Kill
Requires the player to kill specified entities. Counts 1 per kill.
{ "type": "Kill", "title": "Hunt bears", "description": "", "amountRequired": 5, "conditions": {}, "entities": ["animal_bear"]}Fields
Section titled “Fields”| Field | Type | Description |
|---|---|---|
type | string | Exactly 'Kill'. |
title | string | Short, human-readable name. Must not be empty. |
description | string | A blurb of 1 to 3 sentences. May be empty if the title is self-explanatory. |
amountRequired | integer (≥ 1) | How many of the target entities the player must kill. |
cooldown | object | null | Optional pacing limit on how fast progress adds up: at most maxAmount units of progress count in any sliding window of windowSeconds. Absent means progress adds up freely. While the window's budget is used up, further progress is ignored and the player sees a countdown to the next available moment. |
burst | object | null | Optional clustering requirement: actions only count when they arrive clustered, at least amount units within one trailing window of windowSeconds forming one burst. When present, amountRequired counts completed bursts instead of raw actions. Actions that age out of the window without completing a burst never count. Absent means no clustering. |
conditions | map | Optional conditions that restrict when progress counts. Progress is recorded only when the objective's main requirement and all of these conditions are met. Use an empty map for none. |
hideDetails | boolean | When true, hides this objective's in-game condition strip and details popup, so the description is the only explanation players get. Title, description and progress still show. Absent means false. |
entities | string[] | Rust entity short prefab names, lowercase (e.g. bear, wolf, boar, stag for animals; scientistnpc_heavy, scientistnpc_full_any, murderer for NPCs; ridablehorse, minicopter.entity for mounts). Use the living entity's name, not its .corpse variant. |
- Progress increments by 1 each time a listed entity dies.
- Contrary to what you might expect, an entity is not necessarily something living. In Rust, an entity is any object in the game world, living or not. The kill objective works for any entity that can receive damage, including animals, players, NPCs, barrels, roadsigns and even deployables like furnaces and boxes. This means you can use the kill objective to create objectives like “Destroy 5 barrels”.
- Matching is by the victim’s prefab short name, not its display name.
- Find the correct entity names to use in your contracts with the Getting item & entity names guide.
- When several players damaged the victim, each attacker can receive kill credit. Apply a MinDamageRatio condition to require a minimum damage contribution for credit.
- Killing an entity also counts toward a Damage objective for the same entity, and the overlap is intentional.
