Halloween
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He does not run. He does not talk. He does not stop.
Somewhere on your map, Michael Myers is walking towards one of your
players. Only that player hears the music. Only that player sees the
warning on the screen. Doors will not save them. Bases will not save
them. Towers will not save them. And when they finally put him on the
floor for the third time... they BECOME him.
HALLOWEEN turns any Rust server into a horror movie, all on its own.
No commands needed. No admin work. Install it and the hunt begins.
WHAT IS IN THE BOX
Michael Myers, an intelligent hunter NPC that stalks one player at a time, anywhere on the map.
A music system: the Halloween theme follows the killer, and only his victim can hear it.
A scheduled event cycle with chat announcements for the whole server.
The transformation: a player who beats him becomes Michael Myers, with his outfit, his knife, his immunity and five special powers on a selection wheel.
Rewards for every kill made as Michael Myers.
One configuration file with more than 100 settings, every one of them explained in plain words.
100% automatic. Players need no commands, there are no permissions to set up and no other plugins are required.
One optional admin command, /mm, for the server owners: become Michael Myers yourself at any moment, and type it again to stop.
PVE MODE:
Made for PvE servers. One switch in the configuration and Michael Myers
becomes a PvE killer: the player who turns into him cannot hurt other
players at all. His knife, his bees, his radiation and his slow are
harmless to people. Instead he hunts the server's NPCs: the wheel's
teleport drops him next to a random scientist, every power works on the
NPC he is fixed on, and every NPC he kills earns the same reward as a
player kill and heals him. NPCs shoot back at a fraction of the game's
damage, and they can never kill him outright: when his health runs out
he goes down, gets back up after ten seconds with full health, and only
the third knockdown ends him. He starts with full health, and radiation
and cold cannot touch him. The NPC keeps hunting players exactly as
before - the scare stays, the griefing goes.
TRANSFORMATION SWITCH
Decide whether your players can become Michael Myers at all. Turn it
off and beating the NPC three times simply shakes him off: he goes after
somebody else, nobody transforms, and the event runs as pure NPC horror.
The owners' /mm command keeps working either way.
NO SAFE ZONES FOR MICHAEL MYERS
The player Michael Myers is pushed back out at the edge of every safe
zone, in PvP and PvE alike. Outpost and Bandit Camp stay untouchable.
THE NPC: AN INTELLIGENT HUNTER
This is not a zombie that stands around waiting to be shot. Michael
Myers moves the way a player moves:
OPENS DOORS. He follows what the player did: a door opened or closed in front of him gets opened, crossed, and closed again behind him, so nobody's base is left open.
CLIMBS LADDERS.Up to reach somebody on a roof, down to follow them off it.
WALKS ON BASES.Floors, stairs and ramps built by players are ground to him, using Rust's own building navigation.
MOVES INSIDE MONUMENTS.He finds his way between crates, machines and walls instead of getting stuck on them.
CROUCHESunder low obstacles and inside zipline towers.
RIDES ZIPLINES like a player: walks to the launch point and takes it.
MATCHES YOUR PACE.Walk, and he walks. Run, and he runs.
SENSES YOU FROM FAR AWAY, through walls and behind his back. A hill will not hide you.
RESPECTS SAFE ZONES.He will not enter one. He waits outside, and the moment you step out, he is there.
SENDS THE BEES.Locked yourself in? Climbed where he cannot reach? A bee grenade lands at your feet, and the swarm counts as his kill.
NEVER DIES.Bullets, fire, falls, explosions: nothing kills him. Only headshots put him on the floor, and he gets back up with full health.
FREES HIMSELF.If he ever gets stuck, he finds another way; he never teleports through walls to cheat.
IGNORES TURRETS.Monument turrets, safe-zone turrets and player-built turrets leave him alone (configurable).
CANNOT BE LOOTED.Nobody takes his mask.
His look is yours to choose: any clothing, any skins, any held weapon.
He ships as the classic Michael Myers: blue jumpsuit, boots, the mask, and a butcher knife.
THE MUSIC
The Halloween theme plays from a hidden speaker that travels with the NPC. Only the hunted player hears it, and only while he is within range (100 metres by default).
Everybody else hears nothing until it is their turn. You can use your own songs: add a URL and its length, and the plugin chains them one after another.
THE EVENT CYCLE
- The server starts. Nothing happens... yet. The plugin draws a random time between 1 and 3 hours (configurable).
- The time comes. Everybody sees it in red in the chat: "MICHAEL MYERS IS HERE". The NPC appears 60 to 100 metres from a random player and starts walking.
- He does not let go. He hunts that player until he kills them. After a kill, he leaves the victim alone for a minute and picks somebody else.
- The hunted player sees the warning across the screen: "FLEE, RUN, BUT MICHAEL MYERS WILL NOT STOP UNTIL HE KILLS YOU", with three icons above the belt that show how close they are to beating him.
- Put him on the floor three times (30 headshots each) and the tables turn: the player becomes Michael Myers.
- The event ends when the player Michael Myers is put down three times, or after one hour if nobody manages to become him. "MICHAEL MYERS IS GONE, FOR NOW" - and a new countdown begins.
Beat him three times and a red countdown fills the screen. Then: "NOW YOU ARE MICHAEL MYERS".
The player's whole inventory is stored safely, slot by slot, and returned exactly as it was when the transformation ends. It survives server restarts. Nothing is ever lost.
They wear his outfit and carry his knife. The knife never wears out, cannot be dropped and comes back if thrown.
They cannot be killed. Only headshots from other players count: 30 headshots put them down, and three knockdowns end it.
The music now follows them, and the same three icons above the belt show the other players how close they are.
THE POWER WHEEL. Hold R and a wheel appears; move the mouse and release to choose. It works exactly like the game's own radial menu:
TELEPORT - appear right next to a random player, anywhere on the map.
BEES - a swarm on the player you are fixed on.
RADIATION - irradiate the player you are fixed on (clothing still protects them, as in the game).
SLOW - the player you are fixed on walks at 40% speed.
X - stop being Michael Myers whenever you want.
Every power has its own cooldown, shown on the wheel in seconds,
and every power can be switched off in the configuration.
REWARDS. Every kill made as Michael Myers earns a Supply Signal
(configurable item and amount), handed over the moment the player
turns back.
100% AUTOMATIC
Nothing has to be typed for the event to run. No console commands, no permissions, no other plugins. Drop the file in, start the server, and Michael Myers takes care of the rest. It works on any map, any size, any seed: the plugin measures the map itself.
ADMIN COMMAND
/mm (type it in the chat)
Only for the owners of the server: the players added with "ownerid" (auth level 2), saved in server/<your identity>/cfg/users.cfg. An owner who was just added has to reconnect once for the game to apply it.
Moderators and players cannot use it.
Type /mm and the red countdown starts. When it ends you are Michael Myers: the outfit, the knife, the immunity and the power wheel, exactly like a player who beat him.
Type /mm again whenever you want to stop. Your inventory comes back to the same slots.
If another player is already Michael Myers, the command says so and does nothing.
While you are Michael Myers the NPC is gone, as with any other Michael Myers. Three knockdowns end it and close the event, as always.
SUPPORT: https://badgyver.com/
HAPPY HALLOWEEN
Halloween.json
{
"Version": {
"Major": 1,
"Minor": 1,
"Patch": 4
},
"Event": {
"Enable the automatic event [true/false]": true,
"Minimum time between events, counted from the server start and from the end of the last event [hours]": 1.0,
"Maximum time between events [hours]": 3.0,
"Maximum duration of the event if nobody becomes Michael Myers [hours]": 1.0,
"Minimum distance from the chosen player at which the NPC appears [m.]": 60.0,
"Maximum distance from the chosen player at which the NPC appears [m.]": 100.0,
"Times a player must put the NPC on the floor to beat it and become Michael Myers": 3,
"Players who beat the NPC become Michael Myers [true/false]": true,
"Time before the NPC appears near the next player [sec.]": 10.0,
"Time the NPC leaves a player alone after killing them [sec.]": 60.0,
"Chat message to everybody when the event begins": "MICHAEL MYERS IS HERE",
"Chat message to everybody when the event ends": "MICHAEL MYERS IS GONE, FOR NOW"
},
"NPC": {
"Prefab of the NPC body (scarecrow is the game's Halloween zombie)": "assets/prefabs/npc/scarecrow/scarecrow.prefab",
"Name shown above the NPC": "Halloween",
"Appearance seed: the face, build and skin are drawn from this SteamID64": 76561197960265735,
"Clothing (shortname is the game's item name; skin 0 = the plain item)": [
{
"shortname": "jumpsuit.suit.blue",
"skin": 0,
"amount": 1
},
{
"shortname": "shoes.boots",
"skin": 0,
"amount": 1
},
{
"shortname": "mask.bandana",
"skin": 3800106489,
"amount": 1
},
{
"shortname": "mask.balaclava",
"skin": 3799496075,
"amount": 1
}
],
"Held items on the belt (weapons, tools)": [
{
"shortname": "knife.butcher",
"skin": 0,
"amount": 1
}
],
"Range at which the NPC senses players [m.]": 1000.0,
"Range at which the NPC forgets a player (keep it above the sense range) [m.]": 1200.0,
"Notice players through walls and behind its back [true/false]": true,
"Weapon reach multiplier (1 = the weapon's own reach)": 2.0,
"Reach of the held weapon, so it only swings when it can hit (0 = the weapon's own) [m.]": 0.0,
"Walking speed [m/sec.]": 2.914898,
"Running speed [m/sec.]": 5.3737135,
"Move at the pace of the player being chased: walk after a walker, run after a runner [true/false]": true,
"Always run while chasing (only when the option above is off) [true/false]": false,
"Walk towards the player instead of waiting to be found [true/false]": true,
"Time between re-aiming at the player while hunting [sec.]": 0.25,
"Stand still instead of wandering off [true/false]": false,
"Turrets ignore the NPC: monument, safe zone and player-built [true/false]": true,
"Nobody can loot the NPC [true/false]": true,
"The NPC never attacks anyone [true/false]": false,
"Headshots needed to put the NPC on the floor (0 = never)": 30,
"Time the NPC stays on the floor before getting up with full health [sec.]": 60.0,
"The weapon disappears while the NPC is on the floor [true/false]": true,
"The NPC never dies: a killing blow knocks it down instead [true/false]": true
},
"NPC movement": {
"Walk on player-built structures: floors, stairs, ramps [true/false]": true,
"Open doors in its way and go through [true/false]": true,
"Only touch doors a player has opened or closed [true/false]": true,
"Close each door again after going through [true/false]": true,
"Open monument security (puzzle) doors too, closed again once through [true/false]": true,
"Distance at which the NPC opens a door (keep it small) [m.]": 1.5,
"Search radius for a door in its way [m.]": 25.0,
"Climb ladders to reach somebody above [true/false]": true,
"Height the player must be above the NPC before it looks for a way up [m.]": 1.6,
"Only climb up towards a player this close in plan [m.]": 30.0,
"Search radius for a ladder [m.]": 40.0,
"Climbing speed [m/sec.]": 1.7198582,
"Ride ziplines like a player [true/false]": true,
"Search radius for a zipline launch point [m.]": 40.0,
"Crouch under low obstacles [true/false]": true,
"Keep out of safe zones and wait outside for the player [true/false]": true,
"Extra distance to keep from a safe zone's edge [m.]": 10.0,
"Try the person-sized navmesh inside monuments (testing only) [true/false]": false
},
"Bees when the NPC is shut out": {
"Send a bee grenade to the player when the NPC cannot reach them [true/false]": true,
"Time shut out (no route in and no ground gained) before the bees are sent [sec.]": 15.0,
"Time between one swarm and the next [sec.]": 45.0,
"Fuse of the grenade once it is at the player's feet [sec.]": 1.5,
"Within this distance the NPC is with the player and no bees are sent [m.]": 4.0,
"The NPC must be this close to the place it cannot enter, otherwise it is a chase and no bees are sent [m.]": 25.0,
"A player this high above the NPC with no route up counts as shut out too [m.]": 6.0,
"Bee grenade prefab": "assets/prefabs/weapons/bee grenade/grenade.bee.deployed.prefab"
},
"Music": {
"Play music from the NPC [true/false]": true,
"Sound source: boombox or voice": "boombox",
"Songs for the boombox (url and length in seconds), played one after another": [
{
"url": "https://audio.jukehost.co.uk/01a08c93-0a63-72df-8e74-e0aae16f48e1",
"seconds": 189.6
},
{
"url": "https://audio.jukehost.co.uk/01a08ca3-228c-722b-9bee-282a7fee5c97",
"seconds": 136.6
}
],
"Only the hunted player hears the music [true/false]": true,
"Range within which the hunted player hears it [m.]": 100.0,
"Depth below the NPC where the speaker is hidden [m.]": 3.0,
"Extra time before a song starts over, to cover the client's buffering [sec.]": 2.0,
"Voice mode: name of the recorded clip in oxide/data/Halloween": "halloween",
"Voice mode: range of the voice [m.]": 100.0,
"Voice mode: time between voice frames [sec.]": 0.07,
"Voice mode: silence between one pass of the clip and the next [sec.]": 0.0
},
"Hunted player": {
"Warning shown across the screen in red to the hunted player (\\n starts a new line)": "FLEE, RUN, BUT\nMICHAEL MYERS\nWILL NOT STOP UNTIL\nHE KILLS YOU"
},
"Michael Myers (the player)": {
"Countdown on the screen before the transformation [sec.]": 5,
"Text shown across the screen when the countdown ends": "NOW YOU ARE MICHAEL MYERS",
"Time that text stays on the screen [sec.]": 8.0,
"Full-screen picture under the HUD while a player is Michael Myers (URL; empty = none)": "https://i.imgur.com/FEypZg4.png",
"Icon shown three times above the belt (a file name in oxide/data/Halloween, or a URL; empty = none)": "h-icon.png",
"Chat message on becoming Michael Myers": "<color=#ffff00>You are MICHAEL MYERS now.</color> <color=#ff0000>Nobody can kill you. Three times on the floor and it is over.</color>",
"Headshots needed to put Michael Myers on the floor": 30,
"Time Michael Myers stays on the floor [sec.]": 60.0,
"Times on the floor that end Michael Myers and close the event": 3,
"PvE mode: Michael Myers (the player) cannot hurt other players; his powers, kills and rewards go on the server's NPCs instead [true/false]": false,
"PvE mode: share of the damage NPCs deal to Michael Myers (1 = the game's full damage)": 0.1,
"PvE mode: health Michael Myers gains per NPC killed [hp]": 5.0,
"PvE mode: time Michael Myers stays on the floor [sec.]": 10.0,
"Hide the screen elements (picture, belt icons, wheel) while the camera is not first person: debug camera or F3 third person [true/false]": true,
"Reward item per kill, handed over when he turns back (item shortname)": "supply.signal",
"Amount of that item per kill": 1
},
"Power wheel": {
"Folder of the wheel images wheel_base.png and wheel_sel0..4.png (empty = oxide/data/Halloween, or a folder URL)": "",
"Radius of the wheel in mouse units (mouse travel from the centre to the rim)": 14.0,
"Dead zone as a fraction of the radius (the game's own pie menu uses 0.5)": 0.5,
"Teleport power": {
"Enabled [true/false]": true,
"Cooldown [sec.]": 3.0
},
"Bees power": {
"Enabled [true/false]": true,
"Cooldown [sec.]": 120.0
},
"Radiation power": {
"Enabled [true/false]": true,
"Duration [sec.]": 10.0,
"Rads per second (before clothing protection)": 30.0,
"PvE mode: damage per second to the NPC [hp]": 10.0,
"Cooldown [sec.]": 180.0
},
"Slow power": {
"Enabled [true/false]": true,
"Duration [sec.]": 5.0,
"Strength (0.6 = walks at 40% of normal speed)": 0.6,
"Cooldown [sec.]": 180.0
}
},
"Chat": {
"Chat icon: SteamID64 whose Steam avatar is shown beside the plugin's messages (0 = the game's own icon)": 0,
"Messages ({0}, {1}, {2} are filled in as each line says; <color=#rrggbb> tags work)": {
"To the player when they stop being Michael Myers": "<color=#ff0000>You are no longer Michael Myers.</color> Everything you had is back where it was.",
"Added to that when he made kills: {0} = kills, {1} = reward item": "<color=#ffff00>{0} x {1} for {0} kill(s).</color>",
"To Michael Myers each time he is put on the floor: {0} = this time, {1} = times that end him": "<color=#ff0000>Down {0} of {1}.</color>",
"To Michael Myers when he kills somebody: {0} = kill number, {1} = victim, {2} = reward item": "<color=#ffff00>Kill {0}: {1}.</color> <color=#ff0000>Rewards waiting: {0} x {2}.</color>",
"To the player Michael Myers irradiated: {0} = seconds": "<color=#ff0000>MICHAEL MYERS has irradiated you for {0} seconds.</color>",
"To the player Michael Myers set the bees on": "<color=#ff0000>MICHAEL MYERS has set the bees on you.</color>",
"To the player Michael Myers slowed down: {0} = seconds": "<color=#ff0000>MICHAEL MYERS has slowed you down for {0} seconds.</color>",
"To Michael Myers when a power is still cooling down: {0} = seconds left": "<color=#ff0000>Not ready: {0} s.</color>",
"To Michael Myers when there is nobody to use a power on": "<color=#ff0000>Nobody there: appear next to somebody first.</color>",
"To Michael Myers after teleporting: {0} = player, {1} = metres away": "<color=#ffff00>{0}</color> <color=#ff0000>is {1} m from you.</color>",
"/mm command: to a player who is not a server owner (auth level 2)": "",
"/mm command: when another player is already Michael Myers": "<color=#ff0000>Somebody else is Michael Myers right now.</color>",
"To Michael Myers when he tries to enter a safe zone": "<color=#ff0000>Michael Myers cannot enter a safe zone.</color>"
}
}
}

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