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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. If you have any feedback or unanswered questions concerning
this document feel free to contact me on the forums.
1. Set-Up............................................................................................4
System Requirements......................................................................................................4
Software Installation........................................................................................................4
Start-Up and Configuration...............................................................................................5
Troubleshooting..............................................................................................................5
Default Game Controls.....................................................................................................6
2. Game Modes...................................................................................7
Advance and Secure (AASv3)............................................................................................7
Vehicle Warfare...............................................................................................................8
Skirmish........................................................................................................................8
Command & Control (CnC)...............................................................................................8
Co-Operative..................................................................................................................8
Insurgency.....................................................................................................................9
5. Kits Galore....................................................................................23
Kits available in Project Reality........................................................................................23
The civilian Collaborator.................................................................................................25
Kit request procedure.....................................................................................................26
7. Vehicles........................................................................................35
General vehicle changes.................................................................................................35
Armored Vehicles...........................................................................................................37
Helicopters...................................................................................................................38
Aircraft........................................................................................................................39
8. Commander...................................................................................41
9. Further reading..............................................................................43
10. Credits........................................................................................44
Software Installation
Before installing Project Reality 0.95, make sure you install Battlefield 2 and
update it to Version 1.5. The correct installation order is 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 0.95 full installer part 1
6) Project Reality 0.95 full installer part 2
7) Project Reality 0.95 full installer part 3
After creating a profile and logging in, you are presented with the main menu.
The menu on the left left border of the screen gives you these options:
Co-operative: Allows you to play PR with computer controlled AI soldiers on
the teams. This mode is very useful for getting to know the game mechanics
and equipment before joining competitive online battles.
Deployment: The main mode of play in Project Reality. Here you will find
intense battles with up to 64 human players.
Barracks: This menu gives you access to replays and PR's credits.
Options: Here you can configure the audio and video options as well as the
keyboard layout.
Logout: Logging out brings you back to the log-in screen where you can
change to another player profile.
Exit: Use this button to exit the game and return to Windows.
The main screen also provides a news ticker with announcements of upcoming
events in the Project Reality community.
Troubleshooting
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. 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 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.
General
E Enter/exit a vehicle or emplacement
J/K/L Send chat message to everyone/your team/your squad
B Squad member/squad leader: Transmit voice to your squad
Commander: Transmit voice to selected squad
V Squad leader: Transmit voice to commander
Commander: Transmit voice to all squad leaders
Page Up/Down Vote with YES/NO
Caps Lock Squad member/squad leader: Open/close squad screen with map
Commander: Open/close commander map screen
Return Open/close spawn screen with map
Tab Show scoreboard while key is pressed
Print Screen Take screen shot
M Show/hide map of the battlefield
N Switch zoom level of map or mini-map
Q Display main radio menu while key is pressed
T Display secondary radio menu while key is pressed
Alt Gr Show/hide navigational 3D markers (only displayed at close range)
C Change camera (if secondary camera view is available)
Most maps feature 3 variations with different vehicles & support availability.
The standard layout usually has the heaviest vehicles while the infantry version
only uses transport vehicles. Some maps also feature a randomized control
point selection and offer additional variety when playing them multiple times.
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 rearm automatically after 2 minutes. If a
team loses a CP to the enemy they will be penalized
by 10 tickets.
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 full-
scale battles with human players. 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 5 minutes into the
round. Additional locations will be revealed 5 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 control point that your team controls. Spawn
points available 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) The commander rally point. This RP can only be placed be the commander if
multiple squads are near him.
4) 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.
5) 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.
6) 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
PR also uses HQ notifications which are written in big orange letters.
These notifications give you updates on the current objectives, mission
progress and other essential messages.
There are no cross-hairs on the screen. If you want to shoot precisely,
you need to use the alternate fire key to aim down 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. When you lose more
than 25% of your health you will start to see the screen flash in red and
hear screams of pain. When this happens, you will continue to lose
health until you are being healed or you die.
The ammo counter only displays the weapon's fire mode and the
number of remaining magazines. You have to estimate the number of
rounds that are left in your weapon.
There are no kill messages (friendly fire is an exception). Even the
scoreboard update is delayed until the victim respawns. If you need to
know whether someone is dead, you should look for his body.
Only vehicles use a mini-map. The full map overlay is available for
everybody but it takes about one second to open up.
The remaining tickets of your team and the time left can only be be
viewed from the squad screen. The enemy tickets are not displayed.
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 generic 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 that
you are changing magazines, while a right click tells them to stop
shooting. The same principle applies to “GO, GO, GO / FALL BACK” and
other such menu 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. If you teamkill someone and pick up a limited kit identical
to your victim's kit (other than medic and within 3 minutes), you die instantly.
Assault rifles are usually available in several 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 large blast radius but they are not accurate
when thrown while moving or jumping and their range is relatively short. They
take about 5 seconds until they detonate. The RKG-3 grenade explodes on
impact and is best used against vehicles. 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 (stone): civilian collaborator and several insurgents
Shotguns are deadly when used in close quarters. They can also be used to
breach locked doors. Insurgent collaborators shot with buckshot count as being
arrested. This behavior is intended for cases where collaborators hide in hard to
reach places. The British shotgun L128A1 can also fire solid slugs which are
effective at long ranges. Some shotguns use breaching slugs which can only be
used to breach locked doors.
Kits: rifleman specialist, Taliban warrior (AK-74), Hamas warrior (AKS-47), insurgent
(Remington 870), Taliban/Hamas combat engineer, militia alternate 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 one
second 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 and 4s after shooting. The "switch fire
mode" key (default 3) can be used to activate a breathing sound which lasts for
about 8 seconds. This sound can help you estimating the time needed to regain
accuracy. 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, cell leader,
civilian collaborator & unarmed
Kits (incendiary grenades): Only in use by conventional forces: part of all kits except pilot,
crewman and unarmed
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.
After a paratrooper squad leader lands on the ground, a special supply crate
appears next to him. This crate can only be used to request kits.
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 or
by requesting them 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 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.
The Combat Medic/Corpsman is responsible for keeping his squad healthy
and fills one of the most important roles on the battlefield.
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 or Hamas player 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 reconnaissance 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 kit 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 stick 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) and mortar strikes. Doing so will automatically transmit a text
message to your team detailing the request. You need to specify the distance to the
target using the same method as described for spotting enemies. Unconventional
factions can use the green binoculars to spot enemies and request mortar attacks.
The “NEED AREA ATTACK” request behaves a bit different from the rest. On
some maps conventional forces can use this command to request a tactical air
strike or an artillery barrage. If your request is approved by the team's
commander the attack will strike after about one minute. After loading a new
map or executing an area attack it takes some time until it is available for use
again:
Tactical air strike: 60 minutes
Artillery barrage: 40 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. The deployable will only appear if it's
placement location isn't too far above or below your position.
If a structure is not completely built within 5 minutes, it will disappear.
You can also right-click “DEPLOY ASSET” to remove any unbuilt/wrecked
deployables within 5m of your position.
Deployable weapons can be rearmed by dropping ammunition bags next
to them. Several bags are needed to completely rearm one deployable.
The CSB can only be used at predetermined positions. These are indicated by
small heaps of sand positioned across a natural obstacle. Some obstacles
require multiple CSBs to span the complete distance.
Deploying a CSB uses all supplies on the truck. The truck needs to be fully
loaded for the bridge to deploy. (Both supply crates must still be on the truck).
The CSB is very narrow, so drive carefully when crossing the bridge.
The commander can only place one marker per minute using his command map.
If the squad leader think the commander is not doing a good job, they have the
option to start a mutiny. If it succeeds, a new player can take this position.
The Commander can set a rally point which can be used by the whole team. He
needs at least 6 players near him (2 of those must be squad leaders) to place
the RP. This RP is not available in the skirmish mode and at least 12 players
must be on the commander's team. The RP will stay active as long as the
commander is within 100m distance. (However, it can still be overrun by
enemies like all other RPs)
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/