Вы находитесь на странице: 1из 45

Project Reality Manual

Download other language versions (availability varies)

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. After thousands of changes, it gets harder and harder to
recognize that PR is a Battlefield 2 modification. In the 0.95 version I have
decided to integrate new topics into this document. Players unfamiliar with
Battlefield 2 will find them most useful since they include a keyboard reference
and more information about the main menu.

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.

Eike “Spearhead” Hanus

October 8, 2010 Project Reality 0.95 Manual 2


Table of Contents

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

3. The First Minutes on a Server...........................................................10


Kit selection and spawning..............................................................................................10
Interface changes..........................................................................................................11
Health management.......................................................................................................13
Ammunition..................................................................................................................14
Score Penalties:............................................................................................................14
Battlefield navigation.....................................................................................................15
Vehicle must-knows.......................................................................................................16

4. Weapons & Equipment....................................................................17


General weapons & equipment changes............................................................................17
Weapons......................................................................................................................17
Equipment....................................................................................................................21

5. Kits Galore....................................................................................23
Kits available in Project Reality........................................................................................23
The civilian Collaborator.................................................................................................25
Kit request procedure.....................................................................................................26

6. The squad leader............................................................................28


Spotting enemies...........................................................................................................28
The GLTD.....................................................................................................................28
Rally point placement.....................................................................................................28
Requesting Support.......................................................................................................29
Construction work..........................................................................................................30
Deployable structures.....................................................................................................31

7. Vehicles........................................................................................35
General vehicle changes.................................................................................................35
Armored Vehicles...........................................................................................................37
Helicopters...................................................................................................................38
Aircraft........................................................................................................................39

8. Commander...................................................................................41
9. Further reading..............................................................................43
10. Credits........................................................................................44

October 8, 2010 Project Reality 0.95 Manual 3


1. Set-Up
System Requirements
Operating System: Windows XP, Windows Vista or Windows 7
Processor: 2 GHz minimum. A Dual-Core CPU with 2.4 GHz is recommended
Memory: 1 GB RAM. 2 GB recommended
Hard Disk: 8 GB free Hard Drive Space
Graphics Adapter: Graphics Card with 128 MB RAM. 512 MB recommended.
Sound: DirectX 9 compatible sound device. Dedicated sound card with EAX support
recommended for best experience.
Internet: 128 kbps or faster connection required for online play
Input: Mouse, Keyboard
Optional: Joystick, Headset (strongly recommended for voice communication)

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

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 0.95 installers to start the game.
PR 0.95 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.
If you have trouble with Punkbuster, the PR installer gives you the
option to update it's files after the installation is complete.

October 8, 2010 Project Reality 0.95 Manual 4


Start-Up and Configuration
Start PR with the Desktop shortcut provided by the installers. Battlefield 2 and
Project Reality require you to create a player profile. When first starting BF2 or
PR you will be prompted to create a profile. To play on the internet you need to
create an online profile.

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.

October 8, 2010 Project Reality 0.95 Manual 5


Default Game Controls

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)

Movement & Combat


W/S Infantry: Move forward/back
Ground vehicles & aircraft: Accelerate/decelerate
Helicopters: Increase/decrease lift
A/D Infantry: Strafe left/right
Vehicles: Turn left/right
Space Infantry: Jump
Vehicles: Fire primary weapon
Left Shift Infantry: Sprint
Aircraft: Engage afterburner
Left Mouse Fire primary weapon / select first menu option
Right Mouse Fire secondary weapon / select second menu option
Infantry: Aim down your weapon's sights
Infantry: Drop grenade instead of throwing it
F Cycle through weapons & equipment
Mouse wheel Select weapon/equipment from list (confirm selection with left mouse)
1-9 Directly select a weapon/piece of equipment (re-selecting your current weapon switches
the fire mode if available)
7-9 Helicopters & Aircraft: Select alternate views
9 Normal infantry: Select field dressings
Airborne infantry & pilots: Open parachute
R Reload weapon
G Infantry: Swap your kit with the one next to you on the ground
Left Ctrl Infantry & some vehicle gunners: Crouch
Z Infantry: Go prone
X Land vehicles and aircraft gunners: Zoom view
Aircraft & Helicopter pilots: Deploy countermeasure flares
F1-F8 Vehicles: Switch to another position inside the vehicle

October 8, 2010 Project Reality 0.95 Manual 6


2. Game Modes
Project Reality (from now on just PR)
features 6 different game modes with
different objectives. The common goal
of all game modes is to reduce the
enemy team's reinforcement tickets to
zero. In most game modes this is
achieved by wounding and killing
enemies, destroying their vehicles and by capturing their control points.
Colored map markers indicate your current objectives in each game mode.

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. CPs can only be captured in a certain
order to simulate a shifting front line and focus the
fights. The CPs that may be captured are indicated by
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 can take more than a minute to
secure a CP. Although you can not capture CPs out of
the 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. If a CP
controlled by one team is neutralized and captured by
the enemy, the team will lose 30 tickets.

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.

October 8, 2010 Project Reality 0.95 Manual 7


Vehicle Warfare
Many heavy vehicles battle for control of the map in
this game mode. Players are limited to spawning with
crewman kits. Only officer and pilot kits can be
requested. Tickets are only influenced by how many
CPs a team controls. Destroyed vehicles already
respawn after 5 minutes. It takes at least 6 players
(inside vehicles) to take control of a CP. Capturing
works much faster than in AAS.

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.

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 their FO
they will suffer a huge ticket penalty and continue to
lose tickets until they can build a new one. Building
the FO closer to the map's center increases the ticket
loss that the enemy will suffer while his FO is down.
The FO must be placed at least 200m from the map's
borders. 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 full-
scale battles with human players. To accommodate
the use of bots some rules and items have been
modified in this mode.

October 8, 2010 Project Reality 0.95 Manual 8


Insurgency
This mode is very different from the others. The
objective of the coalition force is 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't 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 created. The coalition troops need
to gather intelligence by killing or capturing insurgent
fighters. The coalition wins if they manage to destroy
7 weapons caches before they run out of time or tickets. Otherwise the
insurgent team wins the game.

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 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.

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 5
minutes later the coalition will see a red
diamond on their map which indicates the
cache's approximate location (offset by up to
35m). The caches can be destroyed by using one
pack of C4 or three incendiary grenades. Once it
is destroyed the coalition team gains 25 tickets
Insurgent weapons cache
and a message will inform you about how many
caches remain to be demolished.

October 8, 2010 Project Reality 0.95 Manual 9


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 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.

October 8, 2010 Project Reality 0.95 Manual 10


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 more
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
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.

October 8, 2010 Project Reality 0.95 Manual 11


When you are under distant fire by rifles or heavy weapons, the screen
will turn darker 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 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.

October 8, 2010 Project Reality 0.95 Manual 12


Health management
Weapons in Project Reality are highly lethal. Since
soldiers also move relatively slow, 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. Almost every kit includes 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 10-20 seconds. Should 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. Some 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 immediately and can't be revived anymore.

Staying alive is one of the most important aspects in Project Reality.


Your team will lose one ticket whenever a soldier is critically wounded
and another one if a soldier dies.
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

October 8, 2010 Project Reality 0.95 Manual 13


Ammunition
If you run low on ammunition, you can resupply from these places:
1) The rifleman, militant, warrior and some insurgent kits contain bags with
extra ammunition that can be dropped for other soldiers or themselves.
It should be conserved for tight situations. These bags can also be used
to resupply deployable weapons emplacements.
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 supply crates. They
contain a large but limited amount of ammunition. New supply crates can
be loaded at the supply depot or helipad.
4) Insurgency maps contain weapons caches which provide an unlimited
amount 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. 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.

October 8, 2010 Project Reality 0.95 Manual 14


Battlefield navigation
It is pretty easy to get lost on the large maps of Project Reality. The slow
pacing and team coordination also require players to communicate locations in
a clear way. PR offers three tools to aid players with this.
1) Squad leaders can use their squad order marker to communicate
locations to their squad and the commander. The direction to the marker
is indicated by a chevron above the compass. If you are within 125m of
the marker you'll also see an icon which shows the maker's location.
2) PR adds a precision compass to the lower border of the interface. This
can be used to give exact directions to nearby squad members. The
directions are labeled every 15° with major divisions every 5°. If you just
want to communicate a general direction it is best to say the name of the
closest major label (north, south-west, etc). If you want to be more
precise you refer to the bearing in degrees.
If the target is next to a numbered bearing you simply communicate that
number.
If the target is one big divider to the left of a numbered bearing you subtract
5° from that number.
If the target is on the right you add 5°.
If you do not remember the bearings for the main directions you can use the
numbered bearing to it's left and add 15°.
3) The maps in project reality contain grid reference labels and keypad
subgrids. The Grid labels are found on the upper and the left border of
the map. The map is divided into 169 grid squares starting with A1 in the
upper left corner and ending with M13 in the lower right corner. Each grid
square is divided in 9 subgrids. Those are labeled from 1 to 9 in the same
manner as the numbers on the computer's keypad are arranged. (Top
row from left to right 7, 8, 9).
You can communicate locations by giving out a grid reference. For a
rough location you only say the main grid field (e.g. D6). For precise
locations you also add the subgrid location (e.g. D6KP2). KP tells the
other person that you add the keypad number to the description. Grid
references are mostly used to communicate locations between squads.
When using VOIP the first letter of the Grid reference is usually spoken as
it's NATO phonetic alphabet codeword. The codewords are Alpha, Bravo
Charlie, Delta, Echo, Foxtrot, Golf, Hotel, India, Juliett, Kilo, Lima, Mike,
November, Oscar, Papa, Quebec, Romeo, Sierra, Tango, Uniform,
Victor, Whiskey, X-ray, Yankee and Zulu.
4) The length of each grid square is written on the bottom right of the map.
(Depending on the map 75m, 150m or 300m). You can use this
knowledge to estimate distances on the map. The squad leader's squad
screen also displays the approximate distance to your current squad
marker below the map of the battlefield.

October 8, 2010 Project Reality 0.95 Manual 15


Vehicle must-knows
Many vehicles behave quite differently compared to BF2 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: 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 receive
a warning message upon entering it and
the screen will fade to black. If you do not
exit the vehicle position within 10 seconds,
IFV entry points
you 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. Some of them
even offer thermal optics.
Exiting vehicles in mid-air and falling into water from high altitudes will
injure you and may result in your death.
Armored vehicles are more vulnerable when attacked from their flanks.
The armor on their back is even weaker. A single well-placed shot can
take them out.

October 8, 2010 Project Reality 0.95 Manual 16


4. Weapons & Equipment
General weapons & equipment changes
Weapons take some time (typically up to 5 seconds) to shoot accurately after
movement. Short movements (less than 5 seconds) will not affect the accuracy
much. 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 but provides the highest accuracy once the player's aim has recovered.
Most weapons are set to semi-automatic operation by default.
Weapons need to be reloaded manually (default: R).

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

October 8, 2010 Project Reality 0.95 Manual 17


Melee attacks are instantly lethal if they hit the enemy. Enemies killed by
them count as being arrested when playing insurgency. Unarmed melee attacks
take about 5 hits to kill an enemy.
Kits (armed melee): all except for pilot, civilian collaborator and unarmed
Kits (unarmed melee): pilot 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 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)

October 8, 2010 Project Reality 0.95 Manual 18


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, pilot, cell leader, 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. The grenades can be aimed by
using a ladder sight attached to the weapon. While
aiming down this sight, the main radio menu
(default: Q) can be used to change the target
distance. When engaging higher or lower targets it
is important to compensate for this (Aim above the
target if it is higher than you are and vice versa).
Kits: grenadier

Mines are proximity-triggered explosive devices used to destroy enemy 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 they 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 deploying them has died (20mins 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 & conventional forces rifleman anti-personnel

October 8, 2010 Project Reality 0.95 Manual 19


Remote detonated explosives are very strong and affect a large area. C4
and anti-personnel mines take 5 seconds to arm after placing. When changing
to the detonator a sound will indicate when this time has elapsed. If explosives
are triggered prematurely, they won't explode at all. IEDs don't have this
safeguard. Most explosives have to be placed while prone. A player can place
up to 4 AP mines and 5 C4 packs or IEDs simultaneously. Some soldiers can
place two independent groups of explosives which can be triggered individually.
Kits (C4): conventional forces combat engineer
Kits (IED): militia/Taliban/Hamas rifleman AP, insurgent sapper
Kits (artillery IED): militia/Taliban/Hamas combat engineer, 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. It takes
some time to ready these weapons for firing. To hit a target accurately you
need have to stand still for a short while. Once the two target markers are
centered in the sight you are shooting with maximum accuracy. Some
launchers allow you to track a target by keeping the fire button pressed after
shooting. Other HATs are unguided and won't display the target markers. 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 by a SAM.
Kits: anti-aircraft, insurgent anti-aircraft (pickup kit)

October 8, 2010 Project Reality 0.95 Manual 20


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. Players inside a vehicle with a medic will heal automatically over time.
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 soldiers
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.
The ammo bag can also be used to rearm deployable weapons like MGs, anti-
tank launchers and mortar emplacements.
Kits: rifleman, militant, warrior, insurgent #1 & #2

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, anti-
tank, anti-aircraft, grenadier, rifleman AT, 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. Officers and cell leaders can also use their binoculars to request
mortar strikes. The ground laser target designator (GLTD) is used to mark
targets for engagement by friendly aircraft and mortar sites.
Kits (binoculars): all except for conventional forces officer, sniper, pilot & unarmed
Kits (GLTD): conventional forces officer, conventional forces sniper

October 8, 2010 Project Reality 0.95 Manual 21


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, 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

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


scaling them. After the hook has successfully 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.
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

October 8, 2010 Project Reality 0.95 Manual 22


5. Kits Galore
There are many different kits in Project Reality. You can pick up any kit that
you find on the battlefield but you can't utilize specialized kits that are used by
the enemy. If you pick up such a kit you will be warned and have about 30
seconds to drop it to avoid being killed.
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 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.

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 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.
The Combat Medic/Corpsman is responsible for keeping his squad healthy
and fills one of the most important roles on the battlefield.

October 8, 2010 Project Reality 0.95 Manual 23


Spawnable Infantry:
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 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 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.

October 8, 2010 Project Reality 0.95 Manual 24


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.
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. Shotguns with buckshot can also be used to
arrest the civilian. Civilians that suicide are counted as
arrested and give bonus IP to the coalition team but
Civilian Collaborator
they take only 60-75 seconds to respawn.

Civilians and unarmed insurgents/Hamas fighters are covered by rules of


engagement (ROE). Any of them 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 the 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.

October 8, 2010 Project Reality 0.95 Manual 25


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. You


also can't request the unarmed kit for 15 seconds
after exiting a vehicle.

October 8, 2010 Project Reality 0.95 Manual 26


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 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.

October 8, 2010 Project Reality 0.95 Manual 27


6. The squad leader
Spotting enemies
The squad leader in Project Reality has
many 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 to estimate the contact's distance
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 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.

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 wait 5 minutes, 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)

October 8, 2010 Project Reality 0.95 Manual 28


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” 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.

Tactical air strike impact viewed from safe distance

October 8, 2010 Project Reality 0.95 Manual 29


Construction work
An essential aspect of the
squad leader and the team's
commander is their ability to
deploy structures for their
team. When deploying a
forward outpost, they need to
be using the officer kit and a
supply crate has to be within
50m of their position.

Insurgents, Taliban and the


Hamas can only deploy
hideouts, mortars and anti-tank positions for their team. To do so they need to
use the cell leader or collaborator kit. They do not need supplies to deploy their
structures.

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”.
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. 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.

October 8, 2010 Project Reality 0.95 Manual 30


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 and the team's HQ
Must be constructed at least 200m from the map border in CnC mode

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 and the insurgent HQ
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 FO and at
least 200m from the team's HQ
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

October 8, 2010 Project Reality 0.95 Manual 31


Anti-Tank: A deployable anti-tank missile
launcher. This weapon features thermal
imaging and multiple levels of magnification.
Reloading takes 20s. Requirements:
Must be placed within 200m of a FO and at
least 200m from the team's HQ
2 supply crates must be within 200m
No other anti-tank emplacement may be
within 200m distance
The team can have up to 2 anti-tank positions at the same time

Anti-Tank (unconventional forces): The SPG9


AT-launcher only has a narrow range of
traverse. It can shoot two types of ammunition
and takes 15s to reload. Requirements:
Must be placed within 200m of a FO/hideout
and at least 200m from the team's HQ
2 supply crates must be within 200m (only for
the militia faction)
No other anti-tank emplacement may be within
200m distance
The team can have up to 2 anti-tank positions at the same time

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


launcher. Requirements:
Must be placed within 200m of a FO and at
least 200m from the team's HQ
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 FO and at
least 200m from the team's HQ
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

October 8, 2010 Project Reality 0.95 Manual 32


Wire: A 10m stretch of razor wire and tank
traps. Requirements:
Must be placed within 200m of a FO and at
least 200m from the team's HQ
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

Mortar: A fixed mortar position that can


provide indirect fire support over long
distances. All factions can fire high-explosive
rounds. Conventional forces and the militia can
also use air-burst and smoke rounds. The
mortar can only be used when a fire-mission
has been requested. Requirements:
Must be placed within 200m of a FO/hideout
and at least 200m from the team's HQ
2 supply crates must be within 200m (only
needed for conventional forces and the militia)
The team can have up to 2 mortar positions at the same time
Both mortar positions must be placed within 50m of each other

Once a fire mission has been requested, the


mortar's calculator can be used for 3 minutes.
Cycle the ammo types (default: F) to activate
the calculator. The distance to the target and
the difference in elevation can be entered into
the calculator by clicking on the numbers in
the “Range” and “Height” fields. Once you are
done just click the “Calculate” button to display
the required barrel elevation. The elevation can
be adjusted with the W and S keys while the
deflection is changed using the A and D keys. When both values are set, just
select the required rounds and fire.

October 8, 2010 Project Reality 0.95 Manual 33


Close Support Bridge (CSB):
Conventional forces can deploy these bridges using their logistics trucks. They
can be used to create new crossings or to span the gaps in damaged bridges.
The deployment process for CSBs is very simple:
Drive a logistics truck to the position where the CSB will be deployed.
Position the back of the truck as close a possible to the deployment position.
Select the CSB as active equipment of the truck.
Press alternate fire to deploy the bridge.

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.

October 8, 2010 Project Reality 0.95 Manual 34


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).
You can aim down the sights of static and vehicle-mounted MGs 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. 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 include:
○ 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.

October 8, 2010 Project Reality 0.95 Manual 35


Logistics trucks can unload two supply crates which can be dropped by
the driver by selecting it and pressing the alternate fire key. Large
helicopters can also drop a single supply crate (the Chinook can drop
two). Each unit can deploy up to 10 crates simultaneously before old
crates start disappearing.
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. Each vehicle can drop 16 boxes simultaneously.
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. After selecting the repair drop
it can be deployed using the alternate fire key.
Conventional forces can use their logistics trucks to deploy close
support bridges (CSBs) at predetermined positions. Those bridges can
be used to open up new paths or move across demolished stone bridges.
Details on the use of the CSBs can be found in the “Deployable
structures” sub-chapter of this manual.
Vehicles that fire wire-guided missiles need to be stationary for about
10-15 seconds before they can fire their weapon.

October 8, 2010 Project Reality 0.95 Manual 36


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). Some tank drivers must first change to the commander view
by pressing the 2 key.
Most tanks and IFVs can use thermal optics in addition to their normal
views. You can switch to the thermal mode by using secondary radio
menu (default: T) and selecting “DAY / THERMAL”
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 4 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
○ Co-axial MG (fired using the alternate fire key): Used against infantry
Tank drivers deploy smoke by pressing the alternate fire key; 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)

October 8, 2010 Project Reality 0.95 Manual 37


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.
Players using the pilot kit can not occupy any of the passenger seats
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
guided 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 a scout helicopter
The laser targeted mode is the best choice if a
spotter can designate the target. It allows
minimal exposure of the helicopter. The laser
guided mode allows the best tracking of moving
targets.
Gunners in attack helicopters can zoom their
weapons camera by pressing the cycle camera
key (default: C). They can also switch to a
thermal image by using the secondary radio
menu (default: T)
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 15 meters by
pressing the alternate fire key.
Countermeasure flares are limited and need to be rearmed when
expended. Helicopters fire them in large volleys.

October 8, 2010 Project Reality 0.95 Manual 38


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 plane takes some time to react to
changes in the throttle setting. Plan your
landing maneuvers well in advance.
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 weapons in single seat aircraft 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 main 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 a sound cue. He may
now release the bomb/missile
Two seated aircraft allow the weapons systems officer (WSO) to identify
engage targets by himself while using the TV targeting mode. The
targeting modes work in the same way as in attack helicopters.
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.

October 8, 2010 Project Reality 0.95 Manual 39


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 cut your throttle
○ Once you have touched the ground pull back on the stick to slow down
The planes all handle individually. For more detailed instructions on their
different landing procedures as of Project Reality 0.9 check out this
instructional video:
http://www.youtube.com/watch?v=2GB9GjfnIOU

October 8, 2010 Project Reality 0.95 Manual 40


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.
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” option removes unneeded
markers from the team's map. Right-clicking on it
will delete all markers on the map
○ The “enemy infantry”, … , “enemy AA” markers are
used to mark enemy contacts for the team. Right
clicking these options deletes any existing markers
of the same type before placing a new one on the
map
○ 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
only lasts 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 UAV option sends a reconnaissance drone to the marked location
○ The “demolish” order removes any friendly assets within 100m of it's placement.
Right-clicking increases the range to 200m

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)

October 8, 2010 Project Reality 0.95 Manual 41


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 camera while it
cruises at a constant altitude.
○ The UAV is launched by placing the UAV marker on the command map. It takes 3
minutes for the UAV to reach the target area.
○ The camera has three magnification settings switched with the pop smoke key
(default: X) and can operate in normal and thermal mode (selectable using 1 & 2).
In thermal mode it can be used to mark targets with a laser. These targets stay
marked for 30 seconds.
○ The UAV can be relocated by assigning it a new position on the map. It will take
another 3 minutes to reach the new location.
○ After a flight time of about 20 minutes the UAV needs to be refueled. Refueling the
UAV takes 10 minutes.
The militia's UAV only offers a greyscale TV picture and limited magnification.
Thermal imaging and laser targeting are not available to the militia.
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

October 8, 2010 Project Reality 0.95 Manual 42


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/

October 8, 2010 Project Reality 0.95 Manual 43


10. Credits
Project Reality Modelling Testing Leadership Team
SashaSK8 Lead Tester EU
Vaiski
A Black Sand Studios Duke 0
modification for Battlefield 2 Texture Artist Lead Tester US
http://realitymod.com Pride crazy11
UI Artist Deputy Lead Tester EU
http://blacksandstudio.com AncientMan
Sgt.Smeg
UV Mapping Deputy Lead Tester US
Development / Core Team ohnomelon
[R-DEV] Portable.Cougar
Coding Team Tournament Team
Senior Management Team
Lead Coder Management
Senior Operations dbzao
Alex L.
Eggman
Coding Gaz
Jaymz
AfterDune
UK_Force Website & Server Team
AncientMan
Website/Forum Admin e-Gor Website/Forum Admin
2Slick4U Falkun 2Slick4U
Gaz Guedoe Gaz
Management Group Hauteclocque Server Admin
jarleif TheRealFritz
Release Manager J.F.Leusch69
AncientMan MAINERROR Server Admin/Licensing
Mosquill epoch
Programming Manager
dbzao Sniperdog News Bot
TrahnLee prbot
Asset Management Twisted Helix
fuzzhead Wolfe Translation/Guide
Katarn ZZEZ Documentation
Mapping Management Spearhead
PRSP Coder
CodeRedFox ballard_44
IronTaxi Contributors & Contractors
Mapping Team [R-CON]
Community Faction Manager
J.F.Leusch Lead Mapping
CodeRedFox
Art Assets
HR Manager
IronTaxi Modelling
Masaq
Mapping -kodiak-
PRSP Manager Exec
~KILL~Pirate
Hans Martin Slayer Lachtan
Deer
Server & Licensing Manager matty
Dr Rank
epoch ReadMenace
DuckHunt
Tomato-Rifle
Hans Martin Slayer
Art Team TrueSpirit
marcoelnk
Lead Artist OkitaMakoto Texture Art
Stigger Outlawz Shiftys1023
Deputy Lead Artist Paramedic.ca Spush
Katarn Rhino tupla_s
Rudd
2D Art Audio Team
2Slick4U Military Advisor Team Sound Art
Bosco Lead Advisor Chammy
Matrox Eddie Baker
Coding Team
Cinematics Advisement
AfterDune Coding
Gaz
Chael
Modelling Ninja2dan
JuniperM40
77SiCaRiO77 Nosferatu
nedlands1
Cheeseman Strima
DankE_SPB UK_Force Mapping Team
Drav 9cookie_monster
Sound Effects & Music Team AFSoccer
foul_killer
GhostDance101 Sound Art Amok@ndy
jarleif Alkali RoyalMarines_joe
Kaijleor Jaymz
motherdear sofad

October 8, 2010 Project Reality 0.95 Manual 44


Community Faction Leads Mongolian_dude THE.FIST
Saobh Wybl
African Forces
Thermis Zaku
Sgt_Doctor
Z-trooper
Australian Forces Alumni [Past Developers Operations
tonnie
& Contributors] IRONxMortlock
Dutch Forces Wolfmaster
Glimmerman Advisor
EvilHomer PRSP Lead
French Forces MacNeill_USA
Hauteclocque Animations Outlaw22
Chuc
New Zealand Forces PRT Admin
HangMan Cinematics Fullforce
RipFire Hitperson
Norwegian Forces
H.sta Coding PRT Lead
ArchEnemy GrayeKnight
Polish Forces BigD
Ragni CAS_117 Public Relations
Private Sec. Forces Dizzy BlakeJr
BloodBane611 Hailo Dre
Happy R-PUB Lead
General King of Camelot Rico
Military Advisor M.J.Patterson
MasterTom
Senior Operations
RCRcmdo
JS.Fortnight.A
SatNav
PRSP Navmesher
Stinger Sound Art
creepin
Wolfe D|sciple
Deputy Lead Coder Mixnmojo
Media Support &
GhostRider Texture Art
Community Team Airforce
Lead Tester
Management Team Exel
LeadMagnet
Galen
Media Operations Lead Deputy Lead Testing LeatherFace
2Slick4U AtlantaFalcons Millenia
Community Events Lead Brummy Riki_Rude_BYTC
Matrox Wraith
UV Mapper
Lead Forum Moderator Lead Coder qwerty4030
Dunehunter Paladin-X
Web Admin
Lead Mapping Drew
Community Events Team
Alpha Lima
Events Team BrokenArrow
Cheditor Special Thanks To
Mapping
Cpl. Small Advance & Secure v1.0
Ali-Tom
cyberzomby Jarkko Santala
FRIJJ
Gu^n3r
JavaMoose
MrSh@vid Dark Angel
Nickbond592
Sadist_Cain DERILIENT
Nikovk
Scot JONES
Thomazz
Spike KNIFEINFACE
Spyker Military Advisement Letranger
Tiny Black Beret Men Dake
Titan Cpt. Sniper
Mr-Yellow
VMP Dr. Spangle Nordstern
VoXiNaTiOn Dr. Zero
SPARTAN117GW
Greenie Beanie
Tech Team
Hickman
AgentJadeD
LeadMagnet All Project Reality Testers
Darkpowder
TR
Robbi187
Undies US Intervention
SnipingCoward
Mod Founder
Tech Team
SocketMan
requiem All BSS Devs & Testers
thepalerider Modelling
Forum Moderators
HellSpike Digital Illusions CE &
Matt.b Electronic Arts
Moderator Team PRC_Heavy_Z
Bob_Marley RetardedMonkey for the Battlefield series
crazy11 Salmonella
DesertFox Samonius Big Thanks to all of the
Eddiereyes909 Shepeiro PR community for their
KP tonnie
continued support

October 8, 2010 Project Reality 0.95 Manual 45

Вам также может понравиться