class_name ShootComponent extends Node @onready var weapon_component: Node = %WeaponComponent @onready var player = $".." # Change from instantiating WeaponComponent to instantiating Shot nodes func shoot(): var weapon_data = weapon_component.data # WeaponShot resource configuration if player.travel > weapon_data.spacing: for b in range(weapon_data.projectiles): # Get the Shot scene from the WeaponShot resource var bullet_scene = weapon_data.bullet_scene # Or however you store it # Instantiate the bullet based data var bullet := bullet_scene.instantiate() as Node get_tree().root.add_child(bullet) # Set up the bullet from resource data #bullet.shot_data = weapon_data # Pass the configuration # Adjust bullet spacing before firing bullet.position = player.position + Vector2((b - (weapon_data.projectiles - 1) / 2.0) * round(round((weapon_data.projectiles + weapon_data.spacing / 2)) / 2 - 2), weapon_data.origin) print(b, bullet.position.x) print(weapon_data.shot_name + " "+"fired!") # Subtract projectile spacing from current Player travel for next player.travel -= weapon_data.spacing else: return