Originally Posted by karlgoran

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.
Code
EVENT Squattersleaving
ON
	OnTimer("Squattersleaving")
ACTIONS
	SetPriority("Squattersleaving",1500)
	SetPriority("Wandering2",0)
	SetPriority("Wandering1",0)


So yours would be something like
Story editor:
Code
IF
CharacterUsedSkill(CHARACTER_Player1, "Remove_Tracks", "Earth")
THEN
GlobalSetEvent("RemoveTracks")


ItemScript
Code
INIT
ITEM:__Me

EVENTS
EVENT Disappears
ON
       OnGlobalEventSet("RemoveTracks")
ACTIONS
       SetVisible(__ME,0)

EVENT Appears
ON
       OnGlobalEventSet("ShowTracks")
ACTIONS
       SetVisible(__ME,1)