Professional Documents
Culture Documents
Knowledge about how to make the best use of your assets is beyond the scope
of this manual. Chapter 9 gives you some pointers on where to find additional
in-depth information on the Project Reality mod.
I hope the manual is helpful in getting you started with Project Reality, and
allows you to fully enjoy the mod as quickly as possible.
1) Battlefield 2
2) Add-On: Special Forces (if available)
3) Booster Pack: Euro Force (if available)
4) Booster Pack: Armored Fury (if available)
5) Full Patch to 1.41
6) Project Reality 0.85 core installer
7) Project Reality 0.85 levels installer
Training
This game mode is mainly for training with
different equipment and vehicles. Friendly fire is
off. Spawning is very fast, and vehicles are
abundant. Tickets are unlimited in this mode. A
maximum of 16 players are allowed on the same
training server. If you are unfamiliar with Project
Reality, it is recommended to check out a server
running training mode first.
The approximate location of the first cache is shown about 3 minutes into the
round. Additional locations will be revealed 3 minutes after enough IP were
gained by the coalition. The second location is revealed when reaching 30 IP.
The IP necessary to reveal the next cache are increased by 3. The total amount
of IPs needed to see 10 locations is 324 (30 + 33 + 36 + 39 + 42 + 45 + 48 +
51). Once all 3 caches in the world are located no IP will be earned until one of
them is destroyed.
In PR you can not spawn at every CP your team controls. Spawning on the
squad leader has been removed, too. There are several new places where
players can spawn at. These are:
1) Your squad's rally point (If one has been placed)
2) Map-specific team rally points (Expire 5 minutes after start)
3) Squad leader deployable forward outpost (unless enemies are close by)
4) Your team's head quarters or your team's operations base (The only
indestructible spawn locations)
Insurgents can't place rally points but have the ability to deploy
hideouts at which they can spawn. On the Korengal Valley map the
insurgent spawn points do not expire but remain until destroyed
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 leave the vehicle or the seat in it to avoid punishment
Also new to the interface are HQ notifications which are written in big
orange letters. These notifications give you important informations on the
current objectives, mission progress and other essential messages
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 who can relay it to the rest of the team
by placing a map marker. Grunts can only alert people near them when
they spot enemies
Left-clicking “RELOADING / CEASE FIRE” tells the people around you
you are changing magazines. A right click onto it tells friendly units to
stop shooting. The same principle applies to “GO, GO, GO / FALL BACK”
A series of gameplay tips have been added to the map loading screen
to make the waiting time a little more interesting and hopefully give
some useful advice to new players
When holding some equipment the primary commo rose is replaced by a
context-sensitive button. When holding a field dressing or the medic bag
you can use the “FIRST AID” command to inform players around you that
you want to heal them. The same principle applies to the ammo bag, the
epipen and the shovel
While holding a mine or grenade trap the primary commo rose can be
used to place a red warning marker on the team's map. Placing a new
Marker will delete the old one. The commander also can place and delete
this marker
Health management
As mentioned before there is no health meter
anymore. When 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. Many kits now include some field dressings which restore 25% of your
total health. You can toss those on the ground in front of you to try and stop
the bleeding and regain some health. You can also use field dressings that
other players toss onto the ground near you.
Below is the list of basic kits available to the militia. The militia is not as well
equipped as regular armies but still better off than the insurgent factions:
The Officer kit is limited but squad leaders with at least
two other players in their squad can directly spawn with it
(more about this kit in chapter #5)
Below is the list of basic kits available to the insurgents. Their equipment is
the oldest and most basic of any of the factions in the game:
The Cell Leader kit is limited but squad leaders with at
least two other players in their squad can directly spawn
with it. This is the only way insurgent squad leaders
can obtain this kit (more about this kit in chapter #5)
You can arrest civilians (and other insurgents) with the restrainer which
replaces the knife on insurgency maps. The Shotgun with breaching slugs can
also be used to arrest any insurgents. Civilians that suicide are counted as
arrested and give bonus IP to the coalition team.
Civilians may be run over with a vehicle or shot while using vehicles, ladders
or ropes without any penalty or bonus. There is also no penalty or bonus for
shooting them if they used their medical equipment in the last minute.
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 under penalty conditions
Destroying a weapons cache as insurgent
The total score of a player can never go below 0 but the teamwork score can
become negative. Also if you teamkill someone and pick up a limited kit with
the name of your victim's kit (within 3 minutes), you die instantly
Cell Leader Assault rifle Hand grenades & extra Requestable only by
(Infantry) field dressings squad leaders and the
Taliban: Smoke grenades commander, can place
Insurgent: Molotov cocktails rally points (except for
insurgent)
Rifleman AT Regular & Militia:Light AT- Smoke grenades Targets light vehicles
(Infantry) launcher (1) & assault rifle Regular & militia: Incendiary
with optics grenade
Taliban: RPG-7 (2), AK47
Grenadier Assault rifle with scope & Regular & militia: Incendiary Fires explosive and
(Infantry) grenade launcher (9/4) grenade smoke grenades
Marksman Semi-automatic rifle with Smoke grenades Part of infantry squad
(Infantry) optics Regular & militia: Frag &
incendiary grenades
Crewman Rifle, carbine or Smoke grenades Only class that can
(Vehicle) submachine gun operate armored vehicles
Pilot Pistol Parachute, signal grenade Only class that can fly
(Vehicle) aircraft & helicopters,
can't capture CPs
Request procedure
To request and receive a limited kit you need to meet the following
requirements:
You must be at the correct place
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 inform you about what is wrong.
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:
To request limited kits you need be in a squad.
Depending on the kit type your squad must have
a minimum number of players on it.
Additionally you are not allowed to receive a
limited kit if too many of your squadmates are
already using the kit you are requesting. (If
they have successfully requested it and didn't
die yet)
Availability requirement:
Limited kits are drawn from a pool. The number of available kits depends on
the amount of players currently on your team. More kits become available
when the size of your team reaches 8, 16 and 24 players. The officer 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
Special 0 1 1 2
Allowance requirement:
Insurgents can't request any kits. The commander of a team may only
request the officer kit. Certain events block you from requesting any kit for
some time. These include:
After being issued a limited kit you will need to wait 2 minutes before
you can get another one
If you change squads, you are blocked for 2 minutes
For teamkilling someone who carries a limited kit you will be blocked for
3 minutes
If you kill a civilian, you will be blocked for 10 minutes
If you spam kit requests, you will be blocked for 1 minute
RPG: Equipped with the RPG-7 launcher, a bayonet, stones and two
spare RPGs
MG-gunner: There are two MG pickup kits. One uses the PKM machine
gun and the other the Al-Quds. Both kits come equipped with a bayonet,
stones and two Molotov-cocktails
Sniper: There are two different sniper pickup kits. They use the Lee-
Enfield or the Dragunov SVD and also contain, a bayonet and stones
Sapper: The Sapper pickup kit uses the Lee-Enfield rifle with iron sights,
a knife, 2 hand grenades which can also be used to build grenade traps,
an artillery IED and a proximity IED
Anti-Air: The anti-aircraft pickup kit uses the SA-7 launcher in addition
to a bayonet and stones. The SA-7 needs some time to establish a lock
Placing a new rally point automatically removes your old rally point. Your
squad can only have one RP at any time
Rally points can be easily destroyed by the enemy (2 stabs with a knife
are the easiest way). If 3 enemies are very close to the rally point (about
50m) or if 6 squad members die in this radius, then the rally has been
overrun and will also be destroyed. Once destroyed, the squad can't
place a new rally point for 2 minutes
Right-clicking “PLACE RALLY POINT” gives your squad the order to
gather around your position (to allow you to place the rally point)
Right-clicking “TARGET / OBSERVE” gives your squad an observation
order. The same principle applies to “MOVE / BUILD”, “NEED APC /
HELICOPTER” and “NEED SUPPLIES / REPAIR”
“NEED APC / HELICOPTER” and “NEED SUPPLIES / REPAIR” create a
marker on the map that the whole team can see
The “NEED REINFORCEMENTS” command creates a marker on the
map and informs the team that you need help at your position
Insurgent Cell Leaders and Collaborators can call in mortar strikes every 30
minutes, using the binoculars or cellphone respectively. The insurgent
commander must approve those requests, too.
Players currently standing where the deployable is being placed will die
Place the deployables on open terrain to avoid undesirable effects and
unwanted placement locations
Deployables will only appear if their placement location isn't too far above
or below your position when placing the asset
If a structure requiring construction work is not completely built within 5
minutes, it will disappear
Insurgent squad leaders can place hideouts using the cell leader or
collaborator kit
Armored Vehicles
Tanks and IFVs have separate driver & gunner seats. To use them
efficiently two men must operate these vehicles. After switching to a
gunner seat you must wait 30 seconds before you can fire the gun
If a driver and a gunner operate the same vehicle, they must be in the
same squad
Drivers and gunners can zoom their view by pressing the counter-
measure key (default: X)
Armored vehicles have no warning sound when they are aimed at with
rocket launchers or when rockets are fired at them
Tanks and IFVs usually have up to 3 types of ammunition:
○ Armor-piercing (standard): For attacking enemy armored vehicles
○ Explosive (loaded by pressing 2): Effective against soft targets (jeeps,
houses, helicopters, covered infantry, …)
○ Anti-tank missiles (loaded by pressing 3): Used against heavy armor
Tank drivers deploy smoke by pressing the alternate fire button; tank &
IFV gunners deploy it by selecting it's weapon slot (usually 3) and
pressing the fire key to launch a volley of smoke bombs. Each of them
can fire 2 volleys (the gunner has to wait 60s between volleys)
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/
http://dslyecxi.com/armattp.html