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Project Reality Manual

Project Reality has been in development by dozens of people over a period of more than 5 years. Extensive modifications and improvements were made during this time. This manual is my attempt to make hundreds of changes easy to understand. A basic understanding of Battlefield 2 is needed to make the most of this document.

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

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

Eike “Spearhead” Hanus

February 5, 2010 Project Reality 0.9 Manual 2

Download other language versions (availability varies)

Table of Contents

1. Installation......................................................................................4

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

3. The First Minutes on a Server.............................................................8 Kit selection and spawning................................................................................................8 Interface changes............................................................................................................9 Health management.......................................................................................................11 Ammunition..................................................................................................................12 Score Penalties:............................................................................................................12 Vehicle must-knows.......................................................................................................13

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

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

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

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

8. Commander...................................................................................35

9. Further reading..............................................................................37

10. Credits........................................................................................38

February 5, 2010 Project Reality 0.9 Manual 3

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

1) Battlefield 22) Add-On: Special Forces (if available)3) BF2 Patch to 1.414) BF2 Patch to version 1.55) Project Reality 0.9 full installer part 16) Project Reality 0.9 full installer part 2

If you have a previous installation of Project Reality on your computer, you should completely remove the PR directory which is located in the mods folder of your BF2 installation.

Also if you have a previous installation of Project Reality, you should delete the existing shortcuts before installing a newer version. Please use the shortcut provided by the PR 0.9 installers to start the game.

PR 0.9 includes the option to install PR Mumble which is a customized variant of the Mumble VOIP client. This tool allows users to communicate across squads and also offers positional audio effects.

Our sound artists have been stretching the BF2 sound engine to its limits. In order to have the best possible experience with Project Reality it is very important that you enable EAX in your BF2 sound options.

If you can't connect to a server, then it is probably running an older version. Try another server in this case.

PR needs to be started using the PR.EXE and trying to launch it using BF2.EXE will not work. This means joining games via Xfire will not work.

In addition to the built-in server browser you can use the web-basedPR Spy beta to browse and join PR servers. PR Spy also features a buddylist which makes locating your friends much easier.

If the server you want to join is full you now have the option of using Auto Deploy. Select the server, click on “SERVER INFO” and then “AUTO DEPLOY”. A dialog will open that explains the remaining steps. Then simply sit back and wait to be connected once a slot opens up.

February 5, 2010 Project Reality 0.9 Manual 4

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

Advance and Secure (AASv3)This mode is the closest to the original BF2 Conquest mode. The objective is to capture all of the control points (CPs) while losing fewer tickets than the enemy. They can only be captured in a certain order to simulate a shifting front line and focus the fights. CPs that can be captured by the team are shown with an orange attack marker while those that need to be defended against enemy attacks are highlighted with a purple defend marker.

At least 2 men need to to be in the CP radius to capture it and it takes much longer to secure a CP compared to BF2. Although you can not capture CPs out of order, if you already started neutralizing or capturing a CP you can always finish the current stage of capturing/neutralizing, even if you lose another position during the capture period.

Most maps feature 3 different versions with different vehicle & support availability. The standard layout usually has the heaviest vehicles while the infantry layout only uses transport vehicles. Some maps also feature random control point selection and offer additional variety when replaying them.

February 5, 2010 Project Reality 0.9 Manual 5

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

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

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

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

February 5, 2010 Project Reality 0.9 Manual 6

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

Intelligence & weapons cachesTo reveal the approximate location of insurgent weapons caches while playing Insurgency, intelligence has to be gathered. The following list shows the amount of intelligence points (IP) gained or lost due to different actions.

Insurgent killed: +1 IP

Civilian collaborator or insurgent arrested: +10 IP

Civilian collaborator killed (violating rules of engagement): -10 IP

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

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

February 5, 2010 Project Reality 0.9 Manual 7

Insurgent weapons cache

3. The First Minutes on a ServerMost 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 spawningKits that are more difficult to use effectively are limited and can only be obtained if certain conditions are met (for details see chapter 5).

Try playing as rifleman, militant, warrior or insurgent in the beginning and only start using limited kits and vehicles once you are familiar with the infantry basics. If you want to try out new equipment and vehicles you can do so easily in the co-op mode without risking your team's assets.

In PR you can not spawn at every CP your team controls. Spawning on the squad leader has been removed, too. There are also several new places where players can spawn at. Spawnpoints in Project Reality are:

1) Your squad's rally point (RP). After the squad leader places the RP it will only stay active for 1 minute and only if no enemies are close by. RPs are available to conventional forces, militia, taliban and hamas.

2) Map-specific team rally points. These usually expire 5 minutes after the round starts and can be used by the whole team.

3) Squad leader deployable forward outposts or hideouts can be used by the whole team but must be constructed before players can spawn there. If enemies get close to them, spawning is blocked for a few minutes.

4) In the insurgency game mode the defending team may spawn at weapons caches that haven't been revealed to the enemy. This spawn is also blocked if enemies are close.

5) Your team's head quarters or your team's operations base. This is the only spawn point that is always available.

February 5, 2010 Project Reality 0.9 Manual 8

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

Interface changesNew to the Project Reality interface are player-specific messages that can only be seen by the player they are sent to. They are used to give players feedback about different events including for example:○ The reason why the player is not issued the kit he requested

○ The reason why the asset that the player requested could not be built

○ That the player must exit the vehicle or the current seat to avoid punishment

Also new in PR are HQ notifications which are written in orange letters. These notifications give you updates on the current objectives, mission progress and other essential messages.

There are no more cross-hairs on the screen. If you want to shoot precisely, you need to use the alternate fire button which brings up your weapon's sights.

Name tags for friends are shown only at close distance or when watching them long enough. Enemy name tags are not shown at all. It is vital to check whom you are shooting at since identifying your target is much more important now.

There is no health bar indicating your vital status anymore. When you lose more than 25% of your health you will start to see the screen flash in red and hear screams of pain. You will continue to lose health until you are healed or you die.

The ammo counter now only displays the weapon's fire mode and remaining magazines. You have to estimate the number of rounds that are left in your weapon.

There are no more kill messages (friendly fire is an exception). The scoreboard update is delayed until the victim respawns. If you need to know whether someone is dead, you should look for his body.

The minimap has been removed from infantry. Vehicles still use it. The full map is still available but does not show the direction in which people are looking. The map needs about one second to open up.

The remaining tickets of your team and the time left can now be viewed from the Caps Lock map only. The enemy tickets are not shown.

February 5, 2010 Project Reality 0.9 Manual 9

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

Dead and critically wounded players see a black screen instead of their surroundings. This will go away after their respawn or revival.

The automatic spotting system has been removed from infantry. Vehicles can still automatically spot air vehicles. Officers can send a contact report to the commander or use their radio to place a marker on the team's map. Normal soldiers can only shout a warning when they spot enemy units.

The radio menus (default: Q & T) contain items with two functions. Left-clicking “RELOADING / CEASE FIRE” tells the people around you you are changing magazines while a right click tells them to stop shooting. The same principle applies to “GO, GO, GO / FALL BACK” and items.

When holding some equipment the main radio menu is replaced by a small context-sensitive menu. When holding a field dressing or the medic bag you can use the “FIRST AID” command to inform nearby players that you want to heal them. Many pieces of equipment and some weapons use context-sensitive menus.

February 5, 2010 Project Reality 0.9 Manual 10

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

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

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

Staying alive is one of the most important aspects in PR

A player's respawn time is at least 30 seconds and at most 45 seconds plus temporary penalties. Time spent while waiting for a medic is subtracted from the timer. Once a player dies he has to wait at least 5 seconds before spawning. This gives him some time to adjust his spawn location if needed. These actions influence the respawn time:○ Player death: +3s

○ Player kills enemy near objective: -1s

○ Team completes objective: -3s

○ Squad built forward outpost: -10s

A temporary spawn time penalty which only affects the next time you die (stacking up to 5 minutes) is added by these actions:○ Teamkill: 15 seconds per TK

○ Suicide: 30 seconds

○ Civilian killed violating ROE: 120 seconds per civilian

○ Own weapons cache destroyed: 300 seconds

February 5, 2010 Project Reality 0.9 Manual 11

AmmunitionIf you run low on ammunition, you can resupply from these places:

1) The rifleman, militant and warrior kits contain some extra ammunition that can be dropped for other soldiers or themselves. It should be conserved for tight situations.

2) Light transport vehicles can drop one large ammunition box. IFVs and other support vehicles can drop more of those.

3) Logistics trucks and large helicopters can drop a supply crate. It contains a large but limited amount of ammunition. The supply trucks can deploy 2 of them before they need to return to the depot. Supply crates can no longer be airdropped by the commander.

4) Insurgency maps contain weapons caches which provide unlimited amounts of ammunition to the insurgents.

5) You can also resupply from the supply depot provides an unlimited supply of ammunition to the team and can also rearm vehicles.

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

It is not possible to get supplies from enemy supply crates.

Ammo bags should be able to supply new ammunition for one soldier while ammo boxes and crates contain increasingly more supplies.

Score Penalties:A player's positive score and teamwork score will be reduced to 0 if he commits one of the following acts:

Two punished teamkills in one life

Shooting a civilian collaborator outside of the rules of engagement (ROE). Those rules are explained in detail in chapter 5

Destroying a weapons cache as insurgent

The total score of a player can never go below 0 but the teamwork score can become negative. Also if you teamkill someone and pick up a limited kit identical to your victim's kit (within 3 minutes), you die instantly.

February 5, 2010 Project Reality 0.9 Manual 12

Vehicle must-knowsMany vehicles behave quite differently now and require more advanced knowledge to use. Since they also have very long spawn times (up to 20 minutes) it is vital to know how to keep them from harm.If a team loses a vehicle it also loses tickets:○ Jeep or truck: 2 tickets○ Transport helicopter: 5 tickets○ APC or recon: 5 tickets○ Tank or IFV: 10 tickets○ Jet or attack helicopter: 10 tickets

Vehicles are side-locked. You can't steal enemy IFVs, aircraft, boats or cars.

Vehicles can only be entered from appropriate positions around them (e.g. doors or hatches).

Normal soldiers are allowed to drive small unarmored vehicles (Jeeps, trucks, boats, etc) without the need for any special kit. If you require a crewman or pilot kit to operate a vehicle position, you will get a warning message upon entering it and the screen will fade to black. If you do not exit the vehicle position within 10 seconds, you 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 secondsStationary AT-Weapons have optics with zoom capability

Exiting vehicles in mid-air and falling into water from high altitudes will injure you and may result in your death

February 5, 2010 Project Reality 0.9 Manual 13

IFV entry points

4. Weapons & EquipmentGeneral weapons & equipment changes

Weapons take a longer time (typically up to 5 seconds) to shoot accurately after movement. This time is shortened if the player moved for less than 5 seconds. This allows players to make small positional corrections without suffering the full penalty. Going prone greatly reduces the player's accuracy for a few seconds.

Most weapons are set to semi-automatic operation by default.

Weapons need to be reloaded manually (default: R).

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

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

Kits (molotov cocktail): used by some warriors in all irregular forces

Kits (stone): civilian collaborator and some insurgents

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

February 5, 2010 Project Reality 0.9 Manual 14

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

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

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

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

February 5, 2010 Project Reality 0.9 Manual 15

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

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

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

Kits (grenade trap): scout, taliban warrior (AK47), hamas warrior (M16A1), militia/taliban/hamas sniper, insurgent sapper, insurgent demolitions expert (pickup kit)

Kits (tripflare): conventional forces sniper

February 5, 2010 Project Reality 0.9 Manual 16

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

Kits (IED): militia/taliban/hamas combat engineer, insurgent sapper

Kits (artillery IED): insurgent demolitions expert (pickup kit)

Kits (AP mine): rifleman AP, militia/taliban/hamas combat engineer

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

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

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

February 5, 2010 Project Reality 0.9 Manual 17

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

Kits (first aid kit, resuscitate, epipen): combat medic/corpsman, civilian collaborator

Extra ammunition can be used when a player is running out of rounds. A single ammo bag will usually provide a few magazines and a grenade or two.Kits: rifleman, militant, warrior

Smoke grenades are used to conceal troop movement or to signal friendly aircraft. The smoke screen takes about 30 seconds to build up and lasts for more than one minute before dissipating.Kits (smoke grenade): rifleman, combat medic/corpsman, automatic rifleman, militant (AK74), anti-tank, anti-aircraft, rifleman AT, rifleman AP, marksman, crewman, militia/taliban/hamas sniper

Kits (signal smoke): officer, conventional forces sniper, pilot

Binoculars allow soldiers to spot distant enemies and identify unknown contacts. The ground laser target designator (GLTD) is used to mark targets for engagement by friendly aircraft.Kits (binoculars): all except for conventional forces officer, sniper, pilot & unarmed

Kits (GLTD): conventional forces officer, conventional forces sniper

February 5, 2010 Project Reality 0.9 Manual 18

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

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

Kits (incendiary grenades): only in use by conventional forces: rifleman, rifleman specialist, automatic rifleman, combat engineer, rifleman AT, rifleman AP & marksman

Kits (wrench): conventional forces combat engineer

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

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

February 5, 2010 Project Reality 0.9 Manual 19

5. Kits GaloreKits can be grouped by 2 characteristics:

Obtainment: Spawnable / Requestable / Pick-up

Restrictions: Unlimited / Specialist / Infantry

All spawnable kits can be obtained by selecting them on the spawn screen. Spawnable infantry and specialist kits can also be requested after spawning.

Requestable kits have to be requested after spawning. Each requestable specialist & infantry kit is only available to a few players on each team at the same time.

Insurgents can not request any kits but have access to pick-up kits in their bases and at weapons caches.

Unlimited kits can be obtained by anyone.

Specialist kits are only available to soldiers in a squad of 2 or more players. There can be only one of each specialist kit in one squad.

Infantry kits are obtainable in a squad of at least 4 people. There can be only one of each infantry kit in one squad.

Kits available in Project Reality

Spawnable Unlimited:The Rifleman/Militant/Warrior/Insurgent is the basic infantry soldier of each faction. He is typically equipped with an assault rifle and some grenades.

The Rifleman Specialist/Scout uses a grappling hook to allow his squad to scale walls and buildings. The rifleman specialist is also equipped with a shotgun which can be used to breach some locked doors.

The Civilian Collaborator is an unarmed insurgent who can assist his team with his first aid kit and grappling hook. He can also use his cellphone to report enemy units to his team. Since he is a civilian there are several special rules about him, which are described in detail later in this chapter.

The insurgent Sapper sets grenade traps and places IEDs. He is vital when preparing an ambush.

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

February 5, 2010 Project Reality 0.9 Manual 20

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

The Automatic Rifleman soldier provides suppressive fire for the squad and is ideal for compromising the enemy's ability to move and return effective fire.

Requestable Unlimited:The Crewman is the only soldier that is able to operate armored vehicles in Project Reality. He only has a compact weapon for self-defense.

The Pilot is the only class that can fly helicopters and aircraft. He is equipped with a parachute but has no weapons.

The Unarmed kit can be used as an intermediate when swapping kits with another squad member. If an insurgent uses the unarmed kit he will be treated as a civilian after one minute has passed.

Requestable Specialist:The Anti-Tank soldier engages enemy armored vehicles.

The Sniper provides reconaissance for the team and is also able to engage high-value targets from long distances.

The Anti-Aircraft soldier is able to engage and deter enemy aircraft.

The Combat Engineer is able to lay minefields, demolish enemy assets and disable explosive devices.

Requestable Infantry:The Rifleman Anti-Tank can use a light anti-tank weapon (LAT) to engage unarmored and lightly armored vehicles.

The Rifleman Anti-Personnel is equipped with a remote detonated anti-personnel mine that can be used to set ambushes.

The Grenadier uses an underbarrel grenade launcher to engage groups of hostiles at range or inside buildings.

The Designated Marksman provides rapid precision fire for his squad and can engage targets beyond the rifleman's effective range.

Pickup Unlimited:The Demolitions Expert uses an artillery IED instead of the pipebomb variant.

The RPG-7 kit can be used against vehicles and contains no firearms.

The RPK/PKM LMGs are employed like the automatic rifleman.

The Dragunov is used as a designated marksman rifle.

The SMLE No.4 is the insurgent's equivalent of a sniper rifle.

The SA-7 is used against enemy aircraft.

February 5, 2010 Project Reality 0.9 Manual 21

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

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

Civilians and unarmed insurgents are covered by rules of engagement (ROE). Civilians doing the following within the last minute are considered combatants and may be shot without penalty:

spawn or pick up a kit

use a weapon or vehicle (stones are not counted as weapons)

use resuscitate or epipen

If you shoot civilians outside of these rules, you will face several penalties:After your next death you will respawn 120 seconds later per civilian shot (stacks up to 5 minutes additional delay)

You will not be able to request any kits for 10 minutes

Your score is reduced to 0 and the kill will not be listed on the scoreboard

Your team loses 10 intelligence points

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

February 5, 2010 Project Reality 0.9 Manual 22

Civilian Collaborator

Kit request procedureTo request and receive a limited kit you need to meet the four requirements:

You must be at the correct locationYou 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

caches3) At a friendly APC

Vehicle kits:

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

The unarmed kit:

Requestable anywhere

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

February 5, 2010 Project Reality 0.9 Manual 23

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

To request the unarmed kit you simply press the right mouse button to select the “drop kit” option. In the sub-menu the right mouse button can be used to request iron sight variants of many kits.

Squad requirement:Infantry kits are available to players in a squad with at least 4 players. Only one of each infantry kit can be on the same squad.

Specialist kits are available to a squad with at least 2 players. Only one of each specialist kit can be on the same squad.

Vehicle kits are not restricted as long as you are in a squad.

Availability requirement:Infantry and specialist kits are drawn from a pool. The number of available kits depends on the amount of players currently on your team. The spawnable and vehicle kits are not limited in number.

Kit type: 1-7 players 8-15 players 16-23 players 24-32 players

Infantry 1 2 2 3

Specialist 0 1 1 2

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

Allowance requirement:Insurgents can't request kits. The commander of a team may only request the officer kit. Certain actions temporarily block you from requesting kits:

When you are issued a limited kit you will need to wait 2 minutes before you can request another one.If you change squads, you are blocked for 2 minutes.Teamkilling someone who carries a limited kit blocks you for 3 minutes.If you kill a civilian violating the ROE, you will be blocked for 10 minutes.If you spam kit requests, you will be blocked for 30 seconds.

February 5, 2010 Project Reality 0.9 Manual 24

6. The squad leaderSpotting enemiesThe squad leader in Project Reality has many new special abilities. He can mark enemy units on the map and forward contact reports to the team's commander. To mark a target on the team's map follow these steps:

1. Set an order for the squad on the target's position

2. Select the radio and use the alternate fire key (default: RMB) to activate it

3. Open the main radio menu (default: Q) and use the “SET CONTACT DISTANCE” button to select the target's distance from the list

4. Re-open the main radio menu and select the type of marker to place

5. Each player can place up to 3 markers this way. They stay for 5 minutes.

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

Rally point placementWhen one or more members of the squad have died the squad leader can place a rally point (RP) to speed up the squad's regrouping. To place a RP you need to press the secondary radio key (default: T) and select “PLACE RALLY POINT“.

The following conditions must be met for the RP to be placed successfully:○ You are the leader of your squad and using the officer kit○ You can only place one RP before you need to rearm this ability○ Another squad member is within 25 meters of your position○ No enemy is within 100m

The rally point automatically disappears after 60 seconds.To rearm the rally point the squad leader needs to respawn or get close to a friendly forward outpost, the command post or the supply depot.Right-clicking “PLACE RALLY POINT” gives your squad the order to gather around your position (to allow you to place the rally point)

February 5, 2010 Project Reality 0.9 Manual 25

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

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

Tactical air strike: 60 minutesArtillery barrage: 40 minutesMortar attack: 30 minutes

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

February 5, 2010 Project Reality 0.9 Manual 26

Tactical air strike impact viewed from safe distance

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

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

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

To deploy a structure follow these steps:

1) Select and activate the radio / cellphone.

2) Look in the direction where the structure should be positioned. It will be placed 10m in front of you once you request it.

3) Press the secondary radio menu key (default: T).

4) Select “DEPLOY ASSET” / “PLACE HIDEOUT”.

5) Select the structure you want to place.

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

February 5, 2010 Project Reality 0.9 Manual 27

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

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

Must be constructed within 50m of a friendly supply crate

The team may have a total of 6 forward outposts at the same time

Must be constructed at least 200m from other forward outposts

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

Requested further than 200m from the closest hideout

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

Heavy MG: A deployable heavy machine gun. Requirements:

Must be placed within 200m of a forward outpost

2 supply crates must be within 200m

Only one other heavy MG may be within 200m distance

The team can have up to 24 heavy MGs

February 5, 2010 Project Reality 0.9 Manual 28

Anti-Tank: A deployable anti-tank missile launcher. Requirements:

Must be placed within 200m of a forward outpost

2 supply crates must be within 200m

No other anti-tank emplacement may be within 200m distance

The team can have up to 3 anti-tank positions at the same time

Anti-Air: A deployable surface-to-air missile launcher. Requirements:

Must be placed within 200m of a forward outpost

2 supply crates must be within 200m

No other anti-air emplacement may be within 200m distance

The team can have up to 12 anti-air emplacements

Foxhole: A sandbagged foxhole provides cover against small arms and artillery strikes. Requirements:

Must be placed within 200m of a forward outpost

2 supply crates must be within 200m

A maximum of 9 other foxholes or segments of razor wire are within 200m

The team can have up to 100 foxholes and segments of razor wire in total

Wire: A 10m stretch of razor wire and tank traps. Requirements:

Must be placed within 200m of a forward outpost

2 supply crates must be within 200m

A maximum of 9 other foxholes or segments of razor wire are within 200m

The team can have up to 100 foxholes and segments of razor wire in total

February 5, 2010 Project Reality 0.9 Manual 29

7. VehiclesGeneral vehicle changesLight 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 hullVehicle operation restrictions:○ Armored vehicles: Crewman kit○ Helicopters & aircraft: Pilot kitExternal views for vehicles have been removed. In some vehicles you can switch to a rear view camera that allows you to look back by pressing the change camera key (default: C).

Vehicles with mounted machine guns allow for aiming using the sights by pressing the change camera key (default: C).

Vehicle-mounted automatic weapons have no heat indicator. MGs can fire about 100 shots before overheating while automatic cannons overheat after about 25 consecutive shots.

Static and vehicle-mounted MGs use ammunition belts now. They are reloaded automatically but are limited in number.

Vehicles can be resupplied at the supply depot.

Vehicles can be repaired at the supply depot or by standing next to the repair drop. Aircraft and Helicopters automatically repair and rearm at their spawn location.

Insurgents have suicide vehicles. These are:○ Orange dumpster trucks loaded with explosives○ Cars with a pack of C4 on the back seatThey are detonated when the driver presses the alternate fire key.

When exiting a moving ground vehicle you take damage depending on it's speed. When exiting a burning vehicle you will be severely injured.

When vehicles take much damage they may become unable to move or traverse their turret until fully repaired.

February 5, 2010 Project Reality 0.9 Manual 30

Suicide Truck

Logistics vehicles can unload two supply crates which can be dropped by the driver by using the alternate fire key. Large helicopters can also drop a single supply crate.

IFVs and transport trucks can drop four ammunition boxes that contain significantly less ammunition than the crates. Light transport vehicles can drop one or two of those.

Logistics vehicles can deploy a repair drop which repairs vehicles standing close to it. The repair drop does not need to be refilled but if the truck deploys a second repair drop, the old one will vanish. Repair drops also vanish automatically after 5 minutes. It is deployed using the pop smoke key (default: X).

Armored VehiclesTanks and IFVs have separate driver & gunner seats. To use the gunner's position a driver must be present. After switching to the gunner seat you must wait 30 seconds before you can aim and fire the gun.

The driver and gunner in a vehicle must be in the same squad.

Drivers and gunners can zoom their view by pressing the pop smoke key (default: X). Tank drivers must first change to the commander view by pressing the 2 key.

Armored vehicles have no warning sound when they are targeted by rocket launchers or when missiles are fired at them.

Tanks and IFVs usually have up to 3 types of ammunition:

○ Armor-piercing (standard): For attacking enemy armored vehicles

○ Explosive (loaded by pressing 2): Effective against soft targets (jeeps, houses, helicopters, covered infantry, …)

○ Anti-tank missiles (loaded by pressing 3): Used against heavy armor

Tank drivers deploy smoke by pressing the alternate fire button; tank & IFV gunners deploy it by selecting it's weapon slot (usually 3) and pressing the fire key to launch a volley of smoke bombs. Each of them can fire 2 volleys (the gunner has to wait 60s between volleys)

February 5, 2010 Project Reality 0.9 Manual 31

HelicoptersHelicopters have a warm-up time of 30 seconds. If too much thrust is generated while the rotor blades spin up, the pilot will lose control and crash. To start the helicopter you have to leave the throttle at idle for at least 30 seconds before trying to lift off.

Helicopter pilots can look in other directions while flying by pressing the 7; 8 and 9 keys.

The rudder controls are just effective at very low speeds. At higher speeds you need to bank the helicopter to turn.

The pilot of attack helicopters can fire the unguided rockets as well as some air-to-air missiles while the gunner controls the cannon and the laserguided missiles.

The attack-helicopter's gunner has 4 different modes to choose from:

1. First-person view in the cockpit

2. Gun-camera which controls the helicopter's gun

3. Laser-guided fire mode allows to fire the missiles and correct the direction while the missile is in-flight (similar to the TOW-Launcher)

4. Laser-targeted fire mode (fire-and-forget) locks the missile onto a laser target provided by ground troops or placed using alternate fire

The laser targeted mode works best if a spotter designates a target and allows minimal exposure of the helicopter. The laser guided mode allows the best tracking of moving targets or while on the move.

Gunners in attack helicopters can zoom their weapons camera by pressing the cycle camera key (default: C) when using the cannon.

Attack helicopter crews need to be in the same squad.

Helicopters must return to the helipad and land to be rearmed.

To successfully drop supplies from a large transport helicopter the pilot needs to conduct the drop from an altitude smaller than 50 meters by pressing the alternate fire key. If the crate is dropped from too high, it will smash on impact.

Countermeasure flares are limited and fire in volleys from helicopters. They can be rearmed like the weapons.

February 5, 2010 Project Reality 0.9 Manual 32

AircraftLike helicopters Aircraft have a warm-up time of 30 seconds before they can take off from the ground.

Jet pilots can look in other directions while flying by pressing the 7; 8 and 9 keys.

The throttle's influence on the speed of the plane is very indirect and delayed now and can't be used for taxiing.

To slowly taxi on the ground keep the throttle neutral and push the stick forward to slowly move in that direction. Pull the stick back to reverse. To steer left and right use the rudder controls.

To take off you need to put the throttle on maximum and then wait a little for the plane to start accelerating. When you are down 2/3 of the runway gently start pulling on the stick and maybe add some afterburner.

Most aircraft come equipped with a cannon and several external weapons. The primary fire key will fire the gun while the alternate fire key will fire the currently selected weapon.

To rearm you do need to land the aircraft at your airfield. It takes quite some time to rearm completely. Flying low over the runway just gives you a few bullets for the main gun at most. On some maps you can only rearm in the open area next to the aircraft hangars.

Air-to-ground missiles need an established laser lock to hit a target. The recommended procedure for an attack with them is explained below:

○ Ground troops find a suitable target for an air attack

○ The troops contact the pilot either directly or by placing a CAS marker (4 arrows pointing at a common center)

○ The pilot informs the ground troops of his approach using the “ON THE WAY” command from his primary radio menu

○ As the pilot approaches the target, the ground troops mark the target with a GLTD laser designator

○ When the target is locked on the pilot receives sound cue. He may now fire the missile at the target

Laser guided bombs use a similar system. The main difference is that they are not locked-on before you release them but instead you best drop them in level flight. Another important difference is that they need to be dropped from at least 500m altitude to allow their fuse to arm.

The commander can place a laser target from his map. Since this method is not very precise it should only be used to bomb static targets.

February 5, 2010 Project Reality 0.9 Manual 33

Aircraft don't have a nose camera but you can still look back by pressing the cycle camera key (default: C).

Flares are triggered individually and need to be rearmed after all of them have been dropped. Since the warning sound is only played once the enemy has already locked onto your aircraft for half a second, it is recommended to use them while on an attack run to reduce the chance of the enemy establishing a lock.

To land in Project Reality you need to plan ahead much longer than in BF2. Here are some tips on how to make your first landings easier:

○ You need to reduce your speed in advance until you can just stay level without falling out of the sky (about 40% power)

○ When you are at this speed you should start your approach

○ Imagine a point on the map by extending the runway by about 1km

○ Fly to this point and turn towards the runway

○ When you are about 200m from the runway reduce your speed slowly

○ Put your throttle on 1/3 reverse when almost over the runway

○ When the speed is low enough to avoid collisions put the throttle on idle and taxi the remaining distance as explained earlier

February 5, 2010 Project Reality 0.9 Manual 34

8. CommanderThe commander can not score by any normal activities but he will get score points depending on his team's performance in the field.

The main task of the commander is to coordinate the team and give guidance to the individual squads. He monitors the overall situation and decides the strategy. He also grants or denies requests sent to him by the squad leaders. These include contact reports and area attacks.

To talk to a single squad open the command map and select it. Press the squad-VOIP key (Default: B) and only the selected squad will hear you. The commander-VOIP should only be used when information is important to all squads on your team.

The commander doesn't have any of BF2's commander assets (automatic UAV, scan, overhead camera, artillery, supply drop & vehicle drop) at his disposal anymore.

To guide the team the commander can give the each squad orders and has the ability to place several markers on the map:○ The “delete marker” removes unneeded

markers from the team's map

○ The “enemy infantry”, … , “enemy AA” markers are used to mark enemy contacts for the team

○ The “destroyed bridge” marker informs the team about impassable bridges

○ The “mine field” marker warns friendly players about AT mines in a location

○ The “close air support” marker places a laser target on the map which can be used by bombers to attack fixed targets with laser guided bombs. This marker lasts only for 30 seconds

○ The “waypoint” markers are permanent markers that assist the commander in communicating important locations to the team. The commander can place up to 7 of them on the map

○ The “demolish” order removes any friendly assets within 50m of it's placement

The commander can only place one marker per minute by using his command map

The commander's position is not absolute anymore. Squad leaders can vote to mutiny if they feel that the commander is not doing a good job.

February 5, 2010 Project Reality 0.9 Manual 35

The commander of conventional forces and the militia is able to control an unmanned aerial vehicle (UAV) from his team's command post or armored command vehicle (ACV). The UAV in Project Reality does not reveal enemy positions automatically but gives the commander the means to survey the battlefield visually. The commander can control the UAV's direction while it cruises at a constant altitude.

○ The UAV is launched by clicking on the laptop screen while in the command post.

○ To change the UAV's direction simply press the left mouse button over the left or right part of the screen.

○ The UAV will fly for about 20 minutes and needs another 10 minutes to be ready for the next mission. If the commander leaves his post before the flight is over, he still needs to wait the full time before it is available for the next mission.

The militia's UAV only offers a greyscale picture and stays active for 10 minutes before it has to be refueled.

Insurgents and other irregular forces (except for the militia) do not have access to the UAV. They can gain some intelligence on enemy troop movement by sending out informants. This is simply done by placing waypoints at the locations where you want the informants to head to. About 5 minutes after placing a waypoint the informant will be on location and report if there are multiple enemies in his area (6 or more). The reports take about 30 to 60 seconds to reach the commander and can be used to determine where the opposition is approaching from.

February 5, 2010 Project Reality 0.9 Manual 36

The commander's UAV camera

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

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

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

http://realitymod.com/forum/

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

http://ttp2.dslyecxi.com/

February 5, 2010 Project Reality 0.9 Manual 37

10. Credits

Project Reality

A Black Sand Studios modification for Battlefield 2

http://realitymod.com

http://blacksandstudio.com

Development / Core Team [R-DEV]

Senior Management TeamSenior OperationsEggmanJaymzUK_Force

Website/Forum Admin2Slick4UGaz

Management GroupRelease ManagerAncientMan

Programming Managerdbzao

Asset ManagementChuckfuzzheadKatarn

Mapping ManagementCodeRedFoxIronTaxi

Community Faction ManagementAfterDune

HR ManagerMasaq

PRSP ManagerHans Martin Slayer

Server & Licensing Managerepoch

Tester ManagerLeadMagnet

Art TeamLead ArtistStigger

Deputy Lead ArtistKatarn

2D Art2Slick4UBoscoMatrox

AnimationsChuckSpearhead

CinematicsAfterDune

Modelling77SiCaRiO77CheesemanDravfoul_killerjarleifKaijleormotherdearTHE.FISTtonnieVaiskiZ-trooper

Texture ArtistPride

UI ArtistAncientMan

UV Mappingohnomelon

Coding TeamLead Coderdbzao

CodingAfterDuneAncientMane-GorFalkunGuedoejarleifMAINERRORTrahnLeeTwisted HelixWolfeZZEZ

PRSP Coderballard_44

Mapping TeamLead MappingCodeRedFoxIronTaxi

Mapping~KILL~PirateDeerDr RankDuckHuntHans Martin SlayerNickbond592Paramedic.caRhino

Military Advisor TeamLead AdvisorEddie Baker

AdvisementGazLeadMagnetNosferatuUK_ForceUndies

Sound Effects & Music TeamSound ArtJaymzsofad

Testing Leadership TeamLead TesterLeadMagnet

Deputy Lead TesterReaperMAC

Lead NA Testercrazyasian11

Lead EU TesterDukemeister

Tournament TeamManagementAlex L.Gaz

Lead AdminHitperson

Website & Server TeamWebsite/Forum Admin2Slick4UGaz

Server AdminTheRealFritz

Server Admin/Licensingepoch

News Botprbot

Contributors & Contractors [R-CON]

Art AssetsModelling-kodiak-exec_4everGhostDance101ReadMenaceTrueSpirit

Texture ArtShiftys1023Spushtupla_s

Audio TeamSound ArtAlkaliChammy

Coding TeamCodingChaelJuniperM40nedlands1

February 5, 2010 Project Reality 0.9 Manual 38

Community Faction LeadsAfrican ForcesMAINERROR

Australian Forcestonnie

Canadian ForcesGeZe

Dutch ForcesGlimmerman

French Forces162eRI

German Forcesmarcolnk

Israeli Defense ForcesZZEZ

Norwegian Forceshalvor1

Polish ForcesRagni

Private Sec. ForcesWallyJas

Russian ForcesGeZe

GeneralMilitary AdvisorRCRcmdo

PRSP Navmeshercreepin

Mapping TeamMappingmarcolnk9cookie_monster

Media Support & Community Team

Management TeamMedia Operations Lead2Slick4U

Community Events LeadMatrox

Lead Forum ModeratorDunehunter

Community Events TeamEvents TeamCheditorCpl. SmallcyberzombyGu^n3rMrSh@vidSadist_CainScotSpikeSpykerTinyTitanVMPVoXiNaTiOn

Tech TeamRobbi187SocketMan

Forum ModeratorsModerator TeamA.J.SawyerBob_Marleycrazyasian11DesertFoxEddiereyes909KPMongolian_dudeSaobh

Alumni [Past Developers & Contributors]

AdvisorEvilHomer

CinematicsRipFire

CodingArchEnemyBigDCAS_117DizzyHailoHappyKing of CamelotM.J.PattersonMasterTomMosquillSatNavStinger

Deputy Lead CoderGhostRider

Deputy Lead TesterAtlantaFalconsWraith

Lead CoderPaladin-X

Lead MappingAlpha LimaBrokenArrow

MappingAli-TomFRIJJJavaMooseNikovkThomazz

Military AdvisementBlack BeretCpt. SniperDr. SpangleDr. ZeroGreenie BeanieHickmanTR

Mod Founderrequiem

ModellingHellSpikeMatt.bPRC_Heavy_ZRetardedMonkeySamoniusShepeiroWyblZaku

OperationsIRONxMortlockWolfmaster

PRSP LeadMacNeill_USAOutlaw22

PRT AdminFullforce

PRT LeadGrayeKnight

Public RelationsBlakeJrDre

R-PUB LeadRico

Senior OperationsJS.Fortnight.A

Sound ArtD|scipleMixnmojo

Texture ArtAirforceExelGalenLeatherFaceMilleniaRiki_Rude_BYTC

UV Mapperqwerty4030

Web AdminDrew

Special Thanks ToAdvance & Secure v1.0Jarkko Santala

Dark AngelDERILIENTJONESKNIFEINFACELetrangerMen DakeNordsternSPARTAN117GW

All Project Reality Testers

US Intervention

All BSS Devs & Testers

Digital Illusions CE & Electronic Arts

for the Battlefield series

Big Thanks to all of thePR community for their

continued support

February 5, 2010 Project Reality 0.9 Manual 39