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Project Reality Manual

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Project Reality has been in development by dozens of people over a period of


more than 5 years. Extensive modifications and improvements were made
during this time. This manual is my attempt to make hundreds of changes easy
to understand. A basic understanding of Battlefield 2 is needed to make the
most of this document.

Chapters 1-4 are intended to get new players started as fast as possible.
Later chapters continue on to more and more advanced subjects. By the end of
chapter 8, you should know how everything important works. Providing
gameplay tips and strategies is beyond the scope of this manual. Chapter 9
gives you some pointers on where to find in-depth information about Project
Reality and realistic squad-level tactics.

I hope this manual provides you with a good start into the challenging world of
Project Reality.

Eike “Spearhead” Hanus

February 5, 2010 Project Reality 0.9 Manual 2


Table of Contents

1. Installation......................................................................................4
2. Game Modes...................................................................................5
Advance and Secure (AASv3)............................................................................................5
Vehicle Warfare...............................................................................................................6
Skirmish........................................................................................................................6
Command & Control (CnC)...............................................................................................6
Co-operative...................................................................................................................6
Insurgency.....................................................................................................................7

3. The First Minutes on a Server.............................................................8


Kit selection and spawning................................................................................................8
Interface changes............................................................................................................9
Health management.......................................................................................................11
Ammunition..................................................................................................................12
Score Penalties:............................................................................................................12
Vehicle must-knows.......................................................................................................13

4. Weapons & Equipment....................................................................14


General weapons & equipment changes............................................................................14
Weapons......................................................................................................................14
Equipment....................................................................................................................18

5. Kits Galore....................................................................................20
Kits available in Project Reality........................................................................................20
The civilian Collaborator.................................................................................................22
Kit request procedure.....................................................................................................23

6. The squad leader............................................................................25


Spotting enemies...........................................................................................................25
The GLTD.....................................................................................................................25
Rally point placement.....................................................................................................25
Requesting Support.......................................................................................................26
Construction work..........................................................................................................27
Deployable structures.....................................................................................................28

7. Vehicles........................................................................................30
General vehicle changes.................................................................................................30
Armored Vehicles...........................................................................................................31
Helicopters...................................................................................................................32
Aircraft........................................................................................................................33

8. Commander...................................................................................35
9. Further reading..............................................................................37
10. Credits........................................................................................38

February 5, 2010 Project Reality 0.9 Manual 3


1. Installation
Before installing Project Reality 0.9, make sure your Battlefield 2 installation
is patched to Version 1.5. If you own the Add-On or Booster Packs, the order
of installation is as listed below:

1) Battlefield 2
2) Add-On: Special Forces (if available)
3) BF2 Patch to 1.41
4) BF2 Patch to version 1.5
5) Project Reality 0.9 full installer part 1
6) Project Reality 0.9 full installer part 2

If you have a previous installation of Project Reality on your computer,


you should completely remove the PR directory which is located in the
mods folder of your BF2 installation.
Also if you have a previous installation of Project Reality, you should
delete the existing shortcuts before installing a newer version. Please
use the shortcut provided by the PR 0.9 installers to start the game.
PR 0.9 includes the option to install PR Mumble which is a customized
variant of the Mumble VOIP client. This tool allows users to communicate
across squads and also offers positional audio effects.
Our sound artists have been stretching the BF2 sound engine to its limits.
In order to have the best possible experience with Project Reality it is
very important that you enable EAX in your BF2 sound options.
If you can't connect to a server, then it is probably running an older
version. Try another server in this case.
PR needs to be started using the PR.EXE and trying to launch it using
BF2.EXE will not work. This means joining games via Xfire will not work.
In addition to the built-in server browser you can use the web-based
PR Spy beta to browse and join PR servers. PR Spy also features a
buddylist which makes locating your friends much easier.
If the server you want to join is full you now have the option of using
Auto Deploy. Select the server, click on “SERVER INFO” and then “AUTO
DEPLOY”. A dialog will open that explains the remaining steps. Then
simply sit back and wait to be connected once a slot opens up.

February 5, 2010 Project Reality 0.9 Manual 4


2. Game Modes
Project Reality (from now on just PR)
features 6 different game modes with
different objectives. To highlight current
objectives of the team, colored markers
are placed on the map.

Advance and Secure (AASv3)


This mode is the closest to the original BF2 Conquest
mode. The objective is to capture all of the control
points (CPs) while losing fewer tickets than the
enemy. They can only be captured in a certain
order to simulate a shifting front line and focus the
fights. CPs that can be captured by the team are
shown with an orange attack marker while those
that need to be defended against enemy attacks are
highlighted with a purple defend marker.

At least 2 men need to to be in the CP radius to


capture it and it takes much longer to secure a CP
compared to BF2. Although you can not capture CPs
out of order, if you already started neutralizing or
capturing a CP you can always finish the current
stage of capturing/neutralizing, even if you lose
another position during the capture period.

Most maps feature 3 different versions with different


vehicle & support availability. The standard layout
usually has the heaviest vehicles while the infantry
layout only uses transport vehicles. Some maps also feature random control
point selection and offer additional variety when replaying them.

February 5, 2010 Project Reality 0.9 Manual 5


Vehicle Warfare
This mode based on AAS creates big battles between
heavy vehicles. Both teams immediately start with
many heavy vehicles. Players are limited to spawning
with crewman kits. Only officer and pilot kits can be
requested. Ticket bleed has been increased compared
to AAS. Teams can't deploy any assets in this mode.

Skirmish
This game mode is a scaled down version of Advance
and Secure, intended for about 12-16 players. It is
perfect for clan matches and small infantry
engagements. Skirmish has the same rules as AAS
but with smaller combat zones, fewer CPs, no
vehicles or deployable assets as well as fewer tickets.
Rally points do not need to be rearmed in the
skirmish game mode.

Command & Control (CnC)


This new game mode features large freeform
battles. There are no capturable CPs. Both teams can
place a single forward outpost (FO). The objective is
to defend the team's FO while trying to find and
destroy the enemy FO. When a team loses it's FO
they will suffer a huge ticket penalty and continue to
lose tickets until they can erect a new one. Building
the FO further from your main base increases the
ticket loss that the enemy will suffer while his FO is
destroyed. Both teams can build more defenses near
their outpost than in other game modes.

Co-Operative
In this mode it is possible for one or more human
players to march into battle alongside and against AI-
controlled bots. This mode is ideal for practicing with
equipment and vehicles before using them in other
game modes. To accommodate the use of bots some
rules and items have been modified in this mode.

February 5, 2010 Project Reality 0.9 Manual 6


Insurgency
This mode differs the most from BF2. The coalition
force needs to find and destroy insurgent weapons
caches while the opposition tries to stop them until
the coalition runs out of tickets. The defending team
only loses tickets when a weapons cache is destroyed
and can not be defeated in any other way. There are
always 2 weapons caches present on the map. When
one of them is destroyed, a new one will be spawned.
The coalition troops need to gather intelligence by
killing or capturing insurgents. The coalition wins if
they destroy 7 weapons caches before they run out of
time or tickets. Otherwise the insurgent team wins.

Intelligence & weapons caches


To reveal the approximate location of insurgent weapons caches while playing
Insurgency, intelligence has to be gathered. The following list shows the
amount of intelligence points (IP) gained or lost due to different actions.
Insurgent killed: +1 IP
Civilian collaborator or insurgent arrested: +10 IP
Civilian collaborator killed (violating rules of engagement): -10 IP

The approximate location of the first cache is shown about 3 minutes into the
round. Additional locations will be revealed 3 minutes after enough IP were
gained by the coalition. The second location is revealed when reaching 50 IP.
The total amount of IP needed to see 7 locations is 300. Once all 2 caches in
the world are located no further IP will be earned until one of them is
destroyed. If there are less than 32 players on the server the IP needed to
reveal a cache are halved.

The location of the weapons caches is highlighted


for the insurgents using purple defend-
markers. Once a cache location is compromised,
it's marker changes to a blue diamond. About 3
minutes later the coalition will see a red
diamond on their map which indicates the
cache's approximate location (offset by up to
140m). The caches can be destroyed by using C4
or an incendiary grenade. Once it is destroyed
the coalition team gains 25 tickets and a
Insurgent weapons cache
message will inform you about how many caches
remain to be demolished.

February 5, 2010 Project Reality 0.9 Manual 7


3. The First Minutes on a Server
Most importantly you should join a squad. Some servers even enforce
squadding up by kicking solo players after a warning period. The game is by far
the most fun to play in a functioning squad. If you need any help, just ask
players in your squad what to do. If possible use VOIP. It is commonly used
in PR. If no one answers, try joining another squad or use general chat. There
are many helping community members around who welcome new players and
give them a hand.

Kit selection and spawning


Kits that are more difficult to use effectively are limited and can only be
obtained if certain conditions are met (for details see chapter 5).
Try playing as rifleman, militant, warrior or insurgent in the
beginning and only start using limited kits and vehicles once you are
familiar with the infantry basics. If you want to try out new equipment
and vehicles you can do so easily in the co-op mode without risking your
team's assets.

In PR you can not spawn at every CP your team controls. Spawning on the
squad leader has been removed, too. There are also several new places where
players can spawn at. Spawnpoints in Project Reality are:
1) Your squad's rally point (RP). After the squad leader places the RP it will
only stay active for 1 minute and only if no enemies are close by. RPs are
available to conventional forces, militia, taliban and hamas.
2) Map-specific team rally points. These usually expire 5 minutes after the
round starts and can be used by the whole team.
3) Squad leader deployable forward outposts or hideouts can be used by
the whole team but must be constructed before players can spawn there.
If enemies get close to them, spawning is blocked for a few minutes.
4) In the insurgency game mode the defending team may spawn at
weapons caches that haven't been revealed to the enemy. This spawn
is also blocked if enemies are close.
5) Your team's head quarters or your team's operations base. This is the
only spawn point that is always available.

February 5, 2010 Project Reality 0.9 Manual 8


Squad rally points have the squad number next to them
on the spawn screen. If you try to spawn at another
squad's rally point, you will end up at your own rally point
(if it is up) or at the head quarters. Try to spawn as close to
your squad as possible so you can assist each other most
effectively.

Interface changes
New to the Project Reality interface are player-specific messages that
can only be seen by the player they are sent to. They are used to give
players feedback about different events including for example:
○ The reason why the player is not issued the kit he requested
○ The reason why the asset that the player requested could not be built
○ That the player must exit the vehicle or the current seat to avoid punishment
Also new in PR are HQ notifications which are written in orange letters.
These notifications give you updates on the current objectives, mission
progress and other essential messages.
There are no more cross-hairs on the screen. If you want to shoot
precisely, you need to use the alternate fire button which brings up your
weapon's sights.
Name tags for friends are shown only at close distance or when
watching them long enough. Enemy name tags are not shown at all. It is
vital to check whom you are shooting at since identifying your target is
much more important now.
There is no health bar indicating your vital status anymore. When you
lose more than 25% of your health you will start to see the screen flash
in red and hear screams of pain. You will continue to lose health until
you are healed or you die.
The ammo counter now only displays the weapon's fire mode and
remaining magazines. You have to estimate the number of rounds that
are left in your weapon.
There are no more kill messages (friendly fire is an exception). The
scoreboard update is delayed until the victim respawns. If you need to
know whether someone is dead, you should look for his body.
The minimap has been removed from infantry. Vehicles still use it. The
full map is still available but does not show the direction in which people
are looking. The map needs about one second to open up.
The remaining tickets of your team and the time left can now be
viewed from the Caps Lock map only. The enemy tickets are not shown.

February 5, 2010 Project Reality 0.9 Manual 9


When you are under distant fire by rifles or heavy weapons, the screen
will turn dark and become blurred. This effect simulates the reduced
capability to return effective fire while being suppressed by the enemy.

Normal view of the game (left) and suppression effect in action (right)

Dead and critically wounded players see a black screen instead of their
surroundings. This will go away after their respawn or revival.
The automatic spotting system has been removed from infantry.
Vehicles can still automatically spot air vehicles. Officers can send a
contact report to the commander or use their radio to place a marker on
the team's map. Normal soldiers can only shout a warning when they
spot enemy units.
The radio menus (default: Q & T) contain items with two functions.
Left-clicking “RELOADING / CEASE FIRE” tells the people around you you
are changing magazines while a right click tells them to stop shooting.
The same principle applies to “GO, GO, GO / FALL BACK” and items.
When holding some equipment the main radio menu is replaced by a
small context-sensitive menu. When holding a field dressing or the
medic bag you can use the “FIRST AID” command to inform nearby
players that you want to heal them. Many pieces of equipment and some
weapons use context-sensitive menus.

February 5, 2010 Project Reality 0.9 Manual 10


Health management
Weapons in Project Reality are much deadlier than in
BF2. Since soldiers also move slower, it is only a
matter of time until you are shot and start bleeding.
Once your health drops below 75% there will be
several cues (red screen, coughing, blurry vision) to warn you. If your injuries
are not treated, you will slowly bleed to death. To prevent this you have two
ways of regaining health. Most kits now include a field dressing which is
selected by pressing the 9-key. Pressing fire throws it onto the ground. The
player standing next to it will regain 25% of his total health.

The best way to regain health is to be treated by a medic. He will be able to


completely heal a player with his first aid kit. You need to stand directly in front
of him to be healed. Depending on the severity of your wounds this will take
about 20 seconds. If you become critically wounded a medic can still revive
you within 5 minutes. If no medics are around you can skip the man-down time
by selecting “Give up/Call Medic” on the spawn screen. Right clicking this
button calls out for a medic again. Sometimes players shot in the head can't be
revived by a medic. Once revived you are in bad shape (9% health) and need
to be healed immediately. If you are shot within 2 minutes after being revived,
you die and can't be revived anymore.

Staying alive is one of the most important aspects in PR


A player's respawn time is at least 30 seconds and at most 45 seconds
plus temporary penalties. Time spent while waiting for a medic is
subtracted from the timer. Once a player dies he has to wait at least 5
seconds before spawning. This gives him some time to adjust his spawn
location if needed. These actions influence the respawn time:
○ Player death: +3s
○ Player kills enemy near objective: -1s
○ Team completes objective: -3s
○ Squad built forward outpost: -10s
A temporary spawn time penalty which only affects the next time you
die (stacking up to 5 minutes) is added by these actions:
○ Teamkill: 15 seconds per TK
○ Suicide: 30 seconds
○ Civilian killed violating ROE: 120 seconds per civilian
○ Own weapons cache destroyed: 300 seconds

February 5, 2010 Project Reality 0.9 Manual 11


Ammunition
If you run low on ammunition, you can resupply from these places:
1) The rifleman, militant and warrior kits contain some extra ammunition
that can be dropped for other soldiers or themselves. It should be
conserved for tight situations.
2) Light transport vehicles can drop one large ammunition box. IFVs and
other support vehicles can drop more of those.
3) Logistics trucks and large helicopters can drop a supply crate. It
contains a large but limited amount of ammunition. The supply trucks can
deploy 2 of them before they need to return to the depot. Supply crates
can no longer be airdropped by the commander.
4) Insurgency maps contain weapons caches which provide unlimited
amounts of ammunition to the insurgents.
5) You can also resupply from the supply depot provides an unlimited
supply of ammunition to the team and can also rearm vehicles.

Resupplying is not instant but takes about 10-30 seconds.


It is not possible to get supplies from enemy supply crates.
Ammo bags should be able to supply new ammunition for one soldier
while ammo boxes and crates contain increasingly more supplies.

Score Penalties:
A player's positive score and teamwork score will be reduced to 0 if he commits
one of the following acts:
Two punished teamkills in one life
Shooting a civilian collaborator outside of the rules of engagement (ROE). Those
rules are explained in detail in chapter 5
Destroying a weapons cache as insurgent
The total score of a player can never go below 0 but the teamwork score can
become negative. Also if you teamkill someone and pick up a limited kit
identical to your victim's kit (within 3 minutes), you die instantly.

February 5, 2010 Project Reality 0.9 Manual 12


Vehicle must-knows
Many vehicles behave quite differently now and require more advanced
knowledge to use. Since they also have very long spawn times (up to 20
minutes) it is vital to know how to keep them from harm.
If a team loses a vehicle it also loses tickets:
○ Jeep or truck: 2 tickets
○ Transport helicopter: 5 tickets
○ APC or recon: 5 tickets
○ Tank or IFV: 10 tickets
○ Jet or attack helicopter: 10 tickets
Vehicles are side-locked. You can't steal
enemy IFVs, aircraft, boats or cars.
Vehicles can only be entered from
appropriate positions around them (e.g.
doors or hatches).
Normal soldiers are allowed to drive small
unarmored vehicles (Jeeps, trucks, boats,
etc) without the need for any special kit. If
you require a crewman or pilot kit to
operate a vehicle position, you will get a
warning message upon entering it and the
screen will fade to black. If you do not exit
the vehicle position within 10 seconds, you
IFV entry points
will die.
When exiting a moving or burning vehicle you will take damage. The
faster the vehicle moves the more damage you will take.
Destroying vehicle wrecks does not influence score although a warning
message states otherwise when shooting friendly wrecks.
When manning stationary or vehicle weapons it takes some seconds
before they are ready to fire:
○ MG: 5 seconds
○ Anti-Air Missile: 7 seconds
○ AT-emplacement: 15 seconds
○ Armor main gun: 30 seconds
Stationary AT-Weapons have optics with zoom capability
Exiting vehicles in mid-air and falling into water from high altitudes will
injure you and may result in your death

February 5, 2010 Project Reality 0.9 Manual 13


4. Weapons & Equipment
General weapons & equipment changes
Weapons take a longer time (typically up to 5 seconds) to shoot
accurately after movement. This time is shortened if the player moved
for less than 5 seconds. This allows players to make small positional
corrections without suffering the full penalty. Going prone greatly reduces
the player's accuracy for a few seconds.
Most weapons are set to semi-automatic operation by default.
Weapons need to be reloaded manually (default: R).

Assault rifles are usually available in serveral variants with different sights.
Sighting in with magnified optics tends to take a bit longer than with reflex
sights or iron sights.
Kits: all that do not use another primary weapon or are unarmed

Fragmentation grenades have a larger blast radius in PR but they are less
accurate when thrown while moving or jumping and can't be thrown as far as in
BF2. They also take a little longer until they detonate. The RKG-3 grenade and
the molotov cocktail explode on impact. The RKG is best used against
vehicles while the molotov cocktail covers the impact area in flames and can be
deadly against troops inside buildings. The stone only causes minor injuries
when striking a player but several hits can still be lethal. To warn your allies
before throwing a grenade you can use the main radio key (default: Q) while
holding the grenade to shout out a warning.
Kits (grenades): most infantry kits, especially officers and riflemen
Kits (molotov cocktail): used by some warriors in all irregular forces
Kits (stone): civilian collaborator and some insurgents

Shotguns are deadly when used in close quarters. They can also be used to
breach locked doors. Insurgents shot with them count as being arrested. This is
intended for cases where civilian collaborators hide in hard to reach spots.
Kits: rifleman specialist, taliban warrior (AK-74), hamas warrior (AKS-47), insurgent
(remington 870), militia/taliban/hamas combat engineer

February 5, 2010 Project Reality 0.9 Manual 14


Melee attacks are instantly lethal if they hit the enemy. Enemies killed by
them count as being arrested when playing insurgency.
Kits: all except for pilot, civilian collaborator and unarmed

Light machine guns (LMGs) are used to suppress the enemy and can
devastate an enemy squad when used in an ambush. They can be deployed to
greatly increase their accuracy and stability. When using the deployed LMG,
accuracy suffers less from shooting but a lot more from moving around. The
player's stance (standing, crouched or prone) does not affect accuracy while
the LMG is deployed.
Kits: automatic rifleman, insurgent PKM & RPK (pickup kits)

Designated marksman rifles (DMRs) are used to engage distant targets with
rapid accurate fire. They can be deployed to greatly increase their accuracy at
the cost of mobility. The player's stance does not influence accuracy while the
DMR is deployed. When firing at targets up to 600m away it is not needed to
compensate for the bullet drop. It is still vital to compensate for the movement
of distant targets. To maximize accuracy the marksman should wait about 2
seconds between shots.
Kits: marksman, insurgent dragunov (pickup kit)

Sniper rifles are used to engage high-priority targets at long ranges. Their
rate of fire is slow since they operate using bolt action. The player's stance
does not influence the sniper rifle's accuracy. Bullet drop compensation is only
needed at ranges exceeding 600m. Maximum accuracy is obtained by waiting
for about 8 seconds after movement or firing. The "switch fire mode" key
(default 3) can be used to activate a breathing sound which lasts for about 8
seconds and thus can be used to time your shots. Keeping the fire button
pressed after shooting will allow you to track your shot before rebolting the
rifle.
Kits: sniper, insurgent SMLE No.4 (pickup kit)

February 5, 2010 Project Reality 0.9 Manual 15


Side arms are traditionally used by squad leaders of conventional forces as a
sign of authority. Snipers in PR use them for self-defense while relocating.
Some insurgents that don't have a primary weapon use a side arm instead.
Kits: officer, sniper, insurgent demolitions expert & anti-aircraft (pickup kits)

Underbarrel grenade launchers (UGLs) attached to standard assault rifles


are used against groups of enemies or individuals that can't be hit by direct
fire. They are also effective against unarmored vehicles and can be used
effectively at ranges well beyond 200m. The grenades need to travel 30-40m
to arm themselves or they won't explode. UGLs can also fire smoke grenades
that are used to obscure the enemy's view. When aiming the grenades a ladder
sight is displayed. The numbers next to the ladder indicated the distance to the
target in increments of 100m. Aim using the rung that best matches the
estimated distance. When engaging higher or lower targets it is important to
compensate for the difference (aim above the target if target is higher than you
are and vice versa)
Kits: grenadier

Mines are proximity-triggered explosive devices used to damage or destroy


ground vehicles. Some soldiers using the F1 hand grenade can build a grenade
trap instead of throwing the grenade. A trip flare can be used to alert the
team about enemy movement through an area. All these devices can be
triggered by enemy or friendly units. They must be placed while lying down and
arm themselves 5 seconds after placement (mines after 15s). A single player
may place up to 30 mines, 10 trip flares and 4 grenade traps. These devices
remain active until 10 minutes after the soldier delpoying them has died
(20min for mines). Soldiers can avoid triggering a grenade trap or trip flare by
staying prone while moving past it. While holding a mine or grenade trap the
main radio menu can be used to place a red warning marker on the team's
map. Up to 3 mine markers can be placed by a player. These markers can also
be placed and deleted by the commander.
Kits (mine): combat engineer, insurgent sapper, insurgent demolitions expert (pickup kit)
Kits (grenade trap): scout, taliban warrior (AK47), hamas warrior (M16A1),
militia/taliban/hamas sniper, insurgent sapper, insurgent demolitions expert (pickup kit)
Kits (tripflare): conventional forces sniper

February 5, 2010 Project Reality 0.9 Manual 16


Remote detonated explosives are much stronger and affect a larger area in
PR. C4 takes 5 seconds to arm after placing (10s for anti-personnel mines). A
sound will indicate when the explosive is armed. If it is triggered prematurely,
it will not explode at all. IEDs do not have this safeguard. C4 and the artillery
IED need to be placed while prone. A player can place up to 4 AP mines and 5
C4 packs or IEDs simultaneously.
Kits (C4): conventional forces combat engineer
Kits (IED): militia/taliban/hamas combat engineer, insurgent sapper
Kits (artillery IED): insurgent demolitions expert (pickup kit)
Kits (AP mine): rifleman AP, militia/taliban/hamas combat engineer

Light anti-tank launchers (LATs) are used against unarmored and lightly
armored targets. They are not effective against medium or heavy armor. The
player needs to stand still and aim with them for about 4 seconds before they
can be fired accurately. Depending on the model they are usually accurate to
about 100m range.
Kits: rifleman AT, militia/taliban/hamas anti-tank, RPG-7 (pickup kit)

Heavy anti-tank launchers (HATs) are used to engage armored vehicles.


They can destroy light and medium armor with a single hit while tanks take
multiple hits to destroy unless they are engaged from behind or above.
Deploying these weapons takes about 15 seconds before you can use them.
They are ready to use as soon as you can use the sights. To hit a target
accurately you also have to stand still for a short while. Once the two target
markers are centered in the sight you are shooting with maximum accuracy. If
you want to track a target, you need to keep the fire button pressed after
shooting. The AT-missile needs to travel at least 30m or it won't detonate.
Kits: conventional forces anti-tank

Surface-to-air missiles (SAMs) need to lock onto a target in order to be


effective. This takes several seconds and if the target uses flares, the lock will
be broken. In PR enemy pilots will receive a warning sound a few seconds after
they have been locked on.
Kits: anti-aircraft, insurgent anti-aircraft (pickup kit)

February 5, 2010 Project Reality 0.9 Manual 17


Field dressings restore 25% health. They are tossed onto the ground to heal
the player standing closest to them. Field dressings are selected by pressing
the 9-key. The first aid kit can fully heal a person and is used by keeping the
fire button pressed while aiming at the person to be healed. First aid kits are no
longer dropped and take some time to fully heal a heavily injured player. To
heal yourself with the first aid kit press and hold fire while standing and looking
down. Resuscitate can be applied to untangle critically wounded soldiers from
the ground. The epipen is then used to revive them. Freshly revived soldiers
need immediate medical treatment to prevent them from bleeding out.
Kits (field dressing): all conventional forces/militia/taliban/hamas soldiers, insurgent cell leader
Kits (first aid kit, resuscitate, epipen): combat medic/corpsman, civilian collaborator

Extra ammunition can be used when a player is running out of rounds. A


single ammo bag will usually provide a few magazines and a grenade or two.
Kits: rifleman, militant, warrior

Smoke grenades are used to conceal troop movement or to signal friendly


aircraft. The smoke screen takes about 30 seconds to build up and lasts for
more than one minute before dissipating.
Kits (smoke grenade): rifleman, combat medic/corpsman, automatic rifleman, militant (AK74),
anti-tank, anti-aircraft, rifleman AT, rifleman AP, marksman, crewman, militia/taliban/hamas
sniper
Kits (signal smoke): officer, conventional forces sniper, pilot

Binoculars allow soldiers to spot distant enemies and identify unknown


contacts. The ground laser target designator (GLTD) is used to mark
targets for engagement by friendly aircraft.
Kits (binoculars): all except for conventional forces officer, sniper, pilot & unarmed
Kits (GLTD): conventional forces officer, conventional forces sniper

February 5, 2010 Project Reality 0.9 Manual 18


Radios and cellphones are used to report hostile contacts to the rest of the
team. They can also be used by squad leaders to request support from other
units and to place deployable structures.
Kits: officer, cell leader, civilian collaborator, irregular forces unarmed

The entrenching tool is used to construct deployable structures for the team.
It can't be used offensively. To construct a structure you need to look at it and
hold the fire button until the digging animation stops. Incendiary grenades
are used to demolish enemy deployable structures and to destroy hostile
supply crates. They can also be used against stationary light vehicles.
Paratrooper variants of kits do not contain incendiary grenades. The wrench is
only used to remove explosives like mines, trip flares and grenade traps. In
Project Reality the wrench can not repair vehicles.
Kits (entrenching tool): all except for officer, combat medic/corpsman, sniper, pilot, civilian
collaborator & unarmed
Kits (incendiary grenades): only in use by conventional forces: rifleman, rifleman specialist,
automatic rifleman, combat engineer, rifleman AT, rifleman AP & marksman
Kits (wrench): conventional forces combat engineer

The grappling hook is thrown over walls or on top of structures to allow


scaling them. After the hook has sucessfully attached itself to a surface, any
player can climb it by pressing the “enter/exit” key (default: E) and moving
forward or back. The grappling hook can be retrieved by the player throwing it
using the “pickup kit” key (default: G).
Kits: rifleman specialist, scout, civilian collaborator

Parachutes are used by pilots and paratroopers. They are used by pressing
the 9-key. Parachutes need to be opened 20 seconds before hitting the ground
to avoid injury. Opening less than about 8 seconds before touchdown is fatal.
Kits: pilot, any spawnable kit used by a team with a paradrop spawn point

February 5, 2010 Project Reality 0.9 Manual 19


5. Kits Galore
Kits can be grouped by 2 characteristics:
Obtainment: Spawnable / Requestable / Pick-up
Restrictions: Unlimited / Specialist / Infantry

All spawnable kits can be obtained by selecting them on the spawn screen.
Spawnable infantry and specialist kits can also be requested after spawning.
Requestable kits have to be requested after spawning. Each requestable
specialist & infantry kit is only available to a few players on each team at the
same time.
Insurgents can not request any kits but have access to pick-up kits in their
bases and at weapons caches.

Unlimited kits can be obtained by anyone.


Specialist kits are only available to soldiers in a squad of 2 or more players.
There can be only one of each specialist kit in one squad.
Infantry kits are obtainable in a squad of at least 4 people. There can be only
one of each infantry kit in one squad.

Kits available in Project Reality

Spawnable Unlimited:
The Rifleman/Militant/Warrior/Insurgent is the basic infantry soldier of each
faction. He is typically equipped with an assault rifle and some grenades.
The Rifleman Specialist/Scout uses a grappling hook to allow his squad to
scale walls and buildings. The rifleman specialist is also equipped with a shotgun
which can be used to breach some locked doors.
The Civilian Collaborator is an unarmed insurgent who can assist his team
with his first aid kit and grappling hook. He can also use his cellphone to report
enemy units to his team. Since he is a civilian there are several special rules
about him, which are described in detail later in this chapter.
The insurgent Sapper sets grenade traps and places IEDs. He is vital when
preparing an ambush.

Spawnable Specialist:
The Officer/Cell Leader kit can only be obtained by the squad leader. He is
responsible for commanding his squad, communicating with the remaining team
and deploying forward outposts. Detailed use of this kit is covered in chapter 6.

February 5, 2010 Project Reality 0.9 Manual 20


Spawnable Infantry:
The Combat Medic/Corpsman is responsible for keeping his squad healthy
and fills one of the most important roles on the battlefield.
The Automatic Rifleman soldier provides suppressive fire for the squad and is
ideal for compromising the enemy's ability to move and return effective fire.

Requestable Unlimited:
The Crewman is the only soldier that is able to operate armored vehicles in
Project Reality. He only has a compact weapon for self-defense.
The Pilot is the only class that can fly helicopters and aircraft. He is equipped
with a parachute but has no weapons.
The Unarmed kit can be used as an intermediate when swapping kits with
another squad member. If an insurgent uses the unarmed kit he will be treated
as a civilian after one minute has passed.

Requestable Specialist:
The Anti-Tank soldier engages enemy armored vehicles.
The Sniper provides reconaissance for the team and is also able to engage
high-value targets from long distances.
The Anti-Aircraft soldier is able to engage and deter enemy aircraft.
The Combat Engineer is able to lay minefields, demolish enemy assets and
disable explosive devices.

Requestable Infantry:
The Rifleman Anti-Tank can use a light anti-tank weapon (LAT) to engage
unarmored and lightly armored vehicles.
The Rifleman Anti-Personnel is equipped with a remote detonated anti-
personnel mine that can be used to set ambushes.
The Grenadier uses an underbarrel grenade launcher to engage groups of
hostiles at range or inside buildings.
The Designated Marksman provides rapid precision fire for his squad and can
engage targets beyond the rifleman's effective range.

Pickup Unlimited:
The Demolitions Expert uses an artillery IED instead of the pipebomb variant.
The RPG-7 kit can be used against vehicles and contains no firearms.
The RPK/PKM LMGs are employed like the automatic rifleman.
The Dragunov is used as a designated marksman rifle.
The SMLE No.4 is the insurgent's equivalent of a sniper rifle.
The SA-7 is used against enemy aircraft.

February 5, 2010 Project Reality 0.9 Manual 21


The civilian Collaborator
The insurgent players can choose a Collaborator kit
which does not contain any weapons. Collaborators can
only throw rocks at their enemies. They can use their
cellphone to spot enemy troops for their team. They
can also request mortar attacks when a commander is
present (see chapter 6). Civilians take 2 minutes to
respawn if they are arrested (temporary spawn time
penalties still apply).

You can arrest civilians (and other insurgents) with


the restrainer which replaces the knife on insurgency
maps. The shotgun can also be used to arrest any
Civilian Collaborator
insurgents. Civilians that suicide are counted as
arrested and give bonus IP to the coalition team but they take only 60-75
seconds to respawn.

Civilians and unarmed insurgents are covered by rules of engagement (ROE).


Civilians doing the following within the last minute are considered combatants
and may be shot without penalty:
spawn or pick up a kit
use a weapon or vehicle (stones are not counted as weapons)
use resuscitate or epipen

If you shoot civilians outside of these rules, you will face several penalties:
After your next death you will respawn 120 seconds later per civilian shot
(stacks up to 5 minutes additional delay)
You will not be able to request any kits for 10 minutes
Your score is reduced to 0 and the kill will not be listed on the scoreboard
Your team loses 10 intelligence points

As of Project Reality 0.9 running over civilians or killing them while they use
ladders or ropes will also result in a penalty if done outside of the ROE.

February 5, 2010 Project Reality 0.9 Manual 22


Kit request procedure
To request and receive a limited kit you need to meet the four requirements:
You must be at the correct location
You must be in a squad with enough players and not too many of them
already using the kit you requested
The requested kit must be available in the kit pool
You must be allowed to do a kit request
If you are at the correct location but don't meet one of the requirements, a
message will tell you what is wrong.

Location requirement:
Depending on the kit type you want to request you
need to be at one of the following locations:

All requestable kits:


1) At the supply depot (or command post)
2) At the team's supply crates and weapons
caches
3) At a friendly APC

Vehicle kits:
4) At a vehicle that needs the requested kit to be
operated (Armor, Helicopter, Aircraft)

The unarmed kit:


Requestable anywhere

You can't request kits while you are in a vehicle.

February 5, 2010 Project Reality 0.9 Manual 23


To request a limited kit at these
locations you have to hold down the
secondary radio key (default: T) and
then select “REQUEST / DROP KIT“.
This opens a sub-menu with a list of
kits. If your request was granted, the
new kit will be found directly at your
feet. You need to press the pickup key
(default: G) to take it. If your request
was denied, you will see a player-specific message telling you why.
To request the unarmed kit you simply press the right mouse button to select
the “drop kit” option. In the sub-menu the right mouse button can be used to
request iron sight variants of many kits.

Squad requirement:
Infantry kits are available to players in a squad with at least 4 players. Only
one of each infantry kit can be on the same squad.
Specialist kits are available to a squad with at least 2 players. Only one of
each specialist kit can be on the same squad.
Vehicle kits are not restricted as long as you are in a squad.

Availability requirement:
Infantry and specialist kits are drawn from a pool. The number of available kits
depends on the amount of players currently on your team. The spawnable and
vehicle kits are not limited in number.
Kit type: 1-7 players 8-15 players 16-23 players 24-32 players
Infantry 1 2 2 3
Specialist 0 1 1 2

When an infantry kit has been dropped and is not picked up within 5 minutes it
disappears from the world and returns to the pool. Specialist kits take another
5 minutes to return to the pool.

Allowance requirement:
Insurgents can't request kits. The commander of a team may only request the
officer kit. Certain actions temporarily block you from requesting kits:
When you are issued a limited kit you will need to wait 2 minutes before you
can request another one.
If you change squads, you are blocked for 2 minutes.
Teamkilling someone who carries a limited kit blocks you for 3 minutes.
If you kill a civilian violating the ROE, you will be blocked for 10 minutes.
If you spam kit requests, you will be blocked for 30 seconds.

February 5, 2010 Project Reality 0.9 Manual 24


6. The squad leader
Spotting enemies
The squad leader in Project Reality has
many new special abilities. He can mark
enemy units on the map and forward
contact reports to the team's
commander. To mark a target on the
team's map follow these steps:
1. Set an order for the squad on the
target's position
2. Select the radio and use the alternate fire key (default: RMB) to activate it
3. Open the main radio menu (default: Q) and use the “SET CONTACT DISTANCE”
button to select the target's distance from the list
4. Re-open the main radio menu and select the type of marker to place
5. Each player can place up to 3 markers this way. They stay for 5 minutes.

The GLTD
The squad leader kit (and the sniper kit) used by conventional forces contain
the GLTD (Ground Laser Target Designator) which can be used to look for
enemy units and to designate them for attack by allied air units. When using
the GLTD simply left-click to place a laser target marker. The marker will stay
for 30 seconds and it will attach to vehicles. If you place a new marker, the old
one will disappear. While using the GLTD you can use the main radio menu to
set map markers requesting close air support (CAS). Doing so will
automatically transmit a text message to your team detailing the request.

Rally point placement


When one or more members of the squad have died the squad leader can place
a rally point (RP) to speed up the squad's regrouping. To place a RP you need
to press the secondary radio key (default: T) and select “PLACE RALLY POINT“.
The following conditions must be met for the RP to be placed successfully:
○ You are the leader of your squad and using the officer kit
○ You can only place one RP before you need to rearm this ability
○ Another squad member is within 25 meters of your position
○ No enemy is within 100m

The rally point automatically disappears after 60 seconds.


To rearm the rally point the squad leader needs to respawn or get close
to a friendly forward outpost, the command post or the supply depot.
Right-clicking “PLACE RALLY POINT” gives your squad the order to gather
around your position (to allow you to place the rally point)

February 5, 2010 Project Reality 0.9 Manual 25


Requesting Support
The squad leader can also use
his radio to request support
from other squads. To do so
he must activate his radio and
then press the secondary
radio key (default: T). This
will open up the menu for
requesting support and deploying team assets. The lower five commands
starting with “NEED ...” will place a map marker at your position. They also
transmit a radio message to your team to alert them of your request.

The “NEED AREA ATTACK” behaves a bit different from the rest. Depending on
the map and game mode, it requests a tactical air strike, an artillery barrage or
a mortar attack at the targeted location. If your request is approved by the
team's commander it will immediately be executed. After loading a new map or
executing an area attack it takes some time until it is available again:
Tactical air strike: 60 minutes
Artillery barrage: 40 minutes
Mortar attack: 30 minutes

Area attacks can be quite devastating and should not be ordered if friendly
units are within 300-400m of the targeted location.

Tactical air strike impact viewed from safe distance

February 5, 2010 Project Reality 0.9 Manual 26


Construction work
An essential aspect of the
squad leader is his ability to
deploy structures for his team.

When deploying a forward


outpost, the squad leader
needs to be using the officer
kit and a supply crate has to
be within 50m of his position.

Insurgent squad leaders can


only place hideouts for their
team. To do so they need to use the cell leader or collaborator kit. Supplies are
not needed to construct a hideout.

To deploy a structure follow these steps:


1) Select and activate the radio / cellphone.
2) Look in the direction where the structure should be positioned. It will be
placed 10m in front of you once you request it.
3) Press the secondary radio menu key (default: T).
4) Select “DEPLOY ASSET” / “PLACE HIDEOUT”.
5) Select the structure you want to place.

Players currently standing where the deployable is being placed will die.
So make sure your squad knows what you intend to do.
Soldiers need to use the entrenching tool to build assets. Construction
is complete once the digging animation stops.
Place the deployables on open terrain to avoid undesirable effects and
unwanted placement locations.
Deployables will only appear if their placement location isn't too far above
or below your position.
If a structure is not completely built within 5 minutes, it will disappear.

February 5, 2010 Project Reality 0.9 Manual 27


Deployable structures
Here is a list of the deployable structures and the requirements for placing
them. Deployable assets can be wrecked (rendering them unusable) with
incendiary grenades, C4, IEDs, tank shells, bombs or heavy missiles . They can
be completely destroyed by further damaging the wreck. Forward outposts
and hideouts can also be wrecked by knifing the radio in them.

Forward Outpost (FO): The forward outpost


serves as a deployable spawn position for the
team. If 2 or more enemies are close by,
spawning is disabled until 2-3 minutes after
they leave or die. Requirements:

Must be constructed within 50m of a


friendly supply crate
The team may have a total of 6 forward
outposts at the same time
Must be constructed at least 200m from other forward outposts

Hideout: Insurgents use the hideout as a


spawn location. If 2 or more enemies are
close to the hideout, spawning is disabled
until 2-3 minutes after they leave or die.
Requirements:

Requested further than 200m from the


closest hideout
The team may have up to 6 hideouts at
the same time

Heavy MG: A deployable heavy machine gun.


Requirements:
Must be placed within 200m of a
forward outpost
2 supply crates must be within 200m
Only one other heavy MG may be within
200m distance
The team can have up to 24 heavy MGs

February 5, 2010 Project Reality 0.9 Manual 28


Anti-Tank: A deployable anti-tank missile
launcher. Requirements:
Must be placed within 200m of a
forward outpost
2 supply crates must be within 200m
No other anti-tank emplacement may be
within 200m distance
The team can have up to 3 anti-tank
positions at the same time

Anti-Air: A deployable surface-to-air missile


launcher. Requirements:
Must be placed within 200m of a
forward outpost
2 supply crates must be within 200m
No other anti-air emplacement may be
within 200m distance
The team can have up to 12 anti-air
emplacements

Foxhole: A sandbagged foxhole provides


cover against small arms and artillery strikes.
Requirements:
Must be placed within 200m of a
forward outpost
2 supply crates must be within 200m
A maximum of 9 other foxholes or
segments of razor wire are within 200m
The team can have up to 100 foxholes
and segments of razor wire in total

Wire: A 10m stretch of razor wire and tank


traps. Requirements:
Must be placed within 200m of a
forward outpost
2 supply crates must be within 200m
A maximum of 9 other foxholes or
segments of razor wire are within 200m
The team can have up to 100 foxholes
and segments of razor wire in total

February 5, 2010 Project Reality 0.9 Manual 29


7. Vehicles
General vehicle changes
Light vehicles, trucks and boats can be operated by any soldier. Armored
vehicles, helicopters and aircraft need specified vehicle kits to operate.
Players not using the correct kit will not be able to steer the vehicle or use the
weapons. You can't enter or use enemy vehicles.
Vehicles must be entered at their real entry points:
○ IFV: Depending on model on the rear or side of vehicle
○ Tank: Hatch on top of the turret
○ Anti-Air: Hatch is on the upper front or rear hull
Vehicle operation restrictions:
○ Armored vehicles: Crewman kit
○ Helicopters & aircraft: Pilot kit
External views for vehicles have been removed. In some vehicles you
can switch to a rear view camera that allows you to look back by pressing
the change camera key (default: C).
Vehicles with mounted machine guns allow for aiming using the sights by
pressing the change camera key (default: C).
Vehicle-mounted automatic weapons have no heat indicator. MGs can fire
about 100 shots before overheating while automatic cannons overheat
after about 25 consecutive shots.
Static and vehicle-mounted MGs use ammunition belts now. They are
reloaded automatically but are limited in number.
Vehicles can be resupplied at the supply depot.
Vehicles can be repaired at the supply depot or by standing next to the
repair drop. Aircraft and Helicopters automatically repair and rearm at
their spawn location.
Insurgents have suicide vehicles. These are:
○ Orange dumpster trucks loaded with explosives
○ Cars with a pack of C4 on the back seat
They are detonated when the driver presses the
alternate fire key.
When exiting a moving ground vehicle you take Suicide Truck
damage depending on it's speed. When exiting a
burning vehicle you will be severely injured.
When vehicles take much damage they may become unable to move or
traverse their turret until fully repaired.

February 5, 2010 Project Reality 0.9 Manual 30


Logistics vehicles can unload two supply crates which can be dropped
by the driver by using the alternate fire key. Large helicopters can also
drop a single supply crate.
IFVs and transport trucks can drop four ammunition boxes that contain
significantly less ammunition than the crates. Light transport vehicles can
drop one or two of those.
Logistics vehicles can deploy a repair drop which repairs vehicles
standing close to it. The repair drop does not need to be refilled but if the
truck deploys a second repair drop, the old one will vanish. Repair drops
also vanish automatically after 5 minutes. It is deployed using the pop
smoke key (default: X).

Armored Vehicles
Tanks and IFVs have separate driver & gunner seats. To use the gunner's
position a driver must be present. After switching to the gunner seat you
must wait 30 seconds before you can aim and fire the gun.
The driver and gunner in a vehicle must be in the same squad.
Drivers and gunners can zoom their view by pressing the pop smoke key
(default: X). Tank drivers must first change to the commander view by
pressing the 2 key.
Armored vehicles have no warning sound when they are targeted by
rocket launchers or when missiles are fired at them.
Tanks and IFVs usually have up to 3 types of ammunition:
○ Armor-piercing (standard): For attacking enemy armored vehicles
○ Explosive (loaded by pressing 2): Effective against soft targets (jeeps,
houses, helicopters, covered infantry, …)
○ Anti-tank missiles (loaded by pressing 3): Used against heavy armor
Tank drivers deploy smoke by pressing the alternate fire button; tank &
IFV gunners deploy it by selecting it's weapon slot (usually 3) and
pressing the fire key to launch a volley of smoke bombs. Each of them
can fire 2 volleys (the gunner has to wait 60s between volleys)

February 5, 2010 Project Reality 0.9 Manual 31


Helicopters
Helicopters have a warm-up time of 30 seconds. If too much thrust is
generated while the rotor blades spin up, the pilot will lose control and
crash. To start the helicopter you have to leave the throttle at idle for at
least 30 seconds before trying to lift off.
Helicopter pilots can look in other directions while flying by pressing the
7; 8 and 9 keys.
The rudder controls are just effective at very low speeds. At higher
speeds you need to bank the helicopter to turn.
The pilot of attack helicopters can fire the unguided rockets as well as
some air-to-air missiles while the gunner controls the cannon and the
laserguided missiles.
The attack-helicopter's gunner has 4 different modes to choose from:
1. First-person view in the cockpit
2. Gun-camera which controls the helicopter's gun
3. Laser-guided fire mode allows to fire the missiles and correct the
direction while the missile is in-flight (similar to the TOW-Launcher)
4. Laser-targeted fire mode (fire-and-forget) locks the missile onto a
laser target provided by ground troops or placed using alternate fire
The laser targeted mode works best if a
spotter designates a target and allows
minimal exposure of the helicopter. The laser
guided mode allows the best tracking of
moving targets or while on the move.
Gunners in attack helicopters can zoom their
weapons camera by pressing the cycle camera
key (default: C) when using the cannon.
Attack helicopter crews need to be in the
same squad.
Helicopters must return to the helipad and land to be rearmed.
To successfully drop supplies from a large transport helicopter the pilot
needs to conduct the drop from an altitude smaller than 50 meters by
pressing the alternate fire key. If the crate is dropped from too high, it
will smash on impact.
Countermeasure flares are limited and fire in volleys from helicopters.
They can be rearmed like the weapons.

February 5, 2010 Project Reality 0.9 Manual 32


Aircraft
Like helicopters Aircraft have a warm-up
time of 30 seconds before they can take off
from the ground.
Jet pilots can look in other directions while
flying by pressing the 7; 8 and 9 keys.
The throttle's influence on the speed of the
plane is very indirect and delayed now and
can't be used for taxiing.
To slowly taxi on the ground keep the
throttle neutral and push the stick forward
to slowly move in that direction. Pull the stick back to reverse. To steer
left and right use the rudder controls.
To take off you need to put the throttle on maximum and then wait a
little for the plane to start accelerating. When you are down 2/3 of the
runway gently start pulling on the stick and maybe add some afterburner.
Most aircraft come equipped with a cannon and several external
weapons. The primary fire key will fire the gun while the alternate fire
key will fire the currently selected weapon.
To rearm you do need to land the aircraft at your airfield. It takes quite
some time to rearm completely. Flying low over the runway just gives
you a few bullets for the main gun at most. On some maps you can only
rearm in the open area next to the aircraft hangars.
Air-to-ground missiles need an established laser lock to hit a target.
The recommended procedure for an attack with them is explained below:
○ Ground troops find a suitable target for an air attack
○ The troops contact the pilot either directly or by placing a CAS marker
(4 arrows pointing at a common center)
○ The pilot informs the ground troops of his approach using the “ON THE
WAY” command from his primary radio menu
○ As the pilot approaches the target, the ground troops mark the target
with a GLTD laser designator
○ When the target is locked on the pilot receives sound cue. He may
now fire the missile at the target
Laser guided bombs use a similar system. The main difference is that
they are not locked-on before you release them but instead you best drop
them in level flight. Another important difference is that they need to be
dropped from at least 500m altitude to allow their fuse to arm.
The commander can place a laser target from his map. Since this method
is not very precise it should only be used to bomb static targets.

February 5, 2010 Project Reality 0.9 Manual 33


Aircraft don't have a nose camera but
you can still look back by pressing the
cycle camera key (default: C).
Flares are triggered individually and
need to be rearmed after all of them
have been dropped. Since the warning
sound is only played once the enemy
has already locked onto your aircraft for
half a second, it is recommended to use
them while on an attack run to reduce
the chance of the enemy establishing a
lock.
To land in Project Reality you need to plan ahead much longer than in
BF2. Here are some tips on how to make your first landings easier:
○ You need to reduce your speed in advance until you can just stay level
without falling out of the sky (about 40% power)
○ When you are at this speed you should start your approach
○ Imagine a point on the map by extending the runway by about 1km
○ Fly to this point and turn towards the runway
○ When you are about 200m from the runway reduce your speed slowly
○ Put your throttle on 1/3 reverse when almost over the runway
○ When the speed is low enough to avoid collisions put the throttle on
idle and taxi the remaining distance as explained earlier

February 5, 2010 Project Reality 0.9 Manual 34


8. Commander
The commander can not score by any normal activities but he will get
score points depending on his team's performance in the field.
The main task of the commander is to coordinate the team and give
guidance to the individual squads. He monitors the overall situation and
decides the strategy. He also grants or denies requests sent to him by
the squad leaders. These include contact reports and area attacks.
To talk to a single squad open the command map and select it. Press
the squad-VOIP key (Default: B) and only the selected squad will hear
you. The commander-VOIP should only be used when information is
important to all squads on your team.
The commander doesn't have any of BF2's commander assets
(automatic UAV, scan, overhead camera, artillery, supply drop & vehicle
drop) at his disposal anymore.
To guide the team the commander can give
the each squad orders and has the ability to
place several markers on the map:
○ The “delete marker” removes unneeded
markers from the team's map
○ The “enemy infantry”, … , “enemy AA” markers
are used to mark enemy contacts for the team
○ The “destroyed bridge” marker informs the
team about impassable bridges
○ The “mine field” marker warns friendly players
about AT mines in a location
○ The “close air support” marker places a laser
target on the map which can be used by
bombers to attack fixed targets with laser
guided bombs. This marker lasts only for 30
seconds
○ The “waypoint” markers are permanent
markers that assist the commander in
communicating important locations to the
team. The commander can place up to 7 of them on the map
○ The “demolish” order removes any friendly assets within 50m of it's
placement

The commander can only place one marker per minute by using his
command map
The commander's position is not absolute anymore. Squad leaders can
vote to mutiny if they feel that the commander is not doing a good job.

February 5, 2010 Project Reality 0.9 Manual 35


The commander of conventional forces and the militia is able to control
an unmanned aerial vehicle (UAV) from his team's command post or
armored command vehicle (ACV). The UAV in Project Reality does not
reveal enemy positions automatically but gives the commander the
means to survey the battlefield visually. The commander can control the
UAV's direction while it cruises at a constant altitude.
○ The UAV is launched by clicking on the laptop screen while in the
command post.
○ To change the UAV's direction simply press the left mouse button over
the left or right part of the screen.
○ The UAV will fly for about 20 minutes and needs another 10 minutes
to be ready for the next mission. If the commander leaves his post
before the flight is over, he still needs to wait the full time before it is
available for the next mission.
The militia's UAV only offers a greyscale picture and stays active for 10
minutes before it has to be refueled.
Insurgents and other irregular forces (except for the militia) do not have
access to the UAV. They can gain some intelligence on enemy troop
movement by sending out informants. This is simply done by placing
waypoints at the locations where you want the informants to head to.
About 5 minutes after placing a waypoint the informant will be on
location and report if there are multiple enemies in his area (6 or more).
The reports take about 30 to 60 seconds to reach the commander and
can be used to determine where the opposition is approaching from.

The commander's UAV camera

February 5, 2010 Project Reality 0.9 Manual 36


9. Further reading
If you are looking for details on maps, weapons, tactics and other guides, the
official Project Reality wiki is the place you want to go. You find it at this
location:

http://www.realitymod.com/guide/

If your questions have not been answered there, the official forums are the
place to go. Just make sure you use the search function before posting new
threads.

http://realitymod.com/forum/

If you are interested in a tactical guide, check out the ShackTac “ArmA II
Tactics, Techniques, and Procedures Guide” which can be applied to Project
Reality in many areas.

http://ttp2.dslyecxi.com/

February 5, 2010 Project Reality 0.9 Manual 37


10. Credits
Project Reality Cinematics Sound Effects & Music Team
AfterDune Sound Art
Modelling Jaymz
A Black Sand Studios
77SiCaRiO77 sofad
modification for Battlefield 2
Cheeseman Testing Leadership Team
Drav
http://realitymod.com foul_killer Lead Tester
jarleif LeadMagnet
http://blacksandstudio.com Kaijleor Deputy Lead Tester
motherdear ReaperMAC
Development / Core Team THE.FIST
tonnie Lead NA Tester
[R-DEV] Vaiski crazyasian11

Senior Management Team Z-trooper Lead EU Tester


Texture Artist Dukemeister
Senior Operations
Eggman Pride Tournament Team
Jaymz UI Artist Management
UK_Force AncientMan Alex L.
Website/Forum Admin UV Mapping Gaz
2Slick4U ohnomelon Lead Admin
Gaz
Coding Team Hitperson
Management Group Website & Server Team
Lead Coder
Release Manager dbzao Website/Forum Admin
AncientMan
Coding 2Slick4U
Programming Manager AfterDune Gaz
dbzao AncientMan Server Admin
Asset Management e-Gor TheRealFritz
Chuck Falkun
Guedoe Server Admin/Licensing
fuzzhead
jarleif epoch
Katarn
MAINERROR News Bot
Mapping Management TrahnLee prbot
CodeRedFox Twisted Helix
IronTaxi Wolfe
Community Faction ZZEZ Contributors & Contractors
Management PRSP Coder [R-CON]
AfterDune ballard_44 Art Assets
HR Manager Mapping Team Modelling
Masaq
Lead Mapping -kodiak-
PRSP Manager CodeRedFox exec_4ever
Hans Martin Slayer IronTaxi GhostDance101
Server & Licensing Manager ReadMenace
Mapping TrueSpirit
epoch ~KILL~Pirate
Tester Manager Deer Texture Art
LeadMagnet Dr Rank Shiftys1023
DuckHunt Spush
Art Team Hans Martin Slayer tupla_s
Lead Artist Nickbond592 Audio Team
Stigger Paramedic.ca
Rhino Sound Art
Deputy Lead Artist Alkali
Katarn Military Advisor Team Chammy
2D Art Lead Advisor Coding Team
2Slick4U Eddie Baker
Bosco Coding
Advisement Chael
Matrox
Gaz
JuniperM40
Animations LeadMagnet
nedlands1
Chuck Nosferatu
Spearhead UK_Force
Undies

February 5, 2010 Project Reality 0.9 Manual 38


Community Faction Leads Forum Moderators Operations
African Forces Moderator Team IRONxMortlock
Wolfmaster
MAINERROR A.J.Sawyer
Australian Forces Bob_Marley PRSP Lead
crazyasian11 MacNeill_USA
tonnie
DesertFox Outlaw22
Canadian Forces Eddiereyes909
GeZe
PRT Admin
KP
Fullforce
Dutch Forces Mongolian_dude
Glimmerman Saobh PRT Lead
GrayeKnight
French Forces
162eRI Alumni [Past Developers Public Relations
BlakeJr
German Forces & Contributors] Dre
marcolnk Advisor R-PUB Lead
Israeli Defense Forces EvilHomer Rico
ZZEZ Cinematics Senior Operations
Norwegian Forces RipFire JS.Fortnight.A
halvor1 Coding Sound Art
Polish Forces ArchEnemy D|sciple
Ragni BigD Mixnmojo
CAS_117
Private Sec. Forces Texture Art
Dizzy
WallyJas Airforce
Hailo
Russian Forces Happy Exel
GeZe King of Camelot Galen
M.J.Patterson LeatherFace
General MasterTom Millenia
Military Advisor Mosquill Riki_Rude_BYTC
RCRcmdo SatNav UV Mapper
Stinger qwerty4030
PRSP Navmesher
creepin Deputy Lead Coder Web Admin
GhostRider Drew
Mapping Team
Deputy Lead Tester
Mapping AtlantaFalcons
marcolnk Special Thanks To
Wraith
9cookie_monster Advance & Secure v1.0
Lead Coder Jarkko Santala
Paladin-X
Media Support & Lead Mapping Dark Angel
Community Team Alpha Lima DERILIENT
BrokenArrow JONES
Management Team
Mapping KNIFEINFACE
Media Operations Lead Ali-Tom Letranger
2Slick4U FRIJJ Men Dake
Community Events Lead JavaMoose Nordstern
Matrox Nikovk SPARTAN117GW
Thomazz
Lead Forum Moderator
Dunehunter Military Advisement
Black Beret All Project Reality Testers
Community Events Team Cpt. Sniper
Events Team Dr. Spangle
Dr. Zero US Intervention
Cheditor
Cpl. Small Greenie Beanie
cyberzomby Hickman All BSS Devs & Testers
Gu^n3r TR
MrSh@vid Mod Founder Digital Illusions CE &
Sadist_Cain requiem
Scot Electronic Arts
Spike Modelling for the Battlefield series
Spyker HellSpike
Tiny Matt.b
PRC_Heavy_Z Big Thanks to all of the
Titan
VMP RetardedMonkey PR community for their
VoXiNaTiOn Samonius continued support
Shepeiro
Tech Team Wybl
Robbi187 Zaku
SocketMan

February 5, 2010 Project Reality 0.9 Manual 39

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