Multiple projectiles

I'm currently using knife to call the projectile but I want to have a full power version of the attack that calls three projectiles but I don't want to use star because it's a ground attack, how can I accomplish this?
 
//entity * projectile([0/1], char *name, float x, float z, float a, int direction, int pytype, int type, int map);

Code:
@cmd	projectile 1 "robla" 78 2 140 1 0 0 2
	frame	data/chars/manat/sh7.gif
	frame	data/chars/manat/sh8.gif
	@cmd	projectile 1 "robla" 78 2 140 1 0 0 2
	frame	data/chars/manat/sh7.gif
	frame	data/chars/manat/sh8.gif
	@cmd	projectile 1 "robla" 78 2 140 1 0 0 2
	frame	data/chars/manat/sh7.gif
	nodrawmethod

 
bWWd said:
//entity * projectile([0/1], char *name, float x, float z, float a, int direction, int pytype, int type, int map);

Code:
@cmd	projectile 1 "robla" 78 2 140 1 0 0 2
	frame	data/chars/manat/sh7.gif
	frame	data/chars/manat/sh8.gif
	@cmd	projectile 1 "robla" 78 2 140 1 0 0 2
	frame	data/chars/manat/sh7.gif
	frame	data/chars/manat/sh8.gif
	@cmd	projectile 1 "robla" 78 2 140 1 0 0 2
	frame	data/chars/manat/sh7.gif
	nodrawmethod

I just started messing with coding over the weekend. Super n00b. Can someone please dummy explain how to implement this? What do i do with"//entity...." and how does the @cmd work?

Thanks. I'm not finding much in the manuals but I am reverse engineering as much as I can.
 
I don't know how much have you learned but let me explain a bit

Code:
projectile(char *name, float x, float z, float a, int direction, int type, int ptype, int map); 
~name is projectile's name. For above example, it's "Bullet" (with ").
~x, z and a are starting coordinate for the projectile. x is relative to leftmost level edge, z is relative to 0 and a is relative to ground.
~direction is facing direction of the projectile.
~type is only used if no name is provided and NULL is used instead. 0 for knife or 1 for shot.
~ptype specifies what kind of projectile is fired. 0 for knife or 1 for bomb.
~map specifies if fired projectile copies thrower's remap or not. 0 means it use it's own map while 1 means it use thrower's remap.
~The function itself returns the projectile entity which can be used for many things such as altering speed.

Ignore //entity part just declare this function like in example you quoted

Code:
@cmd	projectile 1 "robla" 78 2 140 1 0 0 2

It means, projectile by name of robla is thrown at 58 pixels front of thrower in x axis, 2 pixels front in z axis and 140 pixels above thrower. The remaining parameters can be read above
Though my suggestion is just try using this @cmd to see how it works. Just make sure the defined projectile is loaded
 
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