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Project Reality: BF2 has been in development by countless developers over a period of more than 10 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. We hope this manual provides you with
a good start into the challenging world of PR:BF2. If you have any feedback or unanswered questions concerning this document feel free to contact us on the forums. This manual has been updated for version
1.3.1.
The PR-Team
This manual is also available in different languages. Do note that there is no guarantee that translated versions are always up to date to the latest English version.
French v1.3.1
Spanish v1.3.1
Italian v1.3.1 If you are interested in helping translating the manual into your language, feel free to contact [R-DEV]Mineral
through PM on the forums or visit this thread.
http://www.realitymod.com/manual/pr_manual.pdfhttp://www.realitymod.com/manual/pr_manual_fr.pdfhttp://www.realitymod.com/manual/pr_manual_fr.pdfhttp://www.realitymod.com/manual/pr_manual_es.pdfhttp://www.realitymod.com/manual/pr_manual_es.pdfhttp://www.realitymod.com/manual/pr_manual_it.pdfhttp://www.realitymod.com/manual/pr_manual_it.pdfhttp://www.realitymod.com/forum/members/59494.htmlhttp://www.realitymod.com/forum/f10-pr-bf2-general-discussion/75501-official-pr-manual-call-translators.htmlhttp://www.realitymod.com/manual/pr_manual_fr.pdfhttp://www.realitymod.com/manual/pr_manual_es.pdfhttp://www.realitymod.com/manual/pr_manual_it.pdf -
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This introduction will give a brief overview into what you can expect when you begin playing the Project Reality
most modern first person shooter games, while it still finds the balance between simulation and gameplay. Due
to the steep learning curve, we highly recommended that all new players read through this manual thoroughly
prior to joining an online game.
The primary core ethos of Project Reality is teamwork. Coordination within your squad, between squads and
throughout your team is paramount. The role of squad leader and the commander is essential to success in
PR and the direction of the game is dictated by those in leadership positions and carried out by the players.
PR:BF2 contains a multitude of gameplay mechanics which differentiate roles within a squad and the team. It
also gives squad leaders and team commanders the ability to deploy emplacement assets such as foxholes,
machine gun nests and mortar pits to fortify the defence of spawn locations known as FOBs. In addition, the
role of players within a squad has been greatly diversified, and is reflected in an expanded selection of standard
and limited specialty kits for various infantry load outs alongside unique kits for operating mechanized and
aviation vehicles.
Another core fundamental aspect of PR is how players communicate. Communication in PR is an essential
element of gameplay and we recommend that all players are microphone ready when they begin playing online.
To ensure enhanced communication, an integrated version of PR Mumble voice communication software gives
players abilities not available with built in BF2 voice-over-IP, such as the ability to talk to other players within
the local vicinity, regardless of which squad they are in, as well as transmit to squad members over the squad
radio no matter where they are on the battlefield. No additional installation is required, which means every
player on the battlefield will have the same communications setup and can communicate effortlessly.
This mod was made by players, for players so don't be afraid to ask for help in-game or on the forums at
realitymod.com. Again, welcome to PR and a totally new gaming experience!
http://www.realitymod.com/forum/f360-general-technical-support -
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Operating System: Windows XP, 7 or 8
Processor: 2.4 Ghz Dual-Core minimum. 3.2 Ghz Recommended
Memory: 3 GB RAM. 4 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
Software: .NET Framework 4
Input: Mouse, Keyboard
Optional: Joystick, Headset, microphone (strongly recommended for voice communication)
With PR:BF2 v1.3 it is no longer required to have Battlefield 2 installed. PR:BF2
v1.3 and beyond works as a standalone game. If you have a version of PR:BF2 installed you will need to uninstall this before you install PR:BF2 v1.3. There is no
patch available from and older version to v1.3!
You have to download the full PR:BF2 installer from our website. Th
Battlefield 2 installed.
Download Full PR:BF2 v1.3 Installer
The installer download uses the Torrent Protocol which can be used with free software such as qBittorrent. The
download comes in the form of an ISO -file. To install it depends on your operation system:
Windows 8 and beyond feature mounting as part of the Operating System. Right click the ISO and
select Mount or double click the ISO. This will start the installer.
If you are on windows 7 or below you have a few options:
a. Burn it to a DVD.
b. Mount the ISO file using free software such as Virtual CloneDrive.
c. Extract the ISO file using free software such as 7-Zip or WinRar.
A few more points:
With the new standalone version there is also no longer a requirement to install it in the Battlefield 2
folder. Feel free to install PR:BF2 in a drive and folder of your choosing.
If you have BF2 installed you can continue to play it and player other BF2 modifications as well. PR:BF2
does not interfere with them. PR:BF2 features an auto-updater. So once you have installed PR:BF2 you can use the updater to
automatically update your game to newer versions when they are released.
PR:BF2 v1.3 includes PR Mumble in its installation. So there is no need to download this separately.
hrough our forums.
http://www.realitymod.com/downloads#bf2http://en.wikipedia.org/wiki/Torrent_filehttp://www.qbittorrent.org/http://en.wikipedia.org/wiki/ISO_imagehttp://www.slysoft.com/en/virtual-clonedrive.htmlhttp://www.7-zip.org/http://www.rarlab.com/ -
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After installation a shortcut for Project Reality:BF2 v1.3 will be provided on the desktop, double click on this
icon to open the Launcher. When the launcher appears you will be greeted with a player profile setup, here
you can either create a new account, retrieve or import a pre-existing PR player profile. To import your profile
select the desired profile from the list and then click import. Since DICE and EA removed support for BF2 in
May 2014 we now use our own account-service for PR:BF2. All your old BF2 accounts (before PR:BF2 v1.2)
are no longer retrievable. We share our account service with the Forgotten Hope 2 modification for BF2.
I the
required details and pick a sensible, easy to pronounce username. To play on PR multiplayer servers you need
to create an online profile. You can alternatively create an offline profile if you choose to.
After creating a profile and logging in, you are presented with the main menu of the PR launcher. All options
are displayed on the right.
Play: This will start the game. If you click the down arrow to the right, you have the option to check for updates
or select a different profile. If there is an update it will be automatically displayed if you press the play button.
This update will then automatically be downloaded and installed. Progress of the update and installation will
be displayed whilst it is in operation.
Options: In this menu you can edit your video, graphics, and audio settings. Also some other options are
available as well as configuring PR Mumble keys.
Support: This is handy for when you are running into issues. It offers many utilities such as clearing cached
folders or giving you a detailed information display of your computer specifications. This comes in handy when
contacting our support team.
Credits: Here you can see the entire PR:BF2 team who worked on this mod for many years.
Donate: A direct link to our online donation page.
Exit: Use this button to close the PR Launcher and return to Windows
The launcher s main menu also provides a news ticker at the bottom highlighted in blue with announcements of upcoming
events, developmental progress and developer blogs from the PR:BF2 community.
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Co-operative: Allows you to play PR:BF2 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 100 human
players.
Barracks: This menu gives you access to replays using Battlerecorder.
Options: Here you can configure the audio options as well as the keyboard layout. Video options have to be
changed in the PR Launcher.
Exit: Use this button to exit the game and return to Windows.
In game, Mumble is the program which we use to communicate to each other
in PR:BF2 -Over-IP (VOIP) system. The
main unique feature of PR Mumble is that its primary method of
communication is transmitted within 3D space, which is directional and
proximity based. This is called Local. What this means is that all players on
your team can talk to each other if they are nearby, and you can hear in what
direction they are speaking from, similarly you can judge how far away they
are, just like in real life.
After joining a squad you gain access to that squad s Radio Net, which allows you to transmit to other players
in your squad no matter where you are on the map. Squad leaders also have access to an additional Radio
Net that allows them to communicate directly to the commander, globally to all other squad leaders, and directly
to an individual squad leader. When using a radio net, a transmission cue will be heard when activating and
deactivating the radio (which can be activated in the launcher audio options). The default keys for transmitting
over mumble are as follows:
Local speech (H): you talk to players in the 3D radius space around you.
Squad Radio (Num 0): you talk to your squad, no matter where you are.
Squad Leader to all other squad leaders radio (*): you talk to all squad leaders at the same time.
This radio net is also available to the commander to use with the same shortcut.
Squad Leader to specific squad leader radio (Num 1 Num 9): you talk to one specific squad leader
in your team. These channels on the net are also available to the commander to use with the same
shortcut. Squad leader to Commander Radio (/): you talk to the commander in private.
PR Mumble comes installed together with PR:BF2. It runs alongside the game installation and does all client
side tasks automatically for you such as starting and connecting you to the right mumble-server. Players have
the choice to configure their communication settings to their satisfaction just like the previous version. This
includes input and output devices, volumes and the keyboard shortcuts. The two most important keys are
default: Local channel (H) and squad radio net (0 on the numpad).The main keyboard shortcuts can be edited
in the PR Launcher also via the options menu under the PR Mumble tab.
-up. To do this, locate the PR Dogtags in the system tray next to the Windows system
clock (PR has to be running), click on the icon to open the mumble interface then
locate settings at the top. After that the settings panel will appear and you can
configure your input and output audio devices and alter more keyboard shortcuts and
other settings.
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PR Mumble also integrates
each colour depicting over which channel they are transmitting, which is displayed in the lower left hand corner
of your screen. In the lower right hand corner mumble also indicates over what channel you are transmitting
with a different colour depending on the channel you are using. It also shows whether your microphone or
speakers are muted, and if linking issues with the mumble client.
PR:BF2 has its own file verification before you start the game. You will not be able to play online with
modified files. You can still use them offline.
PR:BF2 needs to be started using the PR Launcher. Launching BF2.EXE or PRBF2.EXE will not work.
In addition to the built-in server browser you can use the web-based PRSpy to browse and join PR:BF2
servers. PRSpy also features a friend-list which makes locating your friends much easier.
Direct link link to PRSpy : http://www.realitymod.com/prspy/
There is also an Android-app of the same name. This app allows you to see server information, current
map, online players and a map gallery with detailed description of the assets presents in every layout.
Besides this, you can enable notifications that will inform you when a server is playing your favourite
map or game mode. You can find it here.
If the server you want to join is full you now have the option of using Auto Deploy. Select the server,
og will open that explains the remaining
steps. Then simply sit back and wait to be connected once a slot opens up.
The Support Menu in the PR Launcher can come in very handy. It can gather all system information of
your computer for you to copy and paste into our Support forums for when you need assistance. It can
also provide you with your CD-Key Hash.
Here are a couple of forum links from realitymod.com to use for various common reasons:
PR:BF2 Bugs sub-forum to report bugs.
PR:BF2 Feedback sub-forum to post your feedback about PR:BF2.
PR:BF2 Support forums for all your problems regarding running and installing the game and errors
you are getting.
General Technical Support for all your technical questions.
PR In-Game Tactics and Strategies will help you further then this manual to master all elements of
PR:BF2 with community written guides and tutorials.
Transmitting Mic Muted Speakers Muted Disconnected
http://realitymodfiles.com/geze/prspy/http://realitymodfiles.com/geze/prspy/http://www.realitymod.com/prspy/https://play.google.com/store/apps/details?id=pt.uturista.prspy&hl=enhttp://www.realitymod.com/forum/f26-pr-bf2-bugshttp://www.realitymod.com/forum/f252-pr-bf2-feedbackhttp://www.realitymod.com/forum/f27-pr-bf2-supporthttp://www.realitymod.com/forum/f360-general-technical-supporthttp://www.realitymod.com/forum/f137-pr-game-tactics-strategies -
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General Controls
Caps Lock/Home Kit selection, squad selection and Map menus
Tab Show scoreboard
Print Screen Take Screenshot
M Show/hide Map overlay
N Switch zoom level of minimap
Q Display main radio-rose
T Display secondary radio-rose
Left alt Show/hide 3D markers (only visible within 50m)
C Toggle BUIS / Change camera
End/grave Console
Weapons
G Pick up a kit
Left Mouse Fire
Right Mouse Alt Fire | Toggle sights
R Reload
F Cycle Weapons
1-9 Select Weapon
Movement
E Enter / Exit vehicle or emplacement
WSAD Basic movement
Left Ctrl Crouch (hold)
Z Toggle prone
Space Jump
Left Shift Sprint / Vehicle Boost
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Vehicles
F1-F8 Switch Vehicle Position
X increase zoom magnification / flares
6-9 Camera Positions (helicopters and aircraft only)
R Reload
F Cycle Weapons
1-9 Select Weapon
Communication
J Chat for all players
K Chat for your team only
L Chat for your squad only
Page Up Accept request
Page Down Deny request
H PR Mumble Proximity Local Channel
0 (numpad) PR Mumble Squad Radio Channel
1-9 (numpad) PR Mumble Individual Squad Leader Radio Channel
*(numpad) PR Mumble All Squad Leader Radio Channel
/(numpad) PR Mumble Commander Radio Channel
PR Mumble keys
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Project Reality:BF2 features 6 different game modes with different objectives. The common goal of all game
modes is to reduce the enemy team's reinforcement points (also referred to as 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.
PR:BF2 features over 40 maps with over 250 different layers. You can find all maps and their specific map
information on http://www.realitymod.com/mapgallery/.
Most game modes feature 4 layer variations to it with different assets and support available. The layers include:
Infantry (16): This layer usually consists of just transport vehicles, with a focus on infantry fighting. Alternative (32): This layer is used by mappers to create a unique set-up, which can include night-
time environments, a different flag layout, alternate factions or a blend of assets from the infantry and standard layers.
Standard (64): This layer usually involves the entire map and all assets, as applicable to the map. Large (128): This layer is designed for 100-player servers and usually contains all of the assets from
the standard layer with more transports to accommodate the additional troops.
http://www.realitymod.com/mapgallery/ -
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The AAS game mode is the closest to the original BF2 Conquest mode. The objective is to capture all of the control points (CPs) while maintaining more tickets than the enemy. CPs can only be captured in a linear order to simulate a shifting front line and focus engagements. CPs that are in play to 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. If your team reaches its last blue defensible flag and that is captured by the opposing force, you will start to bleed tickets until you recapture your flag by force. In a similar fashion the opposing forces last CP is indicated by a red attack marker and will cause them to bleed tickets if your team captures it in the same manner. At least a minimum of 2 players need to be within the CP capture radius in order to seize the flag. It can take more than a minute to secure a CP depending on the ratio of attackers to defenders within the flag radius. Although you cannot capture CPs out of order, you can begin to neutralize or capture the next CP forward before the current CP has finished 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. One of the key-features of AAS is that each time the same layer is loaded, it could be a different flag-layout thanks to our randomized flag-layouts. The map-markers for AAS are:
Defend Marker (with ticket bleed) Attack Marker (with ticket bleed) Defend Marker Attack Marker
Vehicle Warfare, Skirmish & COOP use similar map markers for attack and defend.
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. Vehicles that are already destroyed 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.
This game mode operates on smaller scale map versions of the Advance and Secure game mode, intended
for around 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, usually no vehicles or deployable assets as well as fewer tickets.
If a team loses a CP to the enemy they will be penalized by 10 tickets.
This game mode features large freeform battles. There are no capturable CPs, but instead each team must
place a single forward operating base (FOB) (see deployables Section) somewhere on the map. The objective
is to defend the team's FOB while trying to find and destroy the enemy FOB. When a team loses their FOB
they will suffer a huge ticket penalty and continue to lose tickets until they build a new one. The FOB must be
placed at least 200m
the ticket loss that the enemy will suffer while their FOB is down. Both teams can build more defenses in a
bigger radius near their FOB than in other game modes.
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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. Most of our maps have dedicated COOP layers.
This mode is very unique in comparison to others within PR. The objective
of the coalition force is to find and destroy five insurgent weapons caches
hidden throughout the map before running out of tickets. The coalition
forces lose tickets for every player death or asset destroyed, while the
insurgency team only loses tickets when a weapons cache is destroyed.
The Coalition troops are required to gather intelligence by killing insurgent fighters or capturing insurgent civilians (see Civilian section). To capture a
civilian, a Coalition player must be within a meter of the civilian and must either use a restrainer, which consists
of a pair of ziptie plastic handcuffs, accessible by selecting the number 1 on your keyboard, or alternatively
using a shotgun loaded with breaching slugs. This simulates immobilizing the civilian with a rubber buckshot.
The coalition wins if they manage to destroy 5 weapons caches before they run out of time or tickets, otherwise
the insurgent team wins the game. Insurgent Engineers can also repair damaged caches.
To reveal the approximate location of insurgent weapons caches while playing Insurgency, intelligence has to
be gathered by the coalition forces. The following list shows the amount of intelligence points (IP) gained or
lost due to different actions.
Insurgent killed: +1 IP (within 300m)
Civilian or insurgent arrested: +10 IP
Civilian 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 is gained by the coalition. There can be up to 2 active caches at the
same time. The new location is revealed when reaching 50 intelligence points. If there are less than 32 players
on the server the IP needed to reveal a cache is halved.
The map markers for insurgency are:
Known Coalition Weapons Cache: This icon will be visible on the map of the coalition forces
has been acquired
(The marker can be offset up to 75m)
Known Insurgent Weapons Cache: This icon will be visible on the map of the insurgent forces
which indicates that the cache has been located by the coalition forces.
Unknown Insurgent Weapons Cache: This icon will represent the position of the cache where it
will spawn on the battlefield. They are only visible to the insurgent forces so that they can co-
ordinate their defenses while the coalition forces are gathering intelligence. The cache will not be
physically spawned yet until it is revealed to the coalition forces.
The caches can be destroyed by small or large packs of C4. Other weaponry will only do no or light damage to
a cache.
Once it is destroyed the coalition team gains 30 tickets and a message will inform the team about how many
caches remain to be destroyed. Caches can be repaired by wrench or shovels.
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Most importantly you should join a squad. Some servers even enforce it 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 Mumble. It is commonly used in PR. Playing PR:BF2 without
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. We expect you to have some basic understanding of BF2 when it comes to
-game such as scoreboard, map and kit selection. You can always start up BF2 and
do the tutorial there to get acquainted with its interface. This manual will focus on the differences with BF2.
When you begin playing, it is recommended that you only spawn as a rifleman with a sight of your
choice. This way you can better learn the fundamental basics of gameplay.
After learning infantry basics you can ask your SL to assign you a specialized kit when you feel up to
the task. If you want to try out new equipment or a vehicle, you can do so easily in the co-op mode
without inconveniencing your squad members or risking your team's assets.
Kits that are specialized and more difficult to operate are generally limited and can only be obtained if
certain conditions are met within a squad. These reserved kits are of limited supply to the team and
you should always ask before requesting one.
Kits can be requested from the main spawn menu (like BF2), a supply crate (see Logistics section) or
the rear of an APC / IFV. To have the ability to request a kit from a supply crate or vehicle, you must
be a part of a squad.
In PR:BF2 you cannot spawn at every control point that your team controls. Spawn points available in PR:BF2
are:
Your squad's rally point (RP) number
adjacent to it. Depending on the location of your squad
your
own rally point, or any nearby FOB. If none available you will be moved to the main base of your team.
If overrun by the enemy, your squad s RP will disappear. RPs are only available to conventional forces.
(To learn more about rally points see the Rally Point section)
Map-specific team rally points. These usually expire 5 minutes after the round starts and can be
used by the whole team. These also only allow maximum 12 people to spawn on it until it disappears.
The commander rally point. This RP can only be placed by the commander, provided multiple
leaders are in the vicinity of the CO.
Deployable forward operating base (FOB) or hideouts can be used by the entire team to spawn at,
but must be constructed before becoming operational. If 2 enemies get close to them (within 50m),
spawning is disabled for 90 seconds. On the map it will show as a spawn point with a green triangle.
(see deployables Section).
In the insurgency game mode, the defending insurgent team may spawn at the weapons caches that
hasn't been revealed to the enemy, this is called the unknown cache. This spawn is also disabled if
enemies becomes to close. Your team's headquarters, main base or permanent FOB. This is the only spawn point that is always
available.
Rally Point Deployable Forward Operating Base Insurgent Hideouts
Weapon Cache Armored Command Vehicle (ACV)
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In the PR:BF2 in-game HUD, players are notified by player-specific messages that can only be seen by
that player. They are used to give players feedback about different in-game events for example:
- The reason why the player is not issued the kit being requested. - The reason why the deployable 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 is displayed large orange type at the top left of the screen. These
notifications give you updates on the current objectives, mission progress and other essential messages.
Firing cross-hairs have been removed from the screen. If you want to shoot precisely, you need press the
alternate firing key to aim down your weapon's sights, or use the BUIS for close quarter fighting (see the
weapons chapter). Name tags have been removed for all players. It is vital to ID your targets before engaging to avoid friendly
fire. Learning the distinction of different camo, flags and the profile shape of the factions infantry helps you
ID an enemy faster. As an example, to locate a Squad Leader, look for a radio antenna extending upwards
from his backpack.
No health status bar indicating your vital status. When you lose more than 25% of your health, you will
start to see a red bloody screen which pulsates as you hear wounded sounds of pain. You will continue to
lose health as you bleed out until you receive medical attention, if you do not you will die. If however your
health drops very low, your screen will lose all color, your vision will become very blurred and you will be
unable to move at speed. You will have approximately a few minutes to reach medical attention or you will
die.
The ammo counter only displays the weapon's fire mode and the number of remaining magazines.
To estimate the amount of rounds left in your magazine you can open the
communication rose(Q) and see a visual indicator of the amount of ammo
left. The medic can see how far he is done healing a soldier with the HUD in the bottom right corner. Infantry
can watch the same way how long until deployable is finished shoveling. There are no kill messages (friendly fire is an exception). Even the scoreboard will not show who is alive
or dead on the enemy team. If you need to know whether someone is dead, you should look for his body.
Only vehicles use a permanent mini-map on the HUD. The full map overlay is available for everybody.
The current map & layer can be viewed on the top of the screen when opening the map.
Using the little arrow will show you the current map asset info overlay of all vehicles that are on the map
including the spawn times of friendly vehicles.
Current Map Asset info Overlay
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The remaining tickets of your team and the time left can only be viewed from the squad screen. The enemy
tickets are not displayed.
Suppression happens when you are under close fire by rifles, heavy weapons or nearby explosions. The screen will appear darker and become blurred like it is shaking. 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)
When a player is dead, he will not be not revivable and black screen with the words dead will be displayed
instead of seeing their surroundings.
The automatic map spotting system has been removed from infantry. Air vehicles can still be spotted.
Officers can send a contact report to the commander or use their radio to manually place a marker on the
team's map. Normal soldiers can only shout a generic warning when they spot enemy units.
The Radio Commo-rose (default: Q & T) contain items with two functions. Left-clicking
tells the people around you that you are changing magazines, while a right click tells them
to stop shooting. The same principle applies to and other such menu items.
You can orientate yourself on the map using the direction element that you will find around your player
icon.
Whilst equipped with particular weapons or equipment the main radio communication-rose is replaced by
a small context-sensitive menu.
command to inform nearby players that you want to heal them. Many pieces of equipment and some
weapons use context-sensitive menus.
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Weapons in Project Reality are highly lethal and it is only a matter of time until you are shot and start bleeding.
and visual cues to warn you such as a bloody vision whilst coughing or screaming.
Healing If your injuries are not treated, you will slowly bleed to death. To prevent this you have two ways of healing yourself. Almost every kit includes a field dressing which is
selected by pressing the appropriate key or cycling through your weapon selection.
Pressing fire throws it onto the ground. Within a second or two, the field dressing will
disappear and the player standing next to it will regain 25% of their total health.
Since most kits only have one or two field dressings, a better way to regain
health is to be treated by a medic. Medics are able to completely heal a player
by using a first aid kit
key
pressing the appropriate number key or cycling through their weapon selection.
the ground
but instead must hold it in their hands, be touching the player to be healed, and then hold down the left mouse
button. A sound simulating bandages being ripped will designate that first aid is being applied. To be fully
healed takes about 15 seconds, so be sure to do this in a safe spot.
Reviving I
critically wounded. This does not mean you are dead! When you become critically wounded a medic can
still revive you for up to 5 minutes, saving your team valuable tickets. You can utilize Mumble to coordinate the medic to your location by using the Local channel (H) or squad s Radio Net (0 numpad). In order to
revive you, the medic select the epipen from their weapon selection and with the epipen in hand, inject
and administer the epinephrine shot to the central mass area of the unconscious players torso by clicking
and holding down left mouse button. The player will then become conscious but unlike in BF2, will only
be at about 10% health and will still need healing. The medic and the recently revived player should find
a safe area and continue the healing process there. If the player is stuck (inside a wall, tree, etc.) or is on
uneven ground (hillside) it can help to resuscitate the body first. This will move the ragdoll body and it
might become un-stuck.
Death Sometimes players will not be revivable, such as when a player is killed in a vehicle. If you were recently revived
and you become critically wounded again within 2 minutes, you will not be revivable the second time. If you are
wounded and you are not revived within 5 minutes you will also go dead. If there is no chance of being revived, left click on Give up/Call Medic on the spawn screen. Now the screen will show that you are dead and you
can prepare to respawn. The time you spent waiting to click give up counts toward your total respawn time.
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Re-spawning A player's respawn time is at least 45 seconds and at most 60 seconds plus temporary penalties. Time spent
while waiting for a medic is subtracted from that time. Once a player dies he has to wait at least 5 seconds
before spawning. These actions influence the respawn time:
Player death: +3s
Capturing CP or destroying objective -3s
Doing a defensive action: -1s
Squad built forward outpost: -10s
A temporary spawn time penalty which only affects the next time you die (building up to 5 minutes) is added by
these actions:
Teamkill: 15 seconds per teamkill
Suicide: 15 seconds
Civilian getting captured: 90 seconds
Civilian killed violating ROE: 120 seconds per civilian
Own weapons cache destroyed: 300 seconds.
that spawn location, you must click on the Done button in the lower right corner of the map screen to re-spawn
into the game. Just waiting for the timer to expire or hitting the key will not automatically respawn you.
If you see a very large number
If you run low on ammunition, you can resupply from the following locations:
The rifleman, militant, warrior and some insurgent kits come with ammunition bags that must be
thrown on the ground (left click) for other soldiers or themselves. These contain a very small amount
of ammo (a couple grenades and ammo clips) so they should be conserved for desperate situations.
These bags can also be used to resupply your supplies or deployable weapon emplacements
by throwing the bag next to the weapon (i.e. TOW or AA). Once the bag is used up it will disappear. Light transport vehicles and APCs / IFVs can drop one or more large ammunition crates. Ammo
boxes are deployed by the driver by right clicking. Vehicles can reload their ammunition boxes at a
supply depot. Logistics trucks and helicopters can drop supply crates. They either drop a Light or Heavy supply
crate which has an appropriate amount of ammunition. New supply crates can be loaded at the supply
depot (for vehicles) or helipad (for helicopters). See more on supply crates on the next page. Insurgency maps contain weapons caches which provide an unlimited amount of ammunition to the
insurgents. You can also resupply directly from the vehicle depot by standing within a few meters of it. It provides
an unlimited supply of ammunition to the team and can also rearm vehicles. It will also heal wounded
infantry. Resupplying is not instant but takes about 10-30 seconds.
It is not possible to get supplies from enemy supply crates.
New ammo bags can be collected from supply crates if you have used your ammunition in the field.
Ammunition Bag Coalition Forces Large Ammo Crate Insurgent Forces Large Ammo Crate
Light Supply Crate Weapon Cache Vehicle Depot
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There are many forms of logistics in PR:BF2. Supply crates, repair drop, ammunition, deployable structures,
etc. Here we discuss only supply crates and repair drop. To learn more about deployable emplacements that
can be built see the Squad Leader Chapter.
Supply Crates
There are two types of supply crates in PR:BF2. The ownership of the crate is depicted by the flag display on
top of the crate. The Light Supply Crate can be transported by the Light Lift classification of Helicopters such
as the Huey, Lynx and Zhi-9B. The Heavy Supply Crate which contains twice the ammunition of the Light
Supply Crate can be transported by Medium Lift Helicopters such as the Black Hawk, Mi-17 and NH-90, and
by Heavy Lift Helicopters such as the Chinook, Zhi-8KA and MV-22. Medium Lift Helicopters can hold 1 Heavy
Supply Crate whilst its heavier brothers can carry 2 Heavy Supply Crates. A logistics truck holds 2 large supply
crates while a transport truck holds 1 light supply crate.
Here you can see the heavy supply crate on the left and the light version on the right.
When building deployables (see the Squad Leader section) a Light Supply Crate is the equivalent of half of the
Heavy Supply Crate. This means you will need 2 light supply crates or one heavy supply crate to build a FOB
and 4 light supply crates or 2 heavy supply crates for the addition of deployable emplacements. The heavy and
light supply crates can also be combined to build a deployable defense. The system will allow you to have a
mix of different crates, such as two Light Supply Crates and one Heavy Supply crate to meet the same
requirement as two Heavy Supply Crates, or four Light Supply crates.
Repair Drop
Logistic trucks also have the ability to drop a repair station. They are necessary
for field repairs to vehicles that are heavily damaged and cannot move.
A player's score is divided in teamwork points and individual points. It speaks for itself that doing team related
activities (building, driving vehicles, defending/attacking flags) contribute to the first and individual actions
(killing players) contribute to your personal score.
The total score of a player can never go below 0 but the teamwork score can become negative. There are also
score multipliers for when you are for example in a vehicle or a squad leader. Here are some other score
additions and deductions. These are not all but give you a good idea on what you can achieve.
Capturing a civilian: +100
Killing a civilian (outside ROE): -100
Destroying your own objective: -100
Destroying enemy objective: +150
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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. Mortars cannot
be constructed on maps smaller than 2km.
High Explosive (HE) (press 1 to select): Most common type of mortar round. Does the most damage
directly to the target. Ideal for light armored targets and emplacements. Airburst (press 2 to select): Explodes in the air above the ground. Covers a larger area but does less
damage overall. Ideal for engaging infantry inside buildings and on uneven terrain.
(press 3 to select) 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 and fields.
then open the Once you are done just click the
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. There are both Air-Burst and Impact rounds available that share ammunition.
The mortar calculator interface
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:
1. Drive a logistics truck to the position where the CSB will be deployed.
2. Position the back of the truck as close as possible to the deployment position.
3. Select the CSB as active equipment of the truck.
4. 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.
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It is pretty easy to get lost on the large maps of PR:BF2. The slow pacing and team coordination also requires
players to communicate locations in a clear and concise manner. PR:BF2 offers 4 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
75m of the marker you'll also see a 3D icon which shows the location in front of you. The marker will
also be visible on the map.
Target Build Observe
Defend Demolish Move
2. A precision degree compass to the bottom central area of your screen. The compass can be used to
give exact bearings of nearby spotted enemies. The 8 Cardinal Directions are clearly indicated along with
the degree bearing labels which incrementally increase every 15 with major divisions every 5. If you just
want to communicate a general direction it is best practice to say the cardinal direction, followed by the
degree and in some situations the distance if appropriate. For example NE 75 degrees .
If the target is visually in line with a numbered bearing on your compass when you are facing
that direction, you simply communicate that number.
Remember that all large compass notches equal 5 degrees. If the target is in line with a notch
to the right of a labelled notch along from 75 then right you add 5. So the target is at 80.
3. The maps in PR:BF2 contain grid reference labels and keypad subgrids. The Grid labels are found
on the upper and 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 a computer's numpad 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. D6-2). Grid
references are mostly used to communicate locations between squads.
When using Mumble the first letter of the Grid reference is usually annunciated using the NATO
phonetic alphabet. 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 scale of each grid square is displayed in the bottom right hand corner of the map. A 1km map
will be indicated by a 75m grid squad, 150m for a 2km and 300m for a 4km map. You can easily
estimate distances on the map using the grid squares. The squad leader's squad screen also displays
the approximate distance to your current squad marker below the map of the battlefield.
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Many vehicles behave quite differently compared to BF2 and require more advanced knowledge to operate.
Since they also have very long spawn times (up to 20 minutes) it is vital to know how to keep them away from
problematic situations. This part will focus on explaining vehicle types and how they influence the team. For
more details on operating vehicles see further in this manual in the Operating Vehicles section.
There are many vehicle types in PR:BF2 used as classification. This isn
Life counterpart due to gameplay reasons. The following list shows you the main classes of vehicles in PR:BF2:
Jeep: small transport vehicles that not always fill the entire squad. Can always drop small ammo
crates. Sometimes are fitted with machine guns nests.
Civilian vehicles:
mounted with machine guns, rocket-pods and SPG-9 recoilless rifles. They also have a flatbed with a
mounted AA-gun, bomb trucks and bomb cars in their arsenal.
Truck: come in both transport and logistic variants. The transport variant is capable of dropping 1
light supply crate and can fit an entire squad. The Logistic variant can only fit 2 soldiers and can drop
2 heavy supply crates, repair stations and Close Support Bridges (more on this later).
Armored Personal Carrier (APC): large armored vehicles more often than not armed with heavy
weaponry. Often do not possess the force to defeat other heavy armored targets such as IFVs and
tanks but are the best of all vehicles types at assisting infantry. Can fit 2 crewman (driver and gunner)
and up to 6 soldier passengers.
Infantry Fighting Vehicle (IFV): Better armed and stronger than most APCs with often capabilities to
defeat heavy armored targets using AT-Missiles. Are not always capable of transporting infantry.
Under this category often also fall the recon-vehicles.
Anti-Tank Missile Mounted Vehicle (ATM): The name speaks for itself. These are vehicles armed
with AT-missiles to destroy other armored vehicles. Cannot transport infantry.
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Tank: Our heaviest of armored vehicles. They come equipped with AP, HE and COAX weaponry.
Anti-Air Vehicle: These are usually light armored vehicles with only the ability to take out enemy
aircraft and helicopters. They can use missiles or/and heavy guns.
Boat: PR:BF2 has a variety of boats both armed and un-armed.
Transport Helicopter: These helicopters usually come equipped with door-guns for the mounted
infantry to use. They are also capable of dropping heavy supply crates. There are light, medium and
heavy transport choppers. See the section on Supply Crates to read on which variant has which
crates available to it.
Attack Helicopters: These helicopters come equipped with machine-gun pods and a variety of
rockets and missiles. There are both light, medium and heavy variants. Recon helicopters with the
ability to laze targets and use their thermal cameras also fall under this category in PR:BF2. They are
not always armed.
Jets: PR:BF2 has a wide variety of jets. There are light and heavy attack jets, fighter jets, bombers
and fighter-bombers.
All friendly vehicles are marked on the map with unique icons for easy identification.
Bike
ATV
Forklift
Civi Car
Bomb Car
Semi Truck
Bomb Truck
Support Jeep
Light Jeep
Medium/Heavy Jeep
ATM Jeep
Support Truck
Armoured Logistics
Logistics Truck
Light Scout
Heavy Scout/Light Tank
Medium Tank
Heavy Tank/ MBT
Sampan Boat
RHIB/ Light Boat
PRR/ Medium Boat
Heavy Boat
Light Trans. Chopper
Medium Trans. Chopper
Heavy Trans. Chopper
CH-47 Chinook
MV-22 Osprey
Scout Helicopter
Light Attack Chopper
Medium Attack Chopper
Heavy Attack Chopper
Turboprop Plane
Light Attack Jet
Heavy Attack Jet
Fighter -Bomber
Strike Fighter
Light APC
AAVP7A1 Medium APC
Medium APC
Heavy APC/IFV
ATGM Vehicle
Light AAV
Medium AAV
Heavy AAV
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If a team vehicle asset is destroyed it incurs a ticket penalty:
Jeep or truck: 2 tickets
Transport helicopter: 5 tickets
APC/AAV/RECON: 5 tickets
Tank or IFV: 10 tickets
Jet or attack helicopter: 10 tickets
Vehicles are Team Locked and you cannot operate enemy vehicles of any kind.
Vehicles can only be entered from appropriate positions on the hull.
Normal soldiers are allowed to drive small unarmored vehicles such as jeeps, trucks, boats without the need
for any specialized 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 a few seconds, you will die.
When exiting a moving or burning vehicle you will become wounded and possibly die. The faster the vehicle
moves the greater the chance of death.
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 a specific warm up time before they have the ability
to fire:
MG: 5 seconds
Anti-Air Missile: 5 seconds
AT-emplacement: 10 seconds
Armor main cannon: 30 seconds
Most Stationary AT-Weapons have optics with fixed 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.
Players can request kits from a APC /IFV entry position.
Armored vehicles are more vulnerable when attacked from their flanks. The armor on the rear of the vehicle
is the weakest. A single well-placed anti-tank projectile can disable or take them out.
Vehicle entry points can differ per vehicle. Look for hatches.
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Weapons after prolonged movement sometimes take a moment to gain precision and accurately fire at long
range targets. Engagements at short distances will be unaffected by movement based deviation. This allows
players to make small positional corrections without suffering weapon inaccuracy. Going prone greatly reduces
the player's accuracy for a few moments but provides the highest accuracy for engaging long distance targets
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). Weapons deviation is not affected by having optics or iron
sights equipped. Weapons are classified into categories in PR:BF2, often connected to the kits they are used
by:
Assault rifles are usually available in several variants with different sights. Sighting in with magnified optics
has an accuracy advantage but hindered by greatly reduced peripheral vision compared to reflex sights or iron
sights. Kits: All kits that do not use another primary weapon or are unarmed
Underbarrel grenade launchers (UGL) are attached to the underside of assault rifles and 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 28m before they arm or they will not detonate. UGLs can also fire
smoke grenades that are used to obscure the enemy's view. The launcher range can
be set by using a ladder sight attached to the weapon. While aiming down this sight,
the main radio menu (default: Q) can be used to set the range to target distance.
When engaging targets higher or lower than the predefined distances, it is important
to compensate for this. On night maps the grenadier will also have access to flare
rounds. Kits: Grenadier
Side arms are traditionally used by squad leaders of conventional forces as a backup and a sign of authority.
Snipers are also equipped with a side arm 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, Vietnam Grenadier, various Insurgent kits
Shotguns are deadly when used in close quarters. They can also be used to breach locked doors and gates.
Insurgent Civilians can be arrested with buckshot rounds which simulates incapacitating an informant with
rubber buckshots. The British semi-automatic shotgun, the L128A1 can also fire sabot solid slugs which are
effective at long ranges. Some shotguns use breaching slugs which can only be used to breach locked doors. Kits: Rifleman Breacher on conventional forces. Various Insurgent / Hamas / Taliban / Militia kits