <gen> on (Position of UNIT_Meteor_Storm)
Animation - Play UNIT_Meteor_Storm's attack animation
Wait 1.00 seconds
Set UNIT_Meteor_Storm = No unit
you'd also have to include this into your otheer trig to of cource but like i said im not sure if this allows it to b multi or not as ive never had to make spells eitherway.
If you mean you already tryed the way i just listed and it din't work, time to just make seperate trigs its only what 8 trigs per spell
Or also i'm not to sure about this as I've never had to use arrays but cant u use arrays to make it multi I think the only thing u'd have to do is remove the wait(why wait neway?) and classify the variable as an array or is their something else that makes it non multi that I dont see?
Also if the wait if because of the .10sec on 2nd part why not just make event something that will run after the first trg with condition variable=integer. and set the variable on then off in the first trigger.
Edit: I lied i've only not had to make multi spells.