hi @Lamaral14
always break the problem you have in smaller one !
there is no tutorial for anything, and much stuff is based on how you want to make them!
So:
you can access information in instance placed in a level using
get all actor of class, this give you the list of the actors you select by type.
you can access their variables and events , check the “cast to” node too
You can manage all actorsdecoy singularly with the array from the get all actor of class.
you can set all off but 1, and any other thing.
for making the enemy “detect” the decoy … well it really depend on what you already made up.
basically when you set a decoy ON
the enemy should get a message/event/dispatch… that a decoy is activated and he gonna check.
Once the enemy is near the decoy, he can turn off the decoy,
and also store the decoy actor location or reference,
so if the next time the player reactive the same decoy
your enemy can check that that decoy was already used, and ignore him