Yes another tutorial i am on a rush 4 tutorials in 1 day :p
Ok you may have readed this tutorial:
http://forums.remnantmods.com/viewtopic.php?f=12&t=219
In this tutorial i explain how to change the direction and the location where the object will be spawned.
So first of all do this tutorial:
http://forums.remnantmods.com/viewtopic.php?f=12&t=219
Stop at step 4.
What we need:
entity 1.6UE
Plugins here:
http://www.trashalo.hostgratos.net/plugins/
Method 1
What is going to spawn our object is the plasma grenade.
To choose the direction and spot in which we want to spawn the object we first need to setup the plasma greande model.
Open Entity and your map,
Go to the plasma grenade [mode]
As you can see it has 2 markers one called "ground_point" and the other light (which is the marker used for the light attachement on the [proj])
No if you want to add a marker do not duplicate, copy the markers from another tag, duplicating the same marker doesn't work fine.
Once you added more markers taking from another tag open the meta editor on your plasma grenade
And edit the placement with XYZ and the directions(ijkw) in the Markers reflexive, you can also change he name of the marker by choosing and SID in the lift, but each marker must have a different and unique name for the model.

Once you did this go to the tag:
"effe - effects\impact\explosion_small\plasma_grenade\detonation"
Now open meta editor
On the location reflexive you can choose the marker, put the name of the marker you setup on the plasma grenade model.

Then go in the Envent and on Parts choose the chunk that spawns your object and choose the Location chunk.

Method 2
You can also use the marker to choose where the effect will be spawned for the projectile attachements
Go to the [proj] plasma grenade and look for the attachement reflexive:

If you attach an effect to the projectile that will spawn more object, then on the effect you can setup multiples spawns with different markers on the effe location.
That's all, not really a tutorial just information, you can take a look at the 3volved tripmine, the invisibles projectiles that are used to detect players are spawned with the method 2.
-neodos