EVENT ChangeVisibility
ON
Event somehow triggered by CharacterUsedSkillOnTarget
ACTIONS
ChangeVisibility(_Me, 0)
This seems doable.
I have a charscript which switches events based on a timer started in Osiris. The call is there for events as well.
So you could write the script in Osiris for Characterusedskillontarget, have that trip an event which the charscript will react to.
The charscript call for visibility is "SetVisible".
This is my script for making my characters walk away after the timer runs.
EVENT Squattersleaving
ON
OnTimer("Squattersleaving")
ACTIONS
SetPriority("Squattersleaving",1500)
SetPriority("Wandering2",0)
SetPriority("Wandering1",0)
So yours would be something like
Story editor:
IF
CharacterUsedSkill(CHARACTER_Player1, "Remove_Tracks", "Earth")
THEN
GlobalSetEvent("RemoveTracks")
ItemScript
INIT
ITEM:__Me
EVENTS
EVENT Disappears
ON
OnGlobalEventSet("RemoveTracks")
ACTIONS
SetVisible(__ME,0)
EVENT Appears
ON
OnGlobalEventSet("ShowTracks")
ACTIONS
SetVisible(__ME,1)