I've got a problem. I'm using a small, invisible "collision sprite" to guide a larger sprite around and make it bounce off of walls. Since I don't want to have hundreds of these things bouncing all over the place after their larger sprites are destroyed, I put in an event so that when the larger sprite is destroyed the collision sprite is destroyed as well. But the problem is that when the first enemy is killed, ALL of the collision sprites currently on screen are destroyed...
Obviously this is bad. How might I correct this issue?