tModLoader How do I make a minion with Hornet AI that shoots bullets instead?

I'm not good at code or even really know how to code but i think you can maybe just use it AI replacing the projectile idk
 
I'm not good at code or even really know how to code but i think you can maybe just use it AI replacing the projectile idk
thing is i dont even know how to do that. Minions and coding that stuff is completely new to me, even example mod barely helped.
 
I'm not sure how to make it shoot the bullets but to make it act like a hornet you need:
projectile.CloneDefaults(ProjectileID.Hornet);
aiType = ProjectileID.Hornet;
projectile.aiStyle = 62;
 
Here's an example from my mod
using Microsoft.Xna.Framework;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
using static Terraria.ModLoader.ModContent;
using ZephyrMod.Buffs;

namespace ZephyrMod.Projectiles.Minions
{
public class ZephyrSlimeMinion : ModProjectile
{
public override void SetDefaults()
{
projectile.width = 52;
projectile.height = 44;
projectile.netImportant = true;
projectile.CloneDefaults(ProjectileID.BabySlime);
aiType = ProjectileID.BabySlime;
projectile.aiStyle = 26;
projectile.timeLeft = 18000;
projectile.minion = true;
projectile.tileCollide = false;
projectile.penetrate = -1;
projectile.friendly = true;
projectile.alpha = 75;
projectile.minionSlots = 1;
Main.projFrames[projectile.type] = 2;
ProjectileID.Sets.MinionSacrificable[projectile.type] = true;
ProjectileID.Sets.MinionTargettingFeature[projectile.type] = true;
using Microsoft.Xna.Framework;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
using static Terraria.ModLoader.ModContent;
using ZephyrMod.Buffs;

namespace ZephyrMod.Projectiles.Minions
{
public class ZephyrSlimeMinion : ModProjectile
{
public override void SetDefaults()
{
projectile.width = 52;
projectile.height = 44;
projectile.netImportant = true;
projectile.CloneDefaults(ProjectileID.BabySlime);
aiType = ProjectileID.BabySlime;
projectile.aiStyle = 26;
projectile.timeLeft = 18000;
projectile.minion = true;
projectile.tileCollide = false;
projectile.penetrate = -1;
projectile.friendly = true;
projectile.alpha = 75;
projectile.minionSlots = 1;
Main.projFrames[projectile.type] = 2;
ProjectileID.Sets.MinionSacrificable[projectile.type] = true;
ProjectileID.Sets.MinionTargettingFeature[projectile.type] = true;
 
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