Alright, I'll tell you the events.
Here's the key:
Fireball1 and 2 are particle effects with the bullet behavior. They are each spawned on top of the other, so they're always together. Once they're spawned, "FireDestroy" will be pinned to one of 'em. Once FireDestroy collides with the tilemap, the particles will fade out and be destroyed.
On X key pressed : Set animation to "Fireball" (play from beginning)
Player : Start Ignoring Platform user input.
: Set "Player Animations" group deactivated.
If animation "Fireball" is playing:
Animation frame = 1
Trigger Once : Spawn Fireball1 on Layer 5 ( Player image Point 1 )
: Spawn Fireball 2 on Layer 5 ( Player image Point 1 )
: Pin FireDestroy to Fireball
: Set Fireball1 Bullet Angle of Motion to 270 Degrees
: Set Fireball2 Bullet Angle of Motion to 270 Degrees
On animation "Fireball" finished: Stop Ignoring Platform user input.
Set "Player Animations" activated.
(This will fade the fireball out over-time, so it doesn't go all the way to the end of the map and further, also makes it look nice)
Fireball1 On created: Wait 1 Second
Fireball1: Start Fade
Fireball2 On created: Wait 1 Second
Fireball2: Start Fade
(This is when the fireball is destroyed upon colliding with Tilemap)
FireballDestroy - On collision with TILEMAP: Set Fireball1 Bullet Disabled
: Set Fireball2 Bullet Disabled
: Fireball1 Start Fade
: Fireball2 Start Fade
: Destroy FireDestroy
(The bullet is destroyed after fade)