This is possible with ordinary events, you've probably just got things in the wrong order. A .cap would help. However, I'd advise instead of fully disabling collisions to prevent a collision event running, just add an extra condition to the collision event! eg.:
+ On player collision with obstacle
+ Player Z is whatever
-> Do actions
This is much more robust - it still allows collision checking with other objects, and it probably works the way you want it too as well.