Action Points can be placed anywhere in your animation and can be used by game engines to determined 
  from which coordinate objects will be spawned (for example where should a bullet come from), and at 
  which angle.  Just as with Collision Rectangles, you can place as many individual Action Points per key-
  frame as you’d like, and give them all distinct names to easily keep track of them within Spriter and within 
  your game engine.
  To create Action Points, do the following.
 
 
  Adding Action Points to Frames
 
 
  
 
 
 
  
Spriter Pro User’s Manual version 1.4
 
  
 
   
 
 
   
 
 
   
 
 
  1) Left click on the Currently Equipped Tool type at the top of the 
  Palette located near the top right of your screen, and select “create 
  point”
 
 
  2) Make sure you’re at the position in the timeline (or keyframe) you 
  want the Action Point to exist, then hold the Alt key and left click and 
  drag on the canvas to create your Action point and simultaniously set 
  its angle. Just a quick click with no dragging would create the point 
  with it’s angle set to zero (aiming perfectly rightward). You can then 
  copy and paste it to other keyframes, or use the paste to all keyframes 
  option to propagate the Action Point across the entire animation if 
  you so desire.
 
 
  3) Once in place, you can left click and drag it to change its position, 
  or use the Object Properties dialogue to tweak its angle.
 
 
  4) By double-clicking on the name of the rectangle in the Z-order 
  palette, you can give it any name you’d like for easy recognition of the 
  rectangles purpose.
 
  
  
  
  
 
 
 
 
 
 
 
 
  