Okay I would delete this post because I just figured out a way, but I want to keep it incase someone else has the same wondering//idea
So what I did was On the collision of the player and the barrier, I set the vector Y to
[Player.8Direction.VectorY-(Player.8Direction.VectorY*4)]
And same thing respectively for Vector X.
What this does is changes the direction of movement, it kind of makes it more of a bouncy barrier rather than just solid, but it does the job really simply. the number 4 at the end was to ensure that it canceled out the movement of the player, Any number above 2 should work, the higher it is, the bouncier.
For example if the number at the end is 2 instead of 4, and the vector is 50, then the vector will get set to -50.
And if it's -50 the vector will get set to 50.
Anything under 2 for the multiplier will only slow the player down.