As of u11.2, this can only be done through custom scripting or by creating a custom creature.
Event | Description |
---|---|
On Despawn | Invoked when the creature despawns from the scene. |
On Heal | Invoked when the creature receives health. |
On Damage | Invoked when the creature is damaged. |
On Kill | Invoked when the creature has been killed. |
On Resurrect | Invoked if the creature has been resurrected. |
On Fall | Invoked when the creature stops standing. |
On Touch (Start/End) | Invoked when any object collides with the creature and deals damage. |
On Touch No Damage (Start/End) | Invoked when any object collides with the creature and deals no damage. |
On Grab(/Ungrab) | Invoked when the creature is (grabbed/released) by another creature. |
On Total Ungrab | Invoked when the last hand releases the creature. |
On Tele (Grab/Ungrab) | Invoked when the creature is (grabbed/released) using telekinesis. |
On Total Tele Ungrab | Invoked when the last telekinesis holder releases the creature. |
On Tele Repel (Start/End) | Invoked when the creature (starts/stops) being pushed away using telekinesis. |
On Tele Pull (Start/End) | Invoked when the creature (starts/stops) being pulled closer using telekinesis. |
On Ragdoll (Pre/Post) Slice | Invoked (before/after) a limb or head has been severed. |
On Melee Attack (Start/Finish) | Invoked when the creature (begins/completes) a melee attack. |
On Ranged Attack (Start/Finish) | Invoked when the creature (begins/completes) a ranged attack. |
On Spell Attack (Start/Finish) | Invoked when the creature (begins/completes) a magic attack. |
Using the Alive State property it is possible to only activate events under certain conditions.
State | Description |
---|---|
Either | The event will activate regardless of the creature's state. |
Only Alive | The event will only activate while the creature is alive. |
Only Dead | The event will only activate while the creature is dead. |