The way i have it now is if you use mouse it will kill the objects, all of the objects at once but the way i want it to work is different. Example, If i use an empty to add several objects ( all the same objects) Let’s say 10 objects in the scene, I might only want to get rid of one by using the mouse so i have 9 objects or 8 etc. Not sure if this can be done
Just joking. I think Sunjay is pointing you into the right direction, but you description is very unclear.
What do you mean with “use mouse”? “Use” is a pretty generic word. I mean I can take my mouse and throw it against a wall, hopping the wall dies. I’m pretty sure this is not what you meant.
What Sunjay suggested worked. Thanks One last question
can i have the mouse visible for a few seconds then if mouse not touched it becomes invisible,becoming visible only when mouse is moved? I don’t think visibility actuator will work for that
Are you using a custom cursor or are you using Rasterizer.showMouse(1)? In either case, use a Timer. Make the cursor disappear (visibility actuator or alpha IPO on a custom cursor object, or use Rasterizer.showMouse(0) for system cursor) when the Timer hits the desired value. Reset the timer value to 0 and make the cursor visible again when the mouse moves.
I sort of understand what you are saying but there are no examples to learn from. I made i quick blend
can’t make the cursor disappear though. I will keep fooling with it but if you have the time look at the blend
I chose using the logic bricks to make it appear and disappear
Well, you can’t just pick which method you want to use. If you used a script to enable the system cursor, then you need to use a script to disable it. The visibility actuator would only work if you were using a game object as a custom cursor.
Anyway, I modified your file to work. Take a look at the attachments. The first one (timer_edit.blend) uses logic bricks and a slight change to the script. The second one uses a longer script and fewer bricks.