It's look great, but can you send me the working scripts? I can't get how it works.
I'd much rather you figure it out, as giving you a finished script wouldn't solve anything. Providing a framework and getting you to understand should be enough~
1. To make a wall of bullets, you just have to continuously fire bullets in one direction. Easy enough? That's just looping CreateShots.
The next step is setting a variable (x in the example) to the bullet object returned by CreateShot. This lets you reference the object in later statements.
Next, you use ObjMove_AddPatternA1(x, frame, speed, angle) to give the bullet x a movement pattern. Specifically, this tells the bullet to move at the defined speed and angle after "frame" frames pass after you call the function (in this case, frames after the bullet is fired). For your purpose, you're going to want to set "angle" to something like rand(0,360) for a random angle.
Lastly, you can wrap the inside of the loop with a local scope. A local scope makes it so that all variables declared inside are only valid inside, and can be reused once you hit its end bracket. Putting this in the loop means you get to reuse the variable x for each bullet you fire. But on second thought, the local scope might not need to be used, since once the movement pattern is applied you reset the variable to the next bullet anyways. My bad, this is unnecessary.
2. cos(t) will go from 1 to 0 to -1 to 0 to 1, as t increases (as you should know, otherwise read the intermediate tutorial as I suggested). Therefore, some angle (say, 60) plus cos(t) will go from 61 to 60 to 59 to 60 and back to 61, as t increases.
Or, that angle plus (cos(t) times 5) will go from 65 to 60 to 55 to 60 to 65 as t increases. So just fire a bullet that follows this angle; I gave you a framework above (except I used sin instead of cos, use cos). At a constant speed, it should make a wavy shape. Although, you probably have to make a small adjustment somewhere; I think the wave will be a bit off-center from where you want. Get it working first, though.