- What does it do:
It makes the enemy look in the direction of the player's hotspot.
- How to do it:
Add an action for Enemy called "look in direction of" or similar. There you can select the player and specify a relative offset (which you could use to make up for a bad hotspot).
- Invisible objects:
Not sure what this might be about.
- Enemy hotspot:
I dont think that has to do with the enemy being hard to shake off. You can always lower the following range (the 80s) at which the enemy "sees" the player, and you can make him give up quicker (the 30), but this only happens once the player is out of range.
There are entirely other ways to do AI, of course.. my favorite is to have your enemies shoot invisible small objects out in front of them that have their alterable value set to an "ID" of the enemy (which you'd give the enemies by spreading a number).
If those objects hit an obstacle destroy them.
If one hits the player, find the enemy with the ID, and store the position where the player was when he got hit, and the direction he was moving when it happened - make the enemy run towards that position and once reaching it, proceed in the direction that player was facing.
You might want to shoot the objects directly at the player once he was seen and in some more random angles when not.
If applied correctly, you get some nice enemies to play hide & seek with.