Mouse over sensor and visibility actuator

Hi all, I have two issues related to making an object visible and invisible using mouse over sensors and visibility actuators (in a first-person setting).

1: I am trying to make an object visible when the cursor is over it, and then back to invisible when it is not. Using logic bricks I have figured out how to make an invisible object appear when moused over, but not invisible again. Is there a simple way to make it invisible again when the mouse is no longer over it?

2: The objects I am trying to do this with are single-sided planes, using halo so they always face the camera. (They are “labels” for objects.) I have succeeded in making other objects invisible then reappear upon mouse over, but not these halo-ed planes. They just stay invisible. Does using halo have something to do with it? Is there a way around this, if so?

Thanks in advance.

mouse over (no pulses)
-> and -> visible
-> nand -> invisible

Because the visibility actuator does not do anything when receiving a deactivation signal, you need to explicit send an activation signal to a invisibility actuator by inverting the sensors pulse.

I forgot:

switch on Pyhsics representation in the game menu and you see what happens in case 2.

or u could use a mouseover and check the Invert option…

Then you would need 2 sensors, which is in that case not really necessary.
But this depends on the situation.

Monster:
I connected (like you wrote) a “mouse over” sensor to an “and” as well as an “nand” controller, and then each of those to a “visibility” actuator. The “and” is connected to the actuator one with visibility checked and the “nand” to the one with visibility unchecked. Works fine, thank you. I don’t really understand the way all the logic works, but I’m learning.

As for the halo situation, I had “collision” unchecked in the “Object Face” panel, under “Texture Face”. I had been doing that for my halo lights, and didn’t think about the physics of it. So, now that it’s checked, it reacts like any other object. A simple little error. Oh well.

Thanks once again.

I made a few logic brick configurations using mouse over with Invert checked, like you said, but I’m afraid I don’t know enough about the game engine logic to figure it out myself. I do have a solution from Monster, but I’d be interested to know how your solution could work. Could you walk me through the logic bricks?