Basically what happens after a collision is: pathfinding gets turned off, custom movement is used to simulate the 'bounce' caused by the collision, and then custom acceleration is added to decelerate the 'bounce'.
Once the enemy's speed reaches zero or lower (due to the deceleration), it should start pathfinding again. However, it doesn't, and I can't figure out why.
Here is the relevant events area:
<img src="http://i.imgur.com/dzBYW0E.png" border="0">
ImpulseCollision.capx