Here's probably the easiest way. When the player collides with the actor, have something like this.
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collide.transp=1; // sets the other actor to be invisible
CreateTimer("Collide Actor", "blink_timer", 500);
Then in that actor's timer event for blink_timer, reset transp back to 0. If you want it to blink several times, you'll need to create an actor variable to hold the number of remaining blinks. If you need more explanation on that just ask.