tarek2 you're right. un-ticking Set Angle fixes it. THANK YOU.
No problem mate I'm glad to help
but why does my current setup work on C2 runtime and not C3 runtime?
If I have to guess I would say that C2 Run Time is the one that behaves strange as when you tick the "Set Angle" Construct it will keep setting the Object's Angle to the Angle of motion and taking your capx as an example when "boomerang_move" collides with "boomerang_target" it never stops moving so it should carry on moving to that Angle of Motion like the C3 Run Time does I guess, at least this is how I understood it.
But don't take my word as 100% accurate as this is just me guessing I would love to hear the proper explanation of why from one of the Scirra Team
One thing I know for sure if you are going to manipulate the Angle of Motion on the Run Time is best to Untick the "Set Angle" so you have the freedom to change the Angles of Motion on Run-Time however you like other ways you will have the bullet behaviour trying to set the objects Angle and also your events trying to set the Object's Angle swell conflicting and causing unexpected Results like this one.
and yes, I agree Move To should be separate from Tween in C3 and added as its own standalone behavior. Rex's Move To was so useful and I miss it. I've voted. I hope the Construct crew will listen and add it.
Thanks again for the quick help.
Awesome Thank you mate,
I also hope this Time they include it as the last Pull Voting for MoveTo if I remember correctly it riched up to 40+Votes, it's definitely very useful and I see very often people asking for it here around the Forums.