Yeah I've tried that, but it still wouldn't work.
I'm trying to make it so that my character can throw some kind of projectile and "kill" the enemy, which is the event. The parrallel process is used to check whether the bullet is touching the event. If it does touch it, then it activates a "self variable" (I'm not sure if it is the right word since I use another language version of rpg maker xp) to make it dissapear (and reapear after some time).
What you are proposing would work, except that I could not make that "other event" dissapear , unless I used a variable instead of a self variable and I don't want to have to create a new variable for every enemy. That's why I thought that it would be best done through a small script in a conditional branch.
I hope you get what I'm trying to explain.