How to activate kits&mortars....

Suggestions and feedback pertaining to Project Reality Single Player.
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TufenHuden
Posts: 72
Joined: 2012-07-03 20:52

How to activate kits&mortars....

Post by TufenHuden »

For the last week I've been playing single player w/ bots.

I've tried to find kits to operate armor and there are certain things on
the map or base that shows a kit and are blacken out for no access.

Other things is finding mortatrs and how to activate or use.

I've also tried kit being officer and tried selecting the laser/bino's
to paint target and nothing activating.

Otherwise I love this game.

I know PR is realistic but could you make a version that is more
BF-2 original so I can try out the differnt armor-IDF-Markiva,Challengers-II,
M-1a2 w/ tusk armor.
Porbly more the POE mod and no need for kits to operate stuff.

I also notice there should be more advaced AT stuff Javelins etc.

Otherwise this one greatest mods ever done and wish it was mainstream
treaked for purchased.

This would take off more if more BF-2 orginal easy.

Also RPK's w/ drums-M-240 gunners w/ optics etc.

With respect and love this game......
John
Steeps
Posts: 1994
Joined: 2011-08-15 15:58

Post by Steeps »

Well... first off. I highly recommend you read the PR guide, sorry I can't provide a link right now. It will explain pretty much all of the questions you asked.

Now about the "easy mode" changes you are looking for, that isn't the point of this mod, it is called Project Reality for a reason. The developers aimed for something that makes the game difficult, if they wanted it more BF2 style, the mod would lose all purpose and meaning.


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Obiwan120
Posts: 30
Joined: 2012-01-16 22:01

Re: How to activate kits&mortars....

Post by Obiwan120 »

Here's the manual link, you should read it. It's definitely helpful for a new player.

For the last week I've been playing single player w/ bots.
You should try multiplayer, it's a blast and you can do so much more with a squad and a team by your side.
I've tried to find kits to operate armor and there are certain things on
the map or base that shows a kit and are blacken out for no access.
You require the "CREWMAN" kit to gun or drive vehicles such as tanks, IFV's, APC's, AAV's, and large vehicles of the sort. Two people are usually required use such vehicles and I'm not sure how the AI operates so I'm not sure whether the AI would shoot or gun for you.
Other things is finding mortatrs and how to activate or use.
Mortars are deployable objects. They can be deployed by a squad leader if he has enough supply crates and the prerequisite Firebase. Once again, attempting to do this yourself in single-player is generally useless. Mortars is one of those things where you require a squad of people to operate.
I've also tried kit being officer and tried selecting the laser/bino's
to paint target and nothing activating.
The SOFLAM/GTLD/Binoculars are used to designate an area for a mortar fire mission or a specific spot for Close Air Support (CAS) elements to hit. One does not simply laze a point on the map and expect something to happen if there is no CAS or mortar team. Like I said, many things in PR are just not feasible in single-player. These parts of gameplay require a team and cannot be done in single-player with the AI. I'll say it again ,but I STRONGLY recommend you try out the multiplayer aspect of Project Reality. Many players are willing to help out with any questions you have about the game.
I know PR is realistic but could you make a version that is more
BF-2 original so I can try out the differnt armor-IDF-Markiva,Challengers-II,
M-1a2 w/ tusk armor.
Porbly more the POE mod and no need for kits to operate stuff.

I also notice there should be more advaced AT stuff Javelins etc.

Otherwise this one greatest mods ever done and wish it was mainstream
treaked for purchased.

This would take off more if more BF-2 orginal easy.

Also RPK's w/ drums-M-240 gunners w/ optics etc.
Unfortunately, no. The Project Reality team has a group of intelligent military advisers to help them with factions, vehicles, weapons, etc. I'm not trying to hurt your feelings or anything like that, but personally some of these suggestions are pretty erm.. bad. :neutral:

Anyways if you want to try something out, like heavy vehicles there's always multiplayer. The community is generally descent and they'll help you learn the ropes about PR. And don't be afraid to ask questions if you don't know how to use something or what it means! I bet most of them will help you out. See you on the battlefield mate. :grin:
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TufenHuden
Posts: 72
Joined: 2012-07-03 20:52

Re: How to activate kits&mortars....

Post by TufenHuden »

Well I'm saying you've talked Military Advisers.

But some of my ideas are not bad-M-240's are used
by USMC/Brit's/Canada HMG w/ optics.
Because I've talk Marines today on what id used.

RPK's-47/74-RPG's w/ optic sites.
CG-84-used by Canada/US-Army.

I myself I'm ex-Marine so I've served 1st Gulf war and
have trained from the M-60/M-240 or back then FN-mag
with PMO-10th Gurkha rifles-I was very Fortunate to
get to train with them and got to shoot SA-80/FN-mag/
FN-too bad they're disbanded-really Good Grunts.

Just stating my experience-with respect.

Also MK-19's on Humvees/able to aim in w/crew
serv on vehicles-50's/dishka's/240's/saw's-anyone
who behind those weapons would like to be accurate,
not inaccurate......

60mm mortars USMC still use-m-224......

Also on the single player-the bot's didn't require a kit-
some just took off in a helo and APC.....
I just want to practice with the Tank's/APC's so
I'm good in multi-player-but 1-player is fun too if
you set the settings to bots 90% difficulty.

Just some things.
Great mod/Great job/just would like to see 2-PR's.

1-PR/1-PR that's easy.

With Respect......
SShadowFox
Posts: 1123
Joined: 2012-01-25 21:35

Re: How to activate kits&mortars....

Post by SShadowFox »

Go to:

pr/python/game/realityconfig_local.py

go down in the COOP config and search for kit requirement something like this, it will probably be on '1' if yes change to '0' to turn it false then won't will have any kits requirement and you can use a vehicle without any problem, with any kit, if that don't work search on the forums or ask a DEV.
mmiicc
Posts: 11
Joined: 2011-11-22 18:09

Re: How to activate kits&mortars....

Post by mmiicc »

SShadowFox wrote:Go to:

pr/python/game/realityconfig_local.py

go down in the COOP config and search for kit requirement something like this, it will probably be on '1' if yes change to '0' to turn it false then won't will have any kits requirement and you can use a vehicle without any problem, with any kit, if that don't work search on the forums or ask a DEV.
You're talking about C['VEHICLES_REQUIREMENTS'] = 0 ?

Plus there's C['KIT_FACTION_LOCKED'] = 0 so you can pick up enemy AKs, then there's C['KIT_REQUEST_INTERVAL'] = 1 so you can become a one man army around a friendly APC or supply box and things like C['ASSET_MAX_OUTPOSTS'] = 100 so you can pepper every roof top with spawn points and C['ASSET_MAX_STATIC_DEFENSES'] = 100 and all the asset settings...just add a few zeroes so you can put 50 tow launchers and 50 mortar pits all over the map and tons of fox holes to block off bot paths...they get all stuck and hung up on defences so you can slaughter them with mortar fire. The whole file is a treasure trove for drunken lan parties.
Steeps
Posts: 1994
Joined: 2011-08-15 15:58

Post by Steeps »

Can't you just use the rcon commands in singleplayer?


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Moszeusz6Pl
Retired PR Developer
Posts: 939
Joined: 2010-06-24 13:41

Re: How to activate kits&mortars....

Post by Moszeusz6Pl »

Rcon commands aren't working in co-op, only on multi.

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VapoMan
Retired PR Developer
Posts: 1139
Joined: 2009-05-29 07:11

Re: How to activate kits&mortars....

Post by VapoMan »

Do the very first step on the rcon commands tutorial but instead of editing the realityconfig_local.py edit the realityconfig_coop.py
1. Check your realityconfig_local.py, in Battlefield 2/mods/pr/python/game and make sure the line C['PRDEBUG_ALL'] = 1 has a 1, which will enable debug mode on your local server.
So just open it up in notepad, press control F to search, look for debug, and then change the 0 to a 1 like so:

Code: Select all

C['PRDEBUG_ALL'] = 0
to

Code: Select all

C['PRDEBUG_ALL'] = 1
https://www.realitymod.com/forum/f189-m ... mands.html

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sweedensniiperr
Posts: 2784
Joined: 2009-09-18 10:27

Re: How to activate kits&mortars....

Post by sweedensniiperr »

you should include that in your rcon guide vapo
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