I see there are some followers on this. So I'll quickly explain the solution I found. It's not perfect. But it works. You can use cos and sin to change an angle into the vectors.
so on collision -> set vectorX to Self.8Direction.VectorX+1600*cos(angle(Self.X,Self.Y,traps.X,traps.Y) +180)
and vectorY to Self.8Direction.VectorY+1600*sin(angle(Self.X,Self.Y,traps.X,traps.Y)+180)