PROBLEM:
The shotdamage for entites is internal except for characters.
So, your drum has to be a character in order to script a response to shot damage.
That means it needs
ischaracter = 1 in its
FPE file.
However, characters have sound sets instead of using the $0 and $1 fields like regular entities.
SOLUTION:
Make the drum a character, but call the sound by using a specific path as in this
;Artificial Intelligence Script Conjured
;Header
desc = drum
;Triggers
:state=0,shotdamage=1:sound=audiobank\user\flush.ogg
;End of Script
.
You'll notice that I used the flush.ogg and that was intentional for testing.
If you don't already have that sound, then check out the attachment.
Quote: "The drum would eventually die, though, given enough play practice on it. "
That is right.
Invulnerability will bypass the shotdamage condition, but you could add alot of health.
Quote: "Or is it possible to add health to the entity?"
Only when placing it in the editor, but not in the game using scripts.
Only the player can have health added using FPI scripts.
Don't forget that the drum can respawn without delay.
So, if you set the properties right in the drum's FPE file, then it could respawn ready to play.
Using a large amount of health with a delayed respawn could enable a timeout should we destroy the drum for missed licks, broken sticks or other forms of drummer mayhem.
Have fun!