Ok so it is the solid thing that is the problem. Can you not leave the enemies with the solid attribute on the whole time?
The enemies and the player both use the platform behavior, so if I make them solids when they aren't frozen/deactivated, they will push the player around.
Also, I'm making them solid when frozen so 1. They can be used as solid platforms and 2. so they don't hurt you.
> Thought about that, but then it would also hurt any other enemies (namely ones that don't interact with solids) overlapping that solid object.
How about that: instead overlapping use x,y comparsion, e.g.
-enemy is frozen -> create solid at enemy's XY, disable collision mask for enemy
-solid recieves damage
-enemy's XY equal solid's XY -> substract enemy's HP
Worked pretty well when I tried it earlier, but it brought up another problem. My player is using a melee weapon, so if the solid is created over the enemy while the player is still attacking, it's instantly destroyed (along with the enemy). I tried implementing a sort of limit, so the solid could only be hit a short time after it was created, but it was kinda buggy.
Thanks for the help so far. Time for more experimenting.