Damage
Requires the player to deal damage to specified entities. amountRequired is
measured in raw HP of damage dealt, not a number of hits.
{ "type": "Damage", "title": "Wound the scientists", "description": "", "amountRequired": 1000, "conditions": {}, "entities": ["scientistnpc_heavy"]}Fields
Section titled “Fields”| Field | Type | Description |
|---|---|---|
type | string | Exactly 'Damage' |
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 units must be completed. What a unit means depends on the objective type. Minimum 1. |
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. |
entities | string[] | Rust entity prefab names, lowercase (e.g. scientistnpc_heavy, scientistnpc_full_any, bandit_guard, animal_bear, animal_wolf, chicken). |
- Progress increments by the total damage of each hit on a listed entity.
An
amountRequiredof500means 500 HP of cumulative damage. - Self-damage is ignored: you can’t progress by hurting yourself.
- Matched by the victim’s prefab short name.
- A kill also deals damage, so this overlaps with Kill on the same entity by design.