ok that worked perfectly ty
+ System: Trigger once
+ System: For each AsteroidBelt1
+ System: Repeat AsteroidBelt1.?spawnNo times
-> AsteroidBelt1: Spawn Asteroid_spawner on layer "Game" (image point 0)
-> Asteroid_spawner: Set eAngle to AsteroidBelt1.?No
-> Asteroid_spawner: Set animation frame to Self.?no
-> Asteroid_spawner: Set eOriginX to AsteroidBelt1.?eOriginX
-> Asteroid_spawner: Set eOriginY to AsteroidBelt1.?eOriginY
-> Asteroid_spawner: Set speed to AsteroidBelt1.?speed
-> Asteroid_spawner: Set eAngle to random(?AsteroidBelt1.?angleMin,?AsteroidBelt1.?angleMax)
-> Asteroid_spawner: Set eSAngleOffset to sin(?AsteroidBelt1.?eAngleOffset)
-> Asteroid_spawner: Set eBandwidth to random(?AsteroidBelt1.?bandWidth)
-> Asteroid_spawner: Set eCAngleOffset to cos(?AsteroidBelt1.?eAngleOffset)
-> Asteroid_spawner: Set eWidth to AsteroidBelt1.?eWidth+?Self.?ebandWidth
-> Asteroid_spawner: Set eHeight to AsteroidBelt1.?eHeight+?Self.?ebandWidth
-> Asteroid_spawner: Set eX to cos(?Self.?eAngle)?×?Self.?eWidth
-> Asteroid_spawner: Set eY to sin(?Self.?eAngle)?×?Self.?eHeight
-> Asteroid_spawner: Set position to (Self.?eX×?Self.?eCAngleOffset-?Self.?eY×?Self.?eSAngleOffset+?Self.?eOriginX, Self.?eY×?Self.?eCAngleOffset+?Self.?eX×?Self.?eSAngleOffset+?Self.?eOriginY)
-> Asteroid_spawner: Set width to random(?AsteroidBelt1.?sizeMin,?AsteroidBelt1.?sizeMax)
-> Asteroid_spawner: Set height to Self.?Width
-> Asteroid_spawner: Spawn Asteroid on layer "Game" (image point 0)
-> Asteroid: Set animation to choose(?"Veldspare"?,?"Scordite"?,?"Pyroxeres"?,?"Kernite"?) (play from beginning)
-> Asteroid: Set animation frame to random(?0?,?35?)
-> Asteroid_spawner: Destroy