If an actor can call upon a function that places some kind of radius which can detect projectiles, you can:
- Make the actor jumpto/enter a user-created state like "Dodge" for example, since a projectile is incoming. Relying on Checking if targeted directly is insufficient.
- If somehow the location/trajectory/velocity of the incoming projectile is ... locked/saved(?) you can tell an actor to jump to a "CounterFire" state in which you can use a solid projectile to fire at the incoming projectile -- Achieving interception (Phalanx CIWS)