I dunno how understandable that was for pdude1, but incase there'd be any misunderstandings, or confusion, I'll explain in a bit more details...
Make an actor, which you'll probably want to call bullet. Give it the apropriete action. In its Collision event with the enemy actor, you kill the enemy - in any way you want, there've been posts about that already...
Make the actor, so that it isn't created at startup.
I know you'll have the action for when you use the control for shooting. In the onkey or whatever action: Tell GE to create an actor, bullet, with the bullet animation, plus you'll have to experiment on where the actor should be created compared to the player, to make it seem like it's comming out of the gun...
In the OnCreateActor of the bullet actor, use a script editor, check which animation the player's using.
if(playeractor.animindex == somenumber)
{
xvelocity = 5;
}
else
{
if(playeractor.animindex == anothernumber)
{
xvelocity = -5
}
animindex is a number which tells you which animation an actor is using. the first has 0...
use 5 for right, -5 to go left, change the number to make it faster/slower!
Experiment, and everything will turn out the way you want!