Somehow we are lost in WMEs scripting, or never found really a red line. Anyway. We got that, but somehow on another way.
Nearly the similar problem, but other objects.
When we add an entity object (or defining a region) and call it e.g. "test" we want to add an variable
e.g.
var test = ...
Game.Msg(test);
to it inside the scene_init.script. The three dots mean, that we do not know what we have to add there. The goal in this test is, to get the test message. WME got the name already and shows it in the debugger, but we get an error.
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Also unclear is the following:
var test;
test = Scene.GetNode("test");
Game.Msg(test);
With this code snippet we get in debugging mode the following line:
[entity objects]
When we change the last line of the script to:
Game.Msg(test.Name);
We get the following in the debugger:
[test]
As far as good. If we want to deactivate the object with the following line:
test.Visible = false;
The object doesn't react in anyway. No errors, still visible.
Interesting is, that the "test" reacts on
Skip.To(500,500)