Im trying to achieve a double barrier yes, but the barrier itself is smaller than the main enemy (hence why i have to disable the main enemy's collision as the barrier doesnt cover the whole thing).
Think of it like the barriers attract the bullets so the enemy doesnt get hurt. If you look at the graphic i uploaded on my first post, pinned object 2 is the top layer which has to go first in order to break down the next barrier. But since the next barrier (pinned object 1) is not bigger than the main enemy, its collision doesnt cover the enemy. So what im trying to do is:
1 - when pinned object 2 (green) is destroyed, enable pinned object 1's (grey-green) collision.
2 - If pinned object 2 is not present (in relation to the main it was parented to) and pinned object 1 is destroyed (again, a check must be run to see if its associated with the parent its pinned to), enable (parent - blue) main's collision.
I've set the enemies, barriers 1 and barriers 2 to their own families so when i call for families to be created, they're randomized. The main's start off with no barrier, then as time progresses the barrier 1 is spawned, and then after more time has passed - barrier 2 is added on top of all. Again, the barriers are layered and dont completely cover the main.
[edit: even though i've got them being spawned randomly, i have different condition->events on each individual object and all the families working correctly too - as in each object can only be destroyed a certain way)
I'll download your example (thank you both by the way for the help its very much appreciated) - and check them out. You're probably right and there's probably a better logic for this and my brain is just to sizzled to see it right now.
If it still doesnt make sense, i'll try and get out a capx (the project is quite heavily into production and its in caproj format).