REVISION!!!
After playing around with it, I had to remove the entire "Enemies" family first, remove the private variables that were still assigned to the bad guy in question, re-add the family and the family variables and re-assign that family to the bad guy.
This made them act individually. For my case, each could take two hits before destroying itself.
SO HERE IS MY NEXT QUESTION! Is it possible to have a private variable for an object that is still in a family? I know the entire point of a family is to share variables, but a few variables I need individualized on a per object basis.
What I want to do is assign levels of health (HP) to different objects. When someone from family "enemies" is hit by a projectile (which has variable "Damage_dealt" set to 2), it will calculate HP-damage_dealt. When HP=0, it would then go back and destroy the object from the "enemy" family. Is this possible, or is it a no-go from the individualized private variables, yet still in the family issue?
I guess what I want to do is modularize EVERYTHING, so I can throw in a new enemy, set it to family enemy, set how much health it has, and be good to go.
Is there a way to have Family Private Variables while at the same time having Object Private Variables?
One idea I was throwing around to see if it was viable, was to remove the bad guy from the "Enemies" family to give me individualized private variables again, create an invisible, essentially hit box, and assign THAT to the "enemies" family. Then I would make that box in the same container as the bad guy and tell it to always use the same position as the bad guy sprite so it would follow it around. When that box collides with a projectile, it takes the bad guys's HP variable and subtracts the "damage_dealt" variable. When HP=0 it's destroyed.
Would that work, or would that just destroy all enemies once the condition for destroying is met?