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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.
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
5. Kits Galore....................................................................................20
Kits available in Project Reality........................................................................................20
The civilian Collaborator.................................................................................................22
Kit request procedure.....................................................................................................23
7. Vehicles........................................................................................30
General vehicle changes.................................................................................................30
Armored Vehicles...........................................................................................................31
Helicopters...................................................................................................................32
Aircraft........................................................................................................................33
8. Commander...................................................................................35
9. Further reading..............................................................................37
10. Credits........................................................................................38
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
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.
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.
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.
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.
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.
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.
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.
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
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)
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)
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
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
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.
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.
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.
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.
Location requirement:
Depending on the kit type you want to request you
need to be at one of the following locations:
Vehicle kits:
4) At a vehicle that needs the requested kit to be
operated (Armor, Helicopter, Aircraft)
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.
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.
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.
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.
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)
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.
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/