Hm…
If you add a timer and two private Booleans (I’ll use “stunned” and “LeroyJenkins”) to the enemy, you could say
1. (Inverted) ENEMY is stunned
ENEMY has LOS to PLAYER
Trigger once
-> ENEMY set LeroyJenkins true
-> ENEMY stop
2. PLAYERROCK on collision with ENEMY
-> ENEMY stop timer “OhNose”
->ENEMY start timer “OhNose” for 1 second
-> ENEMY stop
-> ENEMY set stunned true
-> ENEMY set LeroyJenkins false
3. ENEMY on timer “OhNose”
-> ENEMY set stunned false
4. ENEMY is LeroyJenkins
-> (the logic you use for shooting the player)
5. Else
-> ENEMY move along path
Where "ENEMY stop" is the pathfinding "stop" action.