This is really easy, there are three stages to consider when handling death.
1- Dying - This is achieved by sending a MsgInteract.
Example:
Code:
Vision.SendToScreen(MsgInteract.Create(Attacker.UID, Creature.UID, X, Y, InteractActionType.Kill, deathtype), true);
2- Fading - This is achieved by sending a MsgUserAttribute if I remember correctly.
Example:
Code:
Vision.SendToScreen(MsgUserAttrib.Create(Creature.UID, UpdateType.StatusEffects, 2080));
3- Despawning - After 3 seconds of fading you need to completely remove the entity from players screens by sending an entity removal.
Example:
Code:
Vision.SendToScreen(MsgAction.Create(Creature.UID, 0, 0, 0, DataAction.RemoveEntity));
Thats just atop of my head. Hope it helped.