for each object of type [Player] if < [x of Self] > [x of [the actor]] > //player is on the left switch animation to [as animation [Face Left]] for Self if < [x of Self] < [x of [the actor]] > //player is on the right switch animation to [as animation [Face Right]] for Self
This is an actor behavior to be attached to your enemy. You don't need to set an attribute to the value of the player. The "for each actor of [type]" block has a block called "the actor" directly below it which is the value of the actor the iterator is on. I'm assuming you only have one actor of your player's type in the scene, so this will always represent the player.Also, I don't think Sunflower is a "bro".