anim = instance_create(x + 40, y + 120, obj_queen_vector_explosion); anim.image_xscale = 2; anim.image_yscale = 2; exit; for (i = 0; i < shieldsize; i++) { after[i] = instance_create(shieldpiece_x[i], shieldpiece_y[i] + y, obj_afterimage); after[i].image_speed = 0; after[i].sprite_index = spr_queenshield_pieces_hurt; after[i].image_xscale = image_xscale; after[i].image_yscale = image_yscale; after[i].image_index = shieldpiece_image_index[i]; after[i].speed = 8; after[i].friction = 0.4; after[i].depth = obj_queen_enemy.depth - 10; } if (shieldsize == 7) { after[0].direction = 110; after[1].direction = 90; after[2].direction = 160; after[3].direction = 225; after[4].direction = 315; } if (shieldsize == 10) { after[0].direction = 110; after[1].direction = 70; after[2].direction = 90; after[3].direction = 160; after[4].direction = 190; after[6].direction = 225; after[7].direction = 270; after[8].direction = 315; } if (shieldsize == 12) { after[0].direction = 110; after[1].direction = 90; after[2].direction = 70; after[3].direction = 90; after[4].direction = 160; after[5].direction = 190; after[7].direction = 225; after[8].direction = 270; after[9].direction = 290; after[10].direction = 315; }