now.. I understand.. I think..
you want to kill just monster you clicked on, even if bullet will fly through hordes of other monsters to reach your aim? we need to kill just clicked one and save others, yes?
ok, let's do something like that:
create global var ClickedMonsterID first
I don't know you want to use mouse or touch, but let's use touch, it can simulate mouse by default
Touch -> On tap monster
ClickedMonsterID = monster.IID (or UID, no big difference for our example I think)
<launch bullet with your parameters>
On bullet collision with monster
If monster.IID (or UID) = ClickedMonsterID
bullet.Destroy
monster.Destroy[/code:2wmzfc9o]
of course, it can slow down game performance because of too many collision checks.
Another way is better on my look but not so good because of one moment..
So.. take all your monsters and toggle off [i]Collision[/i] property (to Disable value).
And then code will be much easier:
[code:2wmzfc9o]Touch -> On tap monster
monster - Set collisions enabled = Enabled
<bullet fire>
On bullet collision with monster
bullet.Destroy
monster.Destroy[/code:2wmzfc9o]
So, there will be just one monster who can collide with bullet.
I don't know will it work or not, but you may try it. But you can use it only if you never need constant check of any other monster collisions (with obstacles for example).
Try both and say your opinion.