Embedded Events
These are all Events that are highly embedded into the engine.
Note
If you see a typo, it's not a typo, it's how they were programmed into the game.
🆙🪽 Ultrapatch Embedded Events
🆙🪽 Postal III Ultrapatch-only feature
These embedded events below will only work with Postal III Ultrapatch.
OnHit -- Helicopter
OnDeath -- Helicopter
OnTargetKilled -- Fixed buggy event
OnApplyCatnip -- Applied for all NPCs when using catnip weapon
OnBlinded -- Applied for all NPCs when using Laserpen
OnPlayerCrosshairFocus -- (inside entity) Called when Player is focusing on this entity
OnPlayerCrosshairLeft -- (inside entity) Called when Player is no longer focusing the entity
🪽 Angel Embedded Events
🪽 Postal III Ultrapatch Angel-only feature
These embedded events below will only work with Postal III Ultrapatch Angel.
OnUseCommand -- Interactable prop
OnHurt -- Interactable prop
OnTouch -- Interactable prop, touch must be setup
OnStartTriggerTouch -- Interactable prop, touch must be setup
OnEndTriggerTouch -- Interactable prop, touch must be setup
OnASRestore -- Fired on save game load for restorable entities
OnASTransition -- Fired on transition for restorable entities
Act Busy (unused)
OnStartBusyNode -- completely unused
OnFinishBusyNode -- completely unused
OnNoActiveNode -- completely unused
Fear (unused)
FearHide -- completely unused
Move Planning
OnInvalidRoute
OnPathTrackUnresolved -- unused, is in test script files
OnPathTrackFailed -- unused, is in test script files
OnTargetReach
OnTargetClose
OnLeanFailed
Sight
OnSeeFlame
OnSawEnemyEnt
OnSawFearEnt -- completely unused
OnSawNeutralEnt -- completely unused
OnLostEnemyEnt
OnLostFearEnt -- completely unused
OnLostNeutralEnt -- completely unused
OnVisible
OnLOS
OnLost
Hearing
OnHear
OnHearCombat
OnHearDanger
Targeting
OnTargetReset
OnEnemiesDead
OnNewEnemy -- Note: This does not execute instantly
OnNewFear -- Note: This does not execute instantly
OnTargetKilled -- completely unused, Note: buggy, acts like 'OnDeath'
OnTargetArrested
OnEnemySpoted -- unused, is in test script files
OnTargetResistArrest -- unused, is in test script files (ArrestTarget, beta cop leftover)
OnTargetUnconscious
Damage
OnIgnite
OnAcid -- Zombie projectile
OnKrotchyDamage -- unused (commented out in ai_mission_bdk.p3s), Player only with Krotchy costume
OnDamaged
OnHit
OnDeath
OnBeeSting
Stimuli
OnSuperNasty -- Urinated/Got poop
OnNasty -- Urinated/Got poop (no difference from SuperNasty)
OnPaint
OnTasingStart
OnBatonShocked
OnUnstunned
OnBump
OnTased
OnKicked
OnSprayStunned
OnStunnedOut -- completely unused
OnBlind -- completely unused (used by Laserpen, spray weapons)
OnInFlame
OnExtinguish
OnPlayerPush -- unused (commented out in ai_npc_social.p3s)
OnStandUpBegin
OnStandUpEnd
OnUnconscious
OnFallToGround
OnRecover
OnThreatOfVehicleHit -- completely unused
OnStun
OnHostaged
OnResque -- Player releases hostage
OnArrested
OnTasingFinish
Items (prop_p3_fsmitem)
OnUse -- unused, is in test script files
OnDrop -- unused, is in test script files
OnTake -- unused, is in test script files
OnIgnite
OnAcid
Items (prop_p3_fsmitem) & Cat
OnUseCommand -- Will only execute inside the item if item type is not pizza
Cat
OnLand
OnDervishBegin
OnDervishEnd
OnGrenadeAttached -- completely unused
Animals
OnSnatch
OnUnsnatch
Driver
OnFailedToEnterVehicle
OnEnteredVehicle
OnLeaveVehicle
Tank
OnCannonShoot
OnCannonDestroyed
OnGatlingShoot -- unused, commented out in ai_tank.p3s
OnGatlingDestroyed
OnLauncherShoot
OnLauncherLeftDestroyed
OnLauncherRightDestroyed
Weapons
OnThrowGrenadeFailed -- Human NPCs ONLY
OnPrimaryAttack -- Player only
OnSecondaryAttack -- Player only
OnSucked -- Player only
Other
OnEnd -- unused, is in test script files (calls when Pattern reached end)
OnUser1 -- Hammer
OnUser2 -- Hammer
OnUser3 -- Hammer
OnUser4 -- Hammer
OnDialogNo -- completely unused
OnDialogYes -- completely unused
OnFinaleWin -- Executed inside Player's behavior