I've been working on this project for the last 2 months. The primary objective is to host a Survival Games Event that is both fun and challenging.
The concept is quite similar to the movie "Hunger Games" and has already been used in a DAYZ event. This event will work as a small tournament where the players will be teamed up in groups of 2 or 3 and will spawn unarmed. Their priority is to survive and for that they will need to search for pickup kits that are spread through the map.
Most of the main required features have been done and I will be hosting some test sessions to check gameplay of the new versions.
While the events are being being hosted, I will continue improving and adding new features and that is where I will need some help. If everything goes well with the events, the secondary objective of the project is to further develop it into a PR-Zombies minimod, keeping the features used in the SGE event and adding some more specific to how the zombies are introduced into the survival games.
For that to be a reality, I will need someone to help with tweaking/recreating a few weapons and skins. That means someone to code, texture and animate some of the content.
Here's some WIP reskins for the Civilian Players:

Here's the Admin's player skin:

A very early WIP of the "Zombies Mike & Greg":


Spawn Screen - Choose your character ( notice the absent map )

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EDIT: After 3 Successful Survival Games Events we are now developing PR:Z. Here's the concept plan:
The PR:Z game-play is defined by surviving against zombies but also against other survivors. However we do not want this to be a Player vs Player only type of game so we will be adding specific rules to prevent it from having the same fate as all the Day-Z mods had.
These rules are still being defined but have the primary objective of balancing the "humanity" of the players with the possible elimination of some of the survivors. This means that if you play alone and focus only on hunting down other survivors or kill too many survivors, you will be punished unless if you have balanced it out with teamwork and cooperation. That is after all what PR is all about.
Every player joins as an unarmed survivor which will have to find gear and weapons in order to survive. Kits spawn all over the map in random quantities and at random times. An individual survivor will not be able to join a "squad". That is an advantage that will be given to those who reach a certain value of positive teamwork points by cooperating with other survivors using local mumble. Such players will then be able to group up and use squad mumble, markers and the ability to talk to other groups either for cooperation or possible negotiations. This will be easier if you already join with a group of friends to play with as I'm sure it will be difficult to find someone to team-up with in game due to constant mistrust.
In the same sense, if you reach a certain value of negative teamwork points (killing other survivors), you will eventually be punished by a team-switch to the zombies team after dieing (-1 Point or more) or instant team-switch (-X Points). This means that the only way to play is by cooperating with someone else in order to get positive values which will then be reduced every time you "TK", and in there lies the balance.
If a survivor gets killed by a zombie (or suicides), he will still be team-switched, so a player only gets a second life as a survivor if he gets killed by another survivor while maintaining a neutral or positive teamwork value. You are able to return to the survivors team after killing at least two survivors as a zombie. However, zombies that have a negative teamwork value will have to kill a bigger number of survivors to get a team-switch.
We are trying to make the zombie game-play as fun as possible to guaranty that players do stay on the server even if they get team-switched. Not just by adding an objective/reward but also by trying to make sure that there is constant action. This is ensured by a controlled relocation and respawn of the zombies based on the location of the survivors on the whole map.
We will also probably use the civilian ROE system to prevent unarmed survivors getting killed too much, which will require some close attention and possible role-playing.
The plan is to have 4 different "game-modes":
- Survival: Equal to the SGE game-play but with a few changes in ROE and Scavenger Requirements
- Rivalry: Based on the CNC gamemode, it will be a fight between two groups of survivors trying to establish bases in the most secure or resourceful locations of the map.
- Last Stand: Assault and Secure a important location which you will have to keep for as long as you can. Support Squads will be needed for outside defensive perimeters and support roles such as scavenger and resupply.
- Quest: A journey across the map from point A to point B with a few detours to find loot in order to increase the chances of survival.

- Credits: Zombie Render made by R-CON Lordas | Original Quote Poster made by deviantArt artist Romancer | Composition made by Onil
Here's the current change log for this project:
----------SGE/PR:Z changelog from v0.01 to v0.50:
- BF2 Code/Localization:
- Removed teamkill messages - tweaked by Onil
- Removed "check fire!!" friendly fire messages - tweaked by Onil
- Minimap removed completely - coded by Hjid
- Nametags removed - coded by Hjid
- Removed flag capturing messages - tweaked by Onil
- Map overlay - coded by Hjid
- Python Code:
- Spawn-point selecting script - coded by Hjid
- Random spawner for pickup kits & vehicles using python script - coded by Hjid & tweaked by Onil
- Map specific settings for random spawner - coded by Hjid
- Kills logging & announcing script - coded & regularly improved by Hjid
- Announcer for random spawner with spawn count - coded by Hjid
- Broken version option for random spawner - coded by Hjid
- Logger for kit pickup - coded by Hjid
- Flag capturing script to enable/disable zombie spawns/zones - coded by Mats
- Teamswitcher script for survivors killed by zombies, suicides and humanity settings - coded by Mats
- Instant Death on admin kit spawn (for non admins) or any kit pickup (by zombies) - coded by Mats
- Black Screen on admin or zombie kit pickup (by survivors) - coded by Mats
- Humanity Scoring System - coded by Mats
- Other Code:
- Survival Games Control Panel - made by Hawker
- PR:Z Installer/Uninstaller/Updater/Control Panel - made by UTurista
- Map audits:
* Ramiel (SGE):
- Improved sky on Ramiel (by Onil) and light/color settings - tweaked by Vapoman
- Ramiel Statics adjustments and map DOD's - made by Onil & Vapoman
- Ramiel loading screens and overview info - made by Onil
- Random spawner for pickup kits using AASv4 system - coded by Onil
- Around 250+ pickup kits placed on Ramiel Survival Games - added by Onil
- Around 50 vehicle spawn locations added on Ramiel Survival Games - added by Onil
- Spawnscreen with unarmed kits only - tweaked by Onil
- One map spawnpoint only for Ramiel Survival Games - tweaked by Onil
- Multiple random player spawnpoints update for Ramiel Survival Games - added by Onil
- Multiple random zombie spawnpoints added on Ramiel Survival Games - added by Zwilling & tweaked by Onil
* Dovre (PR:Z):
- Around 370+ pickup kits placed on Dovre Survival Games - added by Onil
- Around 100+ random zombie spawnpoints added on Dovre Survival Games - added by Onil
- 15 survivor random spawnpoints added on Dovre Survival Games - added by Onil
- 90+ destroyable street signs - removed by Onil
- 35 houses changed to wrecks on Dovre Survival Games - added by Onil
- Dovre Radar Station Security Cameras - concept & created by Zwilling
- Dovre Statics adjustments - made/added by Rabbit & Onil
- Easter Eggs - Around 20 vehicles and 20+ Kits (2 vehicles & 3 kits per round) - Added by Onil
- Dovre Std loading screens and overview info - made by Onil (Zombie rendering by Lordas)
- Dovre Player Map for the Overlay - made by Onil
- Soldiers:
- Civilian player skins - made by Onil (some clothes by Spush)
- Zombie player skins - made by Onil
- Admin custom skin - tweaked by Onil
- Wounded downtime changed from 5 minutes to 30 minutes - tweaked by Onil
- Player Bodies stay for 30 minutes, Zombie Bodies stay for 5 minutes - tweaked by Onil
- WIP Zombie Sprint/Stamina & Armor settings - created by Zwilling & tweaked by Onil
- Death sounds pitch levels changed - tweaked by Zwilling
- Blood Effects darker - tweaked by Zwilling
- Weapons & Kits:
- Custom pickup kits - made by Onil
- All weapons ported/tweaked by Zwilling
- More weapons ported/tweaked by Zwilling (after 1.0)
- Weapon dropkit geometry - made/tweaked by Onil & Dodek - remade by Cassio after 1.0
- Weapon selection icons - made by Onil
- Civilian icon for all kits and no icon for all vehicles - tweaked by Onil & Zwilling
- Reduced ammo on all weapons / Slightly increased for Zombie version - tweaked by Onil
- Broken Enfield, SKS and Norinco - created by Zwilling
- Crossbow weapon - coded by Zwilling (using Lt. Nomad's meshes and EnemySniper's animations, tweaked by Heureux)
- Grab item tool - coded by Zwilling & animated by Heureux (concept by Onil)
- Admin PR-BOT deployer - coded by Zwilling & Hjid (concept by Onil)
- Patches Kit deployer - coded by Zwilling (concept by Onil)
- Zombie weapons - created & tweaked by Zwilling & Onil
- Kits stay alive for 1 hour instead of 5 minutes - tweaked by Onil
- Vehicles:
- Zastava Van textures - tweaked by Altfuture & Onil
- Civilian vehicles unlocked for both teams (locked again for Zombie version) - tweaked by Onil & Zwilling
- Civilian car & Zastava with reduced seats - tweaked by Zwilling
- Civilian broken cars - tweaked by Zwilling
- Gary with added seats - coded by Zwilling
- Technicals with different seats and added objects - coded by Zwilling
- CB500 bike texture - tweaked by Onil
- German/Canadian G-Wagon texture - tweaked by Onil
- French Renault Support truck texture - tweaked by Onil
- VW Beetle from BGF (Permission from Aserafimov) - ported/tweaked by Zwilling & Onil
- Scout MK III Ultralight Plane - created by CliveWil & ported/tweaked by Zwilling & Onil
- Dinghy Row Boat from BF Pirates 2 (Permission from Afterdune) - ported/tweaked by Zwilling
- Bronco Jeep, Mack Truck and Street Van from IS Nitro (Permission from Cassio & Jaz) - ported/tweaked by Zwilling & textures by Onil & Jaz
- Statics:
- Tent from BF Pirates 2 (Permission from Afterdune) - ported by Zwilling
P.S: Sorry if I forgot something or someone, it's hard to keep track
Project Team:
- Project Lead: Onil - Project Managing, Concepts, Coding, Custom Textures/Icons, Map Audits
- Python Coder: Hjid - Coding and Debugging (Pure Awesomeness!!)
- BF2 Coder: [R-CON]M42 Zwilling - Weapon & Vehicle Coding (Great Dedication!!)
- BF2/Python Coder: Mats391 Coding all sorts of crazy ideas (Recent Re-enforcement
- Mapper: [ODG]Rabbit - Map Tweaks (PR:Z - Always available to help
Project Contributors:
- Animator: Pvt.LHeureux - 1p Animations (SGE 1)
- Exporter: dodek96_pl - Bundledmesh Exporting (SGE 1)
- Exporter: Cassio - Bundledmesh Exporting (PR:Z)
- Coder: Hawker - Control Panel (SGE 1)
- Coder: UTurista - Installer/Updater/ControlPanel (PR:Z)
- Video: [R-CON]Lordas - Trailer and 3d Renders (PR:Z)
- Texture: Jaz - IS Nitro Vehicle Re-Texturing (PR:Z)
Extra Credits:
- Lt. Nomad (BFSP Forum) - Crossbow & Arrow Meshes
- EnemySniper (BFSP Forum) - Crossbow Animations
- [R-DEV]Spush - Clothes Textures
- CliveWil - Scout MK III & Mosquito Vehicles
- Cassio & JazzDevil - IS Nitro Vehicles
Special Thanks:
[3dAC]Blip2 - Server Hosting (SGE & PR:Z)
[R-CON]Rodrigoma - Map Tweaks (SGE 1)
[R-DEV]Vapoman - Map Tweaks (SGE 1)
[R-DEV]BloodyDeed - Debugging/Code Advisor & Server Hosting (SGE 1)
[R-DEV]Afterdune - Debugging/Code Advisor (SGE & PR:Z)
[R-DEV]AFSoccer - AASv4 Advisor (SGE 1)
If you would be interested in helping out, please send me a PM. We are in need of another mapper for the audits, another python coder, a modeller and a 3p animator.
The Survival Games Events will be not just for the fun of it but also to test some gameplay aspects to see if such a concept would work well when further developed for a PR-Z minimod.
We are working hard on completing the requirements for the SG Event aswell as trying out new things in the hopes of adding some unique features. Once everything is ready for the SG Event, we will not only organize it and perhaps improve it but also consider developing PR-Z. For that to happen, we will need some help from not only the modders to do the work but also the community to show their interest and support on this project.
I would like to ask you to post here if you would like to see PR-Z being developed and perhaps even make some suggestions of your own on things you would like it to have.
EDIT: The first Survival Games Event was successful, we are working on improving the minimod for the next events. You can see some videos of it in this thread and on the events thread: https://www.realitymod.com/forum/f376-pr-event-news/117591-survival-games-event-new-post.html. Enjoy!















