PR:BF2 v1.3 Manual

Project Reality announcements and development highlights.
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: PR:BF2 v1.3 Manual

Post by PLODDITHANLEY »

1. But I have the impression is 'that on joining a server you will not see mine markers placed prior to your arrival'.

2. Has deployed AT gone up from 2 to 3, I thought it was only 2, or am I behind the times.

Good work Mineral esp with 1.3 and squad might be getting lots of new players - needed to be done. :15_cheers

PS In one of your responses here there is another threw so we want 100 lines of through ....

PPS oh 6 years on this forum.
RockerAgent47
Posts: 15
Joined: 2015-02-07 00:35

Re: PR:BF2 v1.3 Manual

Post by RockerAgent47 »

OMG dev love you for free game this time :D i was not able to play on few server PR 1.2 :D ... Thankxx so much for Free game this time :P :D DDDD
XSHADOWGX
Posts: 25
Joined: 2007-05-06 23:18

Re: PR:BF2 v1.3 Manual

Post by XSHADOWGX »

[R-DEV]AncientMan wrote:It's new in 1.3

WHAT ARE YOU GUYS talking about I just read the manual twice and I don't see what arrow you guys are talking about. To see the information of what assets???

Anyway, Great job guys once again!!!!!!!!! :)
mars-army47
Posts: 35
Joined: 2014-08-02 13:49

Re: PR:BF2 v1.3 Manual

Post by mars-army47 »

counting secs till 1.3 but please tell me these will be included Image
Torsman
Posts: 7
Joined: 2015-03-11 02:03

Re: PR:BF2 v1.3 Manual

Post by Torsman »

XSHADOWGX wrote:WHAT ARE YOU GUYS talking about I just read the manual twice and I don't see what arrow you guys are talking about. To see the information of what assets???

Anyway, Great job guys once again!!!!!!!!! :)
It's in there! I looked for it too, and had trouble spotting it at first try.

I'll spare you the hassle, Page 15 in the PDF manual, bottom picture.
dillyboy
Posts: 27
Joined: 2014-03-07 05:07

Re: PR:BF2 v1.3 Manual

Post by dillyboy »

mars-army47 wrote:counting secs till 1.3 but please tell me these will be included Image
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Come visit our community discord
and also our facebook group


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Zemciugas
Posts: 2116
Joined: 2010-04-05 15:13

Re: PR:BF2 v1.3 Manual

Post by Zemciugas »

Page 40, ground is visible below the bmp's.
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Strategos
Posts: 65
Joined: 2015-05-23 07:57

Re: PR:BF2 v1.3 Manual

Post by Strategos »

mars-army47 wrote:counting secs till 1.3 but please tell me these will be included
No, these will come at a later release according to the devs. 1.3 is mainly a bugfix/polishing release that lays the groundwork for all the awesome stuff to come.
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dillyboy
Posts: 27
Joined: 2014-03-07 05:07

Re: PR:BF2 v1.3 Manual

Post by dillyboy »

Strategos wrote:No, these will come at a later release according to the devs. 1.3 is mainly a bugfix/polishing release that lays the groundwork for all the awesome stuff to come.
yea that's actually true, i think ships or frigates will be feauterd in the Falklands as it, according to the devs, would be updated further in 1.4
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Come visit our community discord
and also our facebook group


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Roque_THE_GAMER
Posts: 520
Joined: 2012-12-10 18:10

Re: PR:BF2 v1.3 Manual

Post by Roque_THE_GAMER »

"A civilian will also be punished if he dies within 5m horizontally and 1.5m vertically of armed insurgents."

does it have a time limit to? if i run away from a armed insurgent and face a blueflor and shoot me there will be a time that i need to keep far from a ally?
[align=center]Sorry i cant into English...
[/align]
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Mineral
Retired PR Developer
Posts: 8533
Joined: 2012-01-02 12:37
Location: Belgium

Re: PR:BF2 v1.3 Manual

Post by Mineral »

Roque_THE_GAMER wrote:"A civilian will also be punished if he dies within 5m horizontally and 1.5m vertically of armed insurgents."

does it have a time limit to? if i run away from a armed insurgent and face a blueflor and shoot me there will be a time that i need to keep far from a ally?
no, it's instant I believe.


First community translations have been completed today! Thanks to all who helped.

Spanish: https://dl.dropboxusercontent.com/u/646 ... ual_es.pdf
French:https://dl.dropboxusercontent.com/u/646 ... ual_fr.pdf

These are now up for community review, so I look to all those Spanish and French speaking out there to proof read these manuals and report any bugs you see :) For the next 2 weeks these will remain in review status after which the final version will be uploaded and won't be changed again until the next PR update!

Report any errors here :
https://www.realitymod.com/forum/f10-pr ... ators.html

Soon these versions will also be available threw the normal PR manual btw, I just need to wait for another DEV to wake up for that :)
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[OFCRA]Belmont
Posts: 2
Joined: 2015-05-31 07:45

Re: PR:BF2 v1.3 Manual

Post by [OFCRA]Belmont »

Very useful read,
Thank you
gerardusnl0
Posts: 57
Joined: 2014-12-27 00:58

Re: PR:BF2 v1.3 Manual

Post by gerardusnl0 »

it says print screen to take pictures, which i know, but they used to be saved in my documents.
i took lots of screenshots in 1.3 but somehow i can't find them, not in the root ( c: project reality) and not in the project reality folder in my documents.

WHERE ARE THE SCREENSHOTS?!??!?!?!!!
:) great work on 1.3 i'm loving it
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Mineral
Retired PR Developer
Posts: 8533
Joined: 2012-01-02 12:37
Location: Belgium

Re: PR:BF2 v1.3 Manual

Post by Mineral »

/my documents/projectreality/ I believe
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gerardusnl0
Posts: 57
Joined: 2014-12-27 00:58

Re: PR:BF2 v1.3 Manual

Post by gerardusnl0 »

'[R-DEV wrote:Mineral;2074824']/my documents/projectreality/ I believe
nope :P

did you guys... forget to allocate a folder for screenshots...
FluffyThumper
Posts: 121
Joined: 2015-01-26 22:41

Re: PR:BF2 v1.3 Manual

Post by FluffyThumper »

gerardusnl0 wrote:nope :P

did you guys... forget to allocate a folder for screenshots...
Image
It's right there for me.
[img]http://i.imgur.com/iMxqujb.png[/img]
gerardusnl0
Posts: 57
Joined: 2014-12-27 00:58

Re: PR:BF2 v1.3 Manual

Post by gerardusnl0 »

FluffyThumper wrote:Image
It's right there for me.
that's wierd i don't have that ( Gyazo - f71b21601ac2a9dc011ea7402ea0f81d.png ) something must've gone wrong in the install
Heskey
Posts: 1509
Joined: 2007-02-18 03:30

Re: PR:BF2 v1.3 Manual

Post by Heskey »

[R-DEV]Mineral wrote:mines - true. Never noticed this. Added for next version. You should do a mythbusters episode on all of that though. All that I know is 3 markers at a time. And mine stays as long as game is there.
Well, I finally got around to mythbusting this, and here are my findings. This test was carried out on a locally hosted Coop server, but I can't see why there would be different rules regarding the Engineer kit on Coop as opposed to AAS/INS:

Pressing 'Q' whilst holding a land-mine will allow the Engineer to place three red skull & crossbones icons on the map indicating mines "in that general area". There is no cool-down on this marker, and 3 can be placed one after another - a fourth marker will replace the first, etc. The game will block your commo rose for 30 seconds if you spam this though.

The Engineer can place up to thirty (30) land-mines simultaneously. The 31st mine will despawn the 1st, the 32nd will despawn the 2nd etc:

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The round ended after about 30 minutes due to bots, but none of the mines de-spawned in that time. It can be assumed that the mines do not despawn so long as the engineer is alive.

So what about being alive? Do the mines remain in the game world if the engineer dies? Yes, but only if the Engineer kit that placed them survives.

Unfortunately, it seems to be the case that the land-mines are intrinsically linked to the Engineer kit, and so if that engineer kit despawns for whatever reason, any mines placed by that kit will vanish.

Given that it took the best part of 20 minutes at the resupply depot, with nearby supply crates, to place all 30 mines - I would say that it is very ineffective to hope to place any more than 2-3 strategic land-mines, provided you can keep the kit in the game-world; which is quite hard to do with no optics.

Is it possible to unlink the mines to the engineer kit, so that they remain in the map until destroyed, removed, or the round ends? Perhaps make them a 'structure', that only the Engineer kit can build if a small supply crate is nearby? Limited in number, of course.

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Elektro
Posts: 1824
Joined: 2009-01-05 14:53

Re: PR:BF2 v1.3 Manual

Post by Elektro »

Any chance we can add a Manual button on top of the site next to donate?

Came in really handy today. We needed a close support bridge on Dragon Fly to allow our armor to get into the city. Turns out the supply truck needs to have both supply crates still in, before you can place a CBS. You never stop learning in PR.
J.Brawn
Posts: 29
Joined: 2009-12-21 07:51

Re: PR:BF2 v1.3 Manual

Post by J.Brawn »

Thaaaaanks :)
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