From f0ed1bec6376cea1f64ea352dfd2730f9e55f782 Mon Sep 17 00:00:00 2001 From: abdullah khawahir Date: Tue, 5 Mar 2024 12:18:23 +0300 Subject: [PATCH 01/15] adding ar dircotry --- ar/README.md | 31 +++ ar/commander.md | 65 ++++++ ar/game_modes.md | 81 +++++++ ar/help_manual.md | 274 +++++++++++++++++++++++ ar/kits.md | 185 ++++++++++++++++ ar/operating_vehicles.md | 138 ++++++++++++ ar/set-up.md | 242 ++++++++++++++++++++ ar/styles/website.css | 41 ++++ ar/summary.md | 19 ++ ar/the_basics.md | 424 ++++++++++++++++++++++++++++++++++++ ar/the_civilian.md | 59 +++++ ar/the_squad_leader.md | 209 ++++++++++++++++++ ar/weapons_and_equipment.md | 126 +++++++++++ 13 files changed, 1894 insertions(+) create mode 100644 ar/README.md create mode 100644 ar/commander.md create mode 100644 ar/game_modes.md create mode 100644 ar/help_manual.md create mode 100644 ar/kits.md create mode 100644 ar/operating_vehicles.md create mode 100644 ar/set-up.md create mode 100644 ar/styles/website.css create mode 100644 ar/summary.md create mode 100644 ar/the_basics.md create mode 100644 ar/the_civilian.md create mode 100644 ar/the_squad_leader.md create mode 100644 ar/weapons_and_equipment.md diff --git a/ar/README.md b/ar/README.md new file mode 100644 index 0000000..ccf4868 --- /dev/null +++ b/ar/README.md @@ -0,0 +1,31 @@ +> Project Reality: BF2 has been in development by countless developers over a period of more than 15 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. +> +> _The PR-Team_ + +## Introduction + +This introduction will give a brief overview into what you can expect when you begin playing the Project Reality modification for Battlefield 2. This modification has a level of complexity and teamwork that you won’t find in 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](https://www.realitymod.com/forum/forumdisplay.php?f=27). Again, welcome to PR and a totally new gaming experience! + +## Changelog +The changelog for this manual is as follows: + +### 2023-09-18 +- Updated Kit drop procedure + +### 2023-06-24 +- Small updates and fixes to content and styling +- Fixed Honkit related issues + +### 2022-01-22 +- Added contributing page +- Updated content for new theme \ No newline at end of file diff --git a/ar/commander.md b/ar/commander.md new file mode 100644 index 0000000..eb3cfc7 --- /dev/null +++ b/ar/commander.md @@ -0,0 +1,65 @@ +# The Commander + +## _Leading the Troops_ {#leading-the-troops} + +The primary task of the commander is to **coordinate** the team and to give guidance and direction to those operating under his command. His role is to monitor situations and engagements and the overall scope to the battlefield to effectively determine a strategy. He can also grant or deny requests sent by Squad Leaders. These include contact reports and area attacks. + +**Transmit directly to a specific Squad Leader** the commander can use the **Direct Squad Radio Net** using the keyboard numpad digits 1 - 9 by holding down the squad number on the numpad. + +The Commander can **confirm or deny request of area attack**. If a Squad Leader calls in a request for artillery, the commander can right click the icon and accept or deny it. After which the order will be confirmed to the team. The area-attack is available every 30 minutes. For insurgents and their similar mortar strike it is usually 20 minutes between possible strikes. To see when artillery/mortars are available again you can look at the top left in the commander window and see the bar with “**AREA ATTACK**” in it. + +To keep the team cohesive it is the commander’s sole focus to **deliver orders** to each squad. He can alternatively assist team members by keeping them well informed of situations outside their area of operations \(AO\) confirming intelligence on the map using a variety of markers by right clicking the map: + +* **Commands** + * **Destroy**: Remove friendly FOBs. + * **Remove Marker:** Remove unwanted friendly markers from the map. + * **UAV:** Deploy reconnaissance drone at the position. + * **Waypoint:** Place a waypoint marker. You can place up to 7 of them. Each one is identified with a letter. These do not disappear. + * **Request Mortars:** Request the mortar crew to bring mortar fire to this position. + * **Target laze:** This spawns a lazer object on the position it was placed. This can be used by CAS to attack certain locations. + +{% figure "../assets/commands.png" %} +Possible commands, squad orders and icons commander can use. +{% endfigure %} + +* **Squad Orders** + * Same markers are available to Squad Leaders. When you select a squad in the left menu you can order them. If they accept \(**PAGE UP**\) it will replace thats squad’s marker. **** + +{% figure "../assets/build.png", "../assets/observe.png", "../assets/defendmarker.png", "../assets/demolish.png", "../assets/move.png" %} +The build, observe, defend, demolish and move markers, respectively. +{% endfigure %} + +* **Infantry \| Vehicles \| Emplacements \| Misc.** + * Various markers that can be placed to mark enemy infantry, assets and deployed assets. + +Markers cannot be placed all the time. At the top left there is a bar showing “**MARKER**” how you long it takes until the next marker can be placed. + +If the Squad Leaders believe the Commander is not efficient in his duties, then they have the option to start a **mutiny**. If it succeeds, a new player can take this position. + +The **Commander Rally Point** can be used by the entire team. To establish this RP the Commander needs at least 6 players near him \(one of them must be a squad leader\) to place the RP. This RP is not available in the skirmish mode and at least 12 players must be on the commander's team. The RP will stay active as long as the commander is within 100m radius of the rally point. All other rules described in the Squad Leader chapter about rally points also apply for the commander rally point. + +## _UAV_ {#uav} + +The Commander of conventional forces and the militia are able to control an **Unmanned Aerial Vehicle \(UAV\)** from his team's command post or armored command vehicle \(ACV\). The UAV in PR:BF2 does not reveal enemy positions automatically but gives the commander the means to observe the battlefield visually from a bird’s eye point of view. The commander can control the UAV's camera while it cruises at a constant altitude. + +The UAV is launched by placing the UAV marker on the command map. This can be done by pressing the UAV icon on the top left of the commander screen or by right clicking on the map and placing the UAV icon. Then to operate it you have to enter the ACV vehicle at the main-base of your team. + +{% figure "../assets/acvv.png" %} +Armored Command Vehicle. +{% endfigure %} + +**The UAV won’t be up forever.** The UAV loses 0.2% fuel/sec while travelling, 0.1% fuel/sec while operating and refuels at 0.2%fuel/sec at base. You can monitor the fuel by watching the “FUEL” bar on the top left of the commander screen. + +The UAV can be sent back to base at any point to **refuel**. Returning to base does not consume any fuel. You can do this by right clicking the UAV icon on the top left side of the commander screen. + +The time it takes to deploy the UAV depends on the travel distance. It travels at 50 m/s. + +The UAV takes 45 seconds to start/land. + +**The UAV camera** has three levels of magnification with thermal vision capabilities. The Militia’s UAV only offers two zoom levels with no thermal vision. + +The UAV can be relocated instantly by assigning it a new position on the map. The UAV only operates on 2km and 4km maps due to it being too powerful for small maps. + +{% figure "../assets/uav.png" %} +The commander’s UAV Camera. +{% endfigure %} \ No newline at end of file diff --git a/ar/game_modes.md b/ar/game_modes.md new file mode 100644 index 0000000..931f6b6 --- /dev/null +++ b/ar/game_modes.md @@ -0,0 +1,81 @@ +# Game Modes + +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 60 maps with over 400 different layers. You can find all maps and their specific map information on [http://www.realitymod.com/mapgallery/](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 and light armed vehicles, with a focus on infantry fighting. +* **Alternative \(32\):** This is the alternative layer which features a big or small difference from standard. +* **Standard \(64\):** This layer usually involves the entire map and all assets, as applicable to the map. This is the standard layer that can be played at all times. +* **Large \(128\):** This layer is designed for longer 2 hour rounds and usually contains all of the assets from the standard layer with small variations and higher ticket counts. + +## _Advance and Secure \(AAS\)_ {#advance-and-secure} + +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 the enemy manages to capture a flag with a blue marker - usually reserved for the final flag near your main base – your team will start to bleed tickets at either a set or increasing rate of depletion. In contrast to regular Battlefield 2, the ticket bleed penalty is much harsher, and it is absolutely required to retake the flag. The bleed stops once your team manages to control the flag to the extend of the capture procedure starting for your team. Finally, a red marker next to a CP indicates an enemy flag which causes the enemy to bleed. + +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. 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. + +If the attacking team doesn't have a 2 to 1 ratio to the defending team on the flag they will start losing the capturing progress. +To view the capture progress you have to be physically present inside the capture radius of a CP as denoted on the map, and press either the key to show the Kit/Squad selection menu\(**Caps Lock**\) or the Map overlay\(**M**\) keys. The capture progress is separated into 4 bars which will fill or deplete depending on the struggle for the CP, so you will not know if you’re outnumbering the enemy until the first bar has diappeared, nor will you be informed of the enemy outnumbering your defensive force and having begun taking the CP; the only way to know is to check manually periodically. The moment a friendly CP has been neutralised(flag icon shows white, the CP belongs to neither team) by the enemy however, an audio warning will inform you and the rest of your team of a CP loss regardless of where you are. When this happens the enemy CP next in the capture chain usually cannot be taken until the lost friendly CP is fully under control. + +The map-markers for AAS are: + +* ![](../assets/defend.png) Defend Marker +* ![](../assets/defend%20bleed.png) Defend Marker \(with ticket bleed\) +* ![](../assets/attack_bleed.png) Attack Marker +* ![](../assets/attack.png)Attack Marker \(with ticket bleed\) + +Vehicle Warfare, Skirmish & COOP use similar map markers for attack and defend. + +## _Vehicle Warfare \(VW\)_ {#vehicle-warfare} + +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. + +## _Skirmish_ {#skirmish} + +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. + +## _Command & Control \(CNC\)_ {#command-and-control} + +This game mode features large freeform battles. There are no capturable CPs, but instead each team must place a single forward operating base \(FOB\) [\(see Deployable Structures\)](the_squad_leader.md#deployable-structures) +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 from the map's borders. Building your team’s FOB closer to the map's center increases 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. + +## _Co-Operative \(COOP\)_ {#co-operative} + +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. + +## _Insurgency \(INS\)_ {#insurgency} + +This mode is very unique in comparison to others within PR. The objective of the coalition forces (also called BluFor) is to find and the weapons caches of the opposing Insurgency faction(Also called RedFor) hidden throughout the map. The amount of caches destroyed required for the coalition forces to win varies on map and layer, most often the Insurgency has a total of 6 caches with 5 needing to be destroyed. The Insurgents win if they can protect at least 2 caches from destruction until the coalition force depletes their final ticket. For coalition forces the ticket loss rules of the AAS game mode apply, the Insurgency on the other hand has no tickets and can respawn infinitely. + +{% figure "../assets/weaponcache.png" %} +A weapon cache. +{% endfigure %} + +The Coalition troops are required to gather intelligence by killing insurgent fighters or capturing insurgent civilians [\(see The Civilian\)](the_civilian.md). +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**. This simulates immobilizing the civilian with a rubber buckshot. The coalition wins if they manage to destroy a certain amount weapons caches before they run out of time or tickets, otherwise the insurgent team wins the game. Insurgent Engineers can also repair damaged caches. The amount of caches is shown on map load and with scrolling messages on the server. + +To reveal the approximate location of insurgent weapons caches while playing Insurgency, intelligence has to be gathered by the coalition forces. The Coalition team needs 50 intelligence points \(IP\) to have the cache reveal itself after 5 minutes. The following list shows the amount of intelligence points gained or lost due to different actions. + +* Insurgent killed: +1 IP \(within 300m\) +* Civilian or insurgent arrested: +10 IP +* Civilian killed \(violating rules of engagement\): -5 IP +* Destroying vehicles with civilian close \(within 50m for the last 60 seconds\) : -50 IP +* Destroying unused civilian vehicles : -5 IP + +Jets, tanks and helicopters can't gain IP through these methods. The approximate location of the first cache is shown about 5 minutes into the round. 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. A team can only have a maximum of 50 and a minimum of -50 IP. + +The map markers for insurgency are: + +* ![](../assets/cache.png) **Known Coalition Weapons Cache:** This icon will be visible on the map of the coalition forces which indicates the cache’s approximate location when sufficient intelligence has been acquired. The marker can be offset up to 75m. +* ![](../assets/unknown%20weapon%20cache.png) **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. The moment the icon is displayed, the cache spawns and can be used by the Insurgency as well as destroyed by the coalition forces. There is a 5 minute grace period however between the cache’s spawn and the location reveal to the coalition forces. +* ![](../assets/unknown%20cache.png) **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 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. + +The caches will only show on the map 30 seconds before round start to avoid exploiting this information beforehand. + diff --git a/ar/help_manual.md b/ar/help_manual.md new file mode 100644 index 0000000..8720f82 --- /dev/null +++ b/ar/help_manual.md @@ -0,0 +1,274 @@ +# Contributing guide +The Project Reality manual is a great document for both new players and old timers coming back. +To make it easier for them we try to make it updated with the latest changes and accessible in as many languages as possible and for this we need your help! + +If you spot any issue, wish to expand the manual more or want to translate to a different language you're welcome to submit an issue and/or create a pull request with the intended changes. + +Our manual uses [Markdown syntax](#syntax), a very easy to learn system, where it basically free text with a few options for formatting. +Additionally, we serve the manual using HonKit, a fork of GitBook. + +## Translating +In order for you to work on your version of the manual, you will need to create your own copy, a Git Fork. +Simply go to our GitHub page and click Fork button in the top right corner. + +This will now create a copy fork of our Manual on your GitHub profile for you to work on. You can also then invite other users to help you by inviting them to the fork repo. + +Once you have your fork installed on your computer, we suggest you copy the 'en' folder and change the name to the 2 letter language code that you are translating into. Then you open this new folder and in each subfolder you will find README.md files. These are the chapters and therefore the files that will need translating. + +{% note %} +The changelog in README.md, is dedicated to each languange, don't translate it. +Instead, simply add an entry and describe what was added/removed/changed/translated. +{% endnote %} + +You will also find the SUMMARY.md which is the page table. This one will also require translation of the titles. Note that there are many links (ex. {#subchapter-name}) in the files. These are used to link to chapters within the document. It's recommended not to change these names so all the links continue to work. Also don't translate and actual folder names. Also don't change any image names. + +Please in the meantime let us know you are working on a translation so we can take a look and potentially help out. + +## Syntax +### Headings +To create a heading, add one to six # symbols before your heading text. The number of # you use will determine the size of the heading. + +```markdown +# This is an

tag +## This is an

tag +###### This is an

tag +``` + +The sidebar, on the right, is automatically filled with the header 2 and 3 present in the page. + +### Paragraphs and Line Breaks {#paragraphs} + +A paragraph is simply one or more consecutive lines of text, separated by one or more blank lines. (A blank line is any line that looks like a blank line — a line containing nothing but spaces or tabs is considered blank.) Normal paragraphs should not be indented with spaces or tabs. + +``` +Here's a line for us to start with. + +This line is separated from the one above by two newlines, so it will be a *separate paragraph*. +``` + +### Emphasis {#emphasis} + +```markdown +*This text will be italic* +_This will also be italic_ + +**This text will be bold** +__This will also be bold__ + +~~This text will be crossed out.~~ + +_You **can** combine them_ +``` + +### Lists {#lists} + +Markdown supports ordered (numbered) and unordered (bulleted) lists. + +##### Unordered + +Unordered lists use asterisks, pluses, and hyphens — interchangably — as list markers: + +```markdown +* Item 1 +* Item 2 + * Item 2a + * Item 2b +``` + +##### Ordered + +Ordered lists use numbers followed by periods: + +```markdown +1. Item 1 +2. Item 2 +3. Item 3 + * Item 3a + * Item 3b +``` + +### Links {#links} + +Markdown supports two style of links: inline and reference. + +A simple link can be created by surrounding the text with square brackets and the link URL with parentheses: + +```markdown +This is [an example](http://example.com/ "Title") inline link with a title. + +[This link](http://example.net/) has no title attribute. +``` + +Links can point to relative paths, anchors or absolute urls. + + +### References + +There is another way to create links which does not interrupt the text flow. The URL and title are defined using a reference name and this reference name is then used in square brackets instead of the link URL: + +```markdown +This is [an example][id] reference-style link. +``` + +Then, anywhere in the document, you define your link label like this, on a line by itself: + +```markdown +[id]: http://example.com/ "Optional Title Here" +``` + +### Images {#images} + +Images can be created in a similar way than links: just use an exclamation mark before the square brackets. The link text will become the alternative text of the image and the link URL specifies the image source: + +```markdown +An image: ![gras](img/image.jpg) +``` + +### Figures + +Figures are, essecially, centered images with a caption. + +``` +{% figure "../path/to/image.jpg" %} +Image's caption +{% endfigure %} +``` + +You can also define multiple images for the same figure. +``` +{% figure "img_1.jpg", "img_2.jpg", "img_3.jpg" %} +Image's caption +{% endfigure %} +``` + + +### Blockquotes {#blockquotes} + +A blockquote is started using the `>` marker followed by an optional space; all following lines that are also started with the blockquote marker belong to the blockquote. You can use any block-level elements inside a blockquote: + +```markdown +As Kanye West said: + +> We're living the future so +> the present is our past. +``` + +### Notes + +Notes are the small highlights that give quick information +Warning: Markdown is not parsed inside this tag. + +``` +{% note %} +This would be a note. +{% endnote %} +``` + + +### Youtube + +If you wish to embed a youtube video, you just need to grab its ID and place it between `()` tags. + +``` +{{ "Custom Youtube's title" | youtube("xxxxxxxxx") }} +``` + + +### Tables {#tables} + +You can create tables by assembling a list of words and dividing them with hyphens `-` (for the first row), and then separating each column with a pipe `|`: + +```markdown +| First Header | Second Header | +| ------------- | ------------- | +| Content Cell | Content Cell | +| Content Cell | Content Cell | +``` + +The pipes on either end of the table are optional. Cells can vary in width and do not need to be perfectly aligned within columns. There must be at least three hyphens in each column of the header row. + +### Code {#code} + +Markdown supports two different code block styles. One uses lines indented with either four spaces or one tab whereas the other uses lines with tilde characters as delimiters – therefore the content does not need to be indented: + +```markdown +This is a sample code block. + + Continued here. + +``` + +##### Fenced code blocks + +You can create fenced code blocks by placing triple backticks ` ``` ` before and after the code block. We recommend placing a blank line before and after code blocks to make the raw formatting easier to read. + + ``` + function test() { + console.log("notice the blank line before this function?"); + } + ``` + +##### Syntax highlighting + +You can add an optional language identifier to enable syntax highlighting in your fenced code block. + +For example, to syntax highlight Ruby code: + + ```ruby + require 'redcarpet' + markdown = Redcarpet.new("Hello World!") + puts markdown.to_html + ``` + +##### Inline code + +Text phrases can be marked up as code by surrounding them with backticks: + + Use `honkit` to convert the `text` in markdown + syntax to HTML. + +### Footnotes + +HonKit supports a simple syntax for such footnotes. Footnotes are relative to each pages. + +```markdown +Text prior to footnote reference.[^2] + +[^2]: Comment to include in footnote. +``` + +### HTML + +HonKit supports use of raw HTML in your text, Markdown syntax in HTML is not processed: + +``` +
+Markdown here will not be **parsed** +
+``` + +### Horizontal Rule + +Horizontal Rules can be inserted using three or more asterisks, dashes or underscores, optionally separated by spaces or tabs, on an otherwise blank line: + +```markdown +Three or more... + +--- + +Hyphens + +*** + +Asterisks + +``` + +### Ignoring Markdown formatting + +You can tell HonKit to ignore (or escape) Markdown formatting by using `\` before the Markdown character. + +``` +Let's rename \*our-new-project\* to \*our-old-project\*. +``` + diff --git a/ar/kits.md b/ar/kits.md new file mode 100644 index 0000000..00cc66e --- /dev/null +++ b/ar/kits.md @@ -0,0 +1,185 @@ +# Kits + +Kits in Project Reality define your class, equipment and your role in the team. PR features a wide selection of kits that you can take. Generally speaking, there are 2 kinds of kits in Project Reality: + +* **Standard Kits**, which are the standard infantry squad roles and can be selected directly from the spawn screen +* **Specialist Kits**, which are more specialised roles and can only be obtained through a special [request procedure](kits.md#kit-request) + +## _Where to start_ {#where-to-start} + +As a new player, you should always join an infantry squad and take the **Rifleman** kit. The Rifleman represents the basic infantry grunt and can be used without restrictions by as many people as desired in a squad/team. All other kits are associated to more specialised roles and have rigid restrictions regarding the number of them that can be simultaneously used in a squad/team. + +Due to these restrictions, and in order to avoid negatively affecting your team performance by misusing a limited kit, it is **strongly recommended that you start playing with the Rifleman kit**. As you get more experienced and learn the basics of infantry gameplay, if you feel up to the task, you can ask your Squad Leader to assign you a different role. In any case, **you should ALWAYS ask your Squad Leader before changing kits**. + +## _Standard Kits_ {#standard_kits} + +The **Standard Kits** are the 7 kits shown in the spawn screen and they represent the roles that typically make an infantry squad. In the following table you can see an overview of the 7 standard kits as well as information regarding how many kits of this type can be in a single squad and how many people need to be in the squad in order to be able to spawn with them. + +| Kit | Limitation per squad | Minimum Squad Size | +| --- | --- | --- | +| **Officer** | 1 | 2 | +| **Medic** | 2 | 2 | +| **Automatic Rifleman** | 1 | 4 | +| **Breacher** | 1 | 4 | +| **Grenadier** | 1 | 6 | +| **Light Anti-Tank** | 1 | 4 | +| **Rifleman** | Unlimited | 1 | + +Having these limitations in mind, it can be said that the typical 8-man squad usually has the a composition of 1 of each of those kits but with 2 medics. + +Note that each kit in the selection menu of the spawn screen has two buttons: **"Standard"** and **"Alternative"**. This is because there are two variants of each kit. Depending on the faction, this **typically affects the choice of optics** \(scope, reflex or none\), although in some cases, particularly with unconventional forces the choice is not between an optic or iron sights but between completely different firearms instead. + +Note as well that, for playability purposes, in addition to the squad limitations above, the **Grenadier** and the **Light Anti-Tank** kits are also limited to a maximum number of them per team, depending on the number of players: + +| Kit | 1-7 Players | 8-15 Players | 16-23 Players | 24-31 Players | 32- 50+ Players | +| --- | --- | --- | --- | --- | --- | +| **Light Anti-Tank** | 1 | 2 | 4 | 5 | 8 | +| **Grenadier** | 1 | 2 | 4 | 5 | 8 | + +Here follow a more detailed explanation of each kit: + +* ![](../assets/rifleman.png)**Rifleman**. Unlimited kit, representing the standard infantry grunt. Typically, it is equipped with an assault rifle, fragmentation and smoke grenades. Lacking a specialized role, the rifleman is ideal for more aggressive positions and maneuvers. It is also the only class with an ammo bag, which allows him to resupply teammates. +* ![](../assets/officer.png)**Officer**. Limited to 1 per squad and only available to the Squad Leader. In addition of the standard fighting equipment, this kit comes with a side weapon, an officer radio and binoculars. He can have direct voice communication with the other officers in the team, place markers on the map, build emplacements and fortifications, and request support missions \(artillery, mortar fire, armor or air support, etc\). You can find more detailed information about this crucial role in the [**Squad Leader**](../the_squad_leader.md#the_squad_leader) section of this manual. +* ![](../assets/medic.png)**Medic**. Limited to 2 per squad. He is responisble of providing medical assitance in the battlefield, and therefore, it is one of the roles that affect squad performance the most. Battle-awareness and a survival instinct are essential for this role. In addition to an assault rifle, it comes equipped with several smoke grenades, a first-aid kit, epipens and field dressings. It is the only kit capable of dragging wounded teammates. +* ![](../assets/ar.png)**Automatic Rifleman \(AR\)**. Limited to 1 per squad. Equipped with a light machine gun, the Automatic Rifleman \(or AR\), is a less mobile and less versatile \(it has no frag grenades\) rifleman who provides, on the other hand, superior firepower. His speciality is an accurate and deadly suppressive fire, which is also very effective to restrict the movement of enemies. +* ![](../assets/breacher.png)**Breacher**. Limited to 1 per squad. He is a demolition specialist who also acts as pointman in the breaching of buildings. His equipment includes an assault rifle, a grappling hook to climb over obstacles, a shotgun and a few loads of C4 explosive for tactic demolitions. +* ![](../assets/at.png)**Light Anti-Tank \(LAT\)**. Limited to 1 per squad and to **8 per team**. The LAT is a rifleman equipped with an assault rifle and a handheld light anti-tank weapon system. His main role is to act as an ultra-light anti-tank element, with capacity to deter and neutralize light vehicles and vehicles with light armor. **It is however NOT effective against Heavy Armored Vehicles or Tanks.** +* ![](../assets/grenadier.png)**Grenadier**. Limited to 1 per squad and to **8 per team**. Usually equipped with an underbarrel grenade launcher attached to its assault rifle. His main job is to hostigate low visibility areas where enemy presence is suspected as well as to harass light vehicles. It is specially useful for long distance engagements and to fight enemies digged up inside of buildings. + +## _Specialist Kits_ {#specialist_kits} + +In addition to the above described Standard Kits, in PR there exists a wide selection of **Specialist Kits** capable of highly specialized tasks. Some of these kits include the Heavy Anti-Tank, the Combat Engineer, the Marksman, the Sniper or the Anti-Air Rifleman, among others. + +It is not possible to directly spawn with one of these highly restricted, specialised kits. In order to get them, a player needs to request them from allied supply crates or vehicles following a procedure described [below](kits.md#kit-request). Furthermore, depending on the number of players in the team, each one of **these kits are limited to a specific number of them per team**. In the following table, these restrictions are summarized: + +| Kit | 1-7 Players | 8-15 Players | 16-23 Players | 24-31 Players | 32- 50+ Players | +| --- | --- | --- | --- | --- | --- | +| **Machine Gunner** | 1 | 2 | 3 | 3 | 4 | +| **Marksman** | 1 | 2 | 3 | 3 | 4 | +| **Anti-Personnel Rifleman** | 1 | 2 | 3 | 3 | 4 | +| **Spotter** | 0 | 1 | 1 | 2 | 2 | +| **Combat Engineer** | 0 | 1 | 1 | 2 | 2 | +| **Anti-Air Rifleman** | 0 | 1 | 1 | 2 | 2 | +| **Sniper** | 0 | 1 | 1 | 2 | 2 | +| **Heavy Anti-Tank** | 0 | 1 | 1 | 1 | 1 | + +Furthermore, your squad also requires a minimum amount of players before you can request these kits: + +| Kit | Minimum Squad Size | +| --- | --- | +| **Machine Gunner** | 6 | +| **Marksman** | 6 | +| **Anti-Personnel Rifleman** | 4 | +| **Spotter** | 2 | +| **Combat Engineer** | 3 | +| **Anti-Air Rifleman** | 3 | +| **Sniper** | 3 | +| **Heavy Anti-Tank** | 3 | + +Due to the highly restricted nature of these kits, it is **strongly recommended** that new and unexperienced players **DO NOT** use them. If they do, they risk wasting and losing these crucial team assets, leaving the team in a notable disadvantage. **Remember to ALWAYS ask your Squad Leader before taking any of these kits**. + +Here follows a more detailed description of each specialized kit: + +* ![](../assets/mlg.png)**Machine Gunner \(MG\)**. Although a heavier and more cumbersome version of the Automatic Rifleman \(AR\), thanks to his greater firepower, the Machine Gunner is a lethal soldier cappable of pinning down entire squads and is unparalelled in long-distance engagements. +* ![](../assets/marskman.png)**Marksman**. The Marksman excels providng his squad with low rate but high accuracy fire. He is a proficient shooter while engaging objectives or enemies beyond the rifleman range. +* ![](../assets/ap.png)**Anti-Personnel Rifleman \(AP\)**. The AP Rifleman comes with powerful anti-personnel mines equipped with remote detonators. He is most useful preparing ambushes or using his explosives to defend tactical objectives. +* ![](../assets/sniper.png)**Sniper**. The sniper shines while in reconnaissance missions and providing the team with intel regarding enemy movements and positions. Equipped with a high precision sniper rifle, he is also capable of engaging enemies from very long distances. Due to its limitation of 2 per team, in PR, taking the sniper kit for arcadish solo missions is highly frowned upon. +* ![](../assets/spotter.png)**Spotter**. Issued with a grappling hook and binoculars, the Spotter is able to position himself in vantage points in order to gather key intel from the battlefield. He is also capable of using his laser designator to set targets for air strikes. His role typically involves supporting Armor and Close Air Support elements, as well as snipers. +* ![](../assets/combat_engineer.png)**Combat Engineer**. Specialist in explosives and demolitions. Equipped with Anti-Vehicle Landmines, he is the designated person to establish mine fields or to defuse them. Be mindful that mines are activated by both allies and enemy troops! He also comes with several explosives for demolitions and can repair light vehicles. +* ![](../assets/aa.png)**Anti-Air Rifleman \(AA\)**. He comes equipped with a handheld Anti-Air weapon system, making him the person to deter and take down enemy air elements. His restriction to 2 per team makes him a highly critical asset. Do not waste this kit! +* ![](../assets/hay.png)**Heavy Anti-Tank \(HAT\)**. The HAT is a highly effective threat against armor and can destroy vehicles with extreme prejudice even at long ranges. The high limitation of this kit \(**1 per team**\) makes this an absolutely critical kit. Losing or wasting it can change the course of a battle. For this reason, players without the required experience are **emphatically asked** to stay away from it. + + +## _Insurgency Kits_ {#insurgency-kits} + +Unique to some of the irregular forces and/or the Insurgency game mode are a number of kits for use in asymmetric styles of warfare. Often less sophisticated than to military issued gear in terms of capability, the insurgent kits are often issued a very varied mixture of firearms and an assortment of other improvised equipment to help mitigate aforementioned capability gap. Particularly of note is the Iraqi Insurgency as their infantry small arms table is vastly different from all other factions and thus warrants a closer inspection: + +**Iraqi Insurgent Spawn Screen Kits** +* Cell Leader: The Insurgent version of the Officer Kit. +* Insurgent: The Insurgent Rifleman class archetype. Not all of them feature Extra Ammunition, and utilize booby traps or anti-tank grenades instead. Their assortment of weapon system varies from Shotguns to SMGs to Assault or Battle Rifles. +* Sapper: Another support class. Sappers work as a combination of the Combat Engineer and Rifleman AP class. Their main purpose is to set up ambushes against enemy footsoldiers and vehicles, as well as area denial. They have limited access to firearms and have to stay away from combat as they do not pass for civilians and are legal targets. They do not have access to a wrench unlike a true Combat Engineer. +* Collaborator: This unique class features elements of the medic class with light personal arms, but can also opt to go unarmed into the conflict using the alternate kit loadout. Outside of reviving and healing friendlies or helping with their grappling hook, their main purpose is to feed hostile positions and other information to the team while remaining an unsuspecting bystander of the conflict. Killing a Collaborator under certain conditions constitutes a violation of the Rules of Engagement, penalizing the killer and his team. The coalition forces thus have to restrain themselves from shooting everyone on-sight. On the other hand, collaborators are valuable sources of intel points because their ability to defend themselves against an arrest is very limited at best and more often than not a game of cat and mouse among houses and rooftops. Only two of these are allowed in a squad at any time. + +**Insurgent Pick Up Kits** +The Iraqi Insurgents cannot, for the most part, access some of their heavier weaponry from the spawn menu. They instead either pick up or request them from the main base vehicle repair station or an active cache. Caches of the Iraqi Insurgency spawn a number of machine guns otherwise not accessible to an insurgent squad. In their main bases usually limited numbers of Marksmen, Sniper, Engineer and RPG kits may be picked up as well. + +The last class unique to the insurgent forces is the Civilian: When dropping your player kit, the player is issued a dummy kit. Some irregular factions gain the civilian status effect when using it for 2 minutes or longer. The civilian kit, much like the collaborator mentioned above acts like a scout and a deterrent against military assaults, but has no means to help the team in terms of other support equipment. + +*A more in-depth explanation on the collaborator and civilians can be found in a separate section of the manual [**here**](../the_civilian.md#the_civilian). + +## _Other Kits_ {#other-kits} + +In addition to the kits already described, there are some special kits that have special rules. These are the Crewman, the Pilot, the Civilian and all the Insurgent kits. The Civilian and Insurgent kits pertain to the **Insurgency Game Mode** and are thus described in the corresponding section of the manual {\#Insurgency}. + +In addition to the kits already described, there are some special kits to access the larger military vehicles and aircraft; these are called the **Crewman** \(Armored Vehicles\) and **Pilot** \(Air Vehicles\) kit. Without them, accessing key functionalities of these vehicles is impossible and only a black screen will be shown when entering driver, gunner, co-pilot and certain other seats of a vehicle. They are one of the few kits which have no limitations on both how many people need to be in the squad to be requested and how many of them can be issued per squad in total. As specialised kits, they are very limited in their choice of weaponry, with only a small number of factions issuing rifles to their Crewmen, with Pilots receiving pistols only. As they are a type of Specialist Kit, it is not possible to directly spawn with them and must be requested as usual {\#kit\_request}. They have, however, no restriction about the number of them that can simultaneously be in a team and thus can also be considered unlimited kits. + +* ![](../assets/pilot.png)**Pilot**. The pilot is the only kit capable of operating helicopters and fixed-wing aircrafts. It comes equipped with a side arm, a parachute and a signal smoke grenade. Do not attempt to operate aircraft without proper experience. +* ![](../assets/crewman.png)**Crewman**. It is the only kit capable of operating armored vehicles. The crewman is equipped with a compact weapon for self-defense and with binoculars to study the battlefield. Normally, both the driver and the gunner in an armored vehicle need the crewman kit. + +## _Kit Request Procedure_ {#kit-request} + +Once spawned, and if certain conditions are met, it is possible to request a new kit \(both Standard or Specialist\) from an allied supply crate or armored vehicle. Usually, in order to request a kit, these 3 conditions need to be met: + +* **Permission**. You have the Squad Leader's permission. He gets to decide who gets what +* **Location**. You are in the right place to request a kit - next to an allied supply crate or armored vehicle +* **Required Numbers**. You are part of a squad with the required minimum number of members + +The following actions can temporarily restrict your right to request kits: + +| Condition | Time Penalty | +| --- | --- | +| You either spawn, or request and get granted, a limited kit | Unable to request a kit for 2 minutes | +| You change squads | Blocked for +2 minutes | +| You kill a teammate \(teamkilling\) carrying a limited kit | Blocked for +3 minutes | +| You spam several kit requests in a short time | Blocked for +30 seconds | +| You kill a civilian violating the Rules of Engagement \(Insurgency\) | Blocked for +10 minutes | + +To request a kit a specific key sequence needs to be followed: + +| Key Sequence to Request a Kit | +| --- | +| 1. Press and hold the **Secondary Radio key /\(T/\)** \(it will bring up a _Comm Rose_\), | +| 2. With the mouse, select the central option of the Comm Rose \(**REQUEST / DROP KIT"**\) and **left-click** on it. This will open a menu list with all kits in it | +| 3. Move your mouse to highlight the desired kit. The highlighted HUD element then displays further STD and ALT to allow the request of a kit’s standard or alternate loadout. **Left-click** on the highlighted variant of your choice to issue the kit request | +| 4. If all conditions are met, the requested kit will be automatically picked up, discarding your current kit in the process | + +If your request is denied, you will see a yellow text message explaining why: + +If you requested the kit in the wrong location: + +* **“You need to be close to a friendly SUPPLY CRATE or APC to request this kit”**, OR +* **“You need to be close to a friendly SUPPLY CRATE or VEHICLE to request this kit”** + + If the squad that you are in fails the squad requirements: + +* **“Unavailable due to squad limitations”** + + If all allowed kits have already been granted to the team: + +* **“All of these kits have been issued”** + + Other possible reasons: + +* **“Unavailable for your forces”** +* **“You can't get another limited kit so soon after your last”** +* **“You are new to this squad, request again in a minute”** + +## _Kit drop procedure_ {#drop-kit} + +In certain situations, you might want to drop your kit. Most typically: + +* You intentionally or unintentionally picked an enemy kit \(which **will kill you after 30 seconds** unless you drop it\), +* You are a wounded medic and want to give your kit to someone else so that they can heal you, +* You wish to swap kits with someone more experienced or skillful than you, +* You want to become a Civilian while playing in Insurgency mode. + +Simply follow this sequence: + +| Key Sequence to Drop your Kit | +| --- | +| 1. **Press and hold down the Secondary Radio key /\(T/\)** | +| 2. Select the middle option of the _Comm Rose_ \(**REQUEST / DROP KIT"**\) and to **right-click** in it. This will drop your old kit below you, and you will wear an invisible Unarmed Kit. | + +Note that a kit on the ground will disappear after about 5 minutes so long as it has not been picked up in the interim. The eventually despawning kits with limited availability squad- or team-wise become requestable from the squad‘s or team’s kit pool again once they disappear. + +A dropped kit is visble on the ground looking like a bundle of military clothes with some extras, depending on faction, the items might eg. be in that faction’s camouflage pattern, etc. . The kit can be picked up by other players(though only team mates are able to use it for extended periods of time) by going near the items and pressing **\(G\)** to swap the kit with their current kit. As long as your previously discarded kit has not despawned you can always go and pick it back up. diff --git a/ar/operating_vehicles.md b/ar/operating_vehicles.md new file mode 100644 index 0000000..10b3790 --- /dev/null +++ b/ar/operating_vehicles.md @@ -0,0 +1,138 @@ +# Operating Vehicles + +## _General Vehicle Information_ {#general-vehicle-information} + +* Light vehicles, trucks and boats & most jeeps \(except light armored ones\) 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. For ground vehicles you then require a **Crewman** kit. For aircraft & helicopters it’s the **Pilot** kit. These are either requestable by the vehicle or by a supply crate. +* External views for vehicles have been removed. But for certain vehicles there are custom cameras like the trucks can watch behind them \(**C**\). +* You can **aim down the sights** of static and vehicle-mounted MGs by pressing the change camera key\(**C**\). +* Vehicle-mounted automatic weapons often have **overheating**. Watch the heat-HUD element on the lower right corner. ![](../assets/overheat.png) +* Vehicle-mounted MGs use ammunition belts. They are reloaded automatically but are limited in number. +* Vehicles can be **resupplied & repaired** at the supply depot. Or use the repair drop that any logistics truck can drop. Aircraft and Helicopters are automatically repaired and rearmed at their spawn location. +* Insurgents have **suicide vehicles** like an orange dumpster truck or small civilian cars packed with C4. You can detonate these with the alternative fire key. +* When exiting a moving ground vehicle you’ll take damage depending on its speed. You’ll be severely wounded if you exit a burning vehicle. +* When vehicles take much damage they may become unable to move or traverse their turret until fully repaired. +* Vehicles that **fire wire-guided missiles** need to be stationary for about 7 seconds before they can fire their weapon. +* Switching vehicle-weapons \(ammo type\) will usually cause a delay before you can fire. +* You can use **Left CTRL+Mouse movement** to freelook when operating most vehicles such as helicopters, jets, jeeps, boats and trucks. APCs and IFVs do not have this feature as they use dedicated cameras. +* On public servers (not in local gamemodes) you can quickly switch to the next available free seat in a vehicle by pressing **F8**. +* When in a vehicle, you can see the information on the occupied seats in the bottom left of the the HUD. It shows only important crew seats as squared markers. This includes driver and gunner positions. Passenger seats do not have such markers and are shown as a seperate counter. +## _Armored Vehicles_ {#armored-vehicles} + +* Tanks and IFVs have separate driver & gunner seats. To use the gunner's position a driver or cupola gunner must be present. After switching to the gunner seat you must wait 30 seconds before you can aim the cannon. +* The driver and gunner in a vehicle must be in the same squad. +* Tank drivers and certain APC/IFVs have a **commander view mode** which provides a 360° view around the turret. This can be accessed by pressing 2. +* Drivers and gunners can **zoom** their view by pressing the pop smoke key \(**X**\). Some tank drivers must first change to the commander view. +* Most tanks and IFVs can use **thermal optics** in addition to their normal views. You can switch to the thermal mode by using secondary radio menu \(**T**\) and selecting **“DAY / THERMAL”.** Some will also allow you to switch between thermal variations like WHOT/BHOT. + +{% figure "../assets/thermalz.png" %} +Thermal Vision. +{% endfigure %} + +* Armored vehicles have no warning sound when they are targeted by rocket launchers or when missiles are fired at them. +* Armored vehicles have realistic materials. This means that front and turret armor is stronger than the one in the rear and top of the vehicle. Sides of vehicles and the tracks usually have the middle ground when it comes to armor strength. +* Tanks and IFVs usually have up to 4 types of ammunition: + * **Armor-piercing \(AP\):** For attacking enemy armored vehicles. + * **High Explosive \(HE\)** \(loaded by pressing 2\): Effective against soft targets \(jeeps, houses, helicopters, covered infantry, etc.\) + * **Anti-tank missiles** \(loaded by pressing 3\): Used against heavy armor. + * **Co-axial MG** \(fired using the alternate fire key\): Used against infantry. +* Tank drivers or gunners \(depending on vehicle\) and certain other vehicles can **deploy smoke** by pressing the alternate fire key. + +Tank & IFV gunners deploy it by selecting its weapon slot \(usually 3\) and pressing the fire key to launch a volley of smoke bombs. Each of them can fire 2 volleys \(the gunner has to wait 60s between volleys\). + +* For certain vehicles the smoke will be **IR-blocking** meaning it will also block on thermal vision. For other \(older vehicles\) you will be able to see through the smoke on thermal vision. + +{% figure "../assets/vehiclesmoke.png" %} +Vehicle deployed smoke. +{% endfigure %} + +## _Helicopters_ {#helicopters} + +* Helicopters have a **warm-up time** of around 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 6, 7, 8 and 9 keys which you can map to a joystick POV HAT Switch. To look forwards again press 1 or select any other weapon your aircraft has. +* The rudder controls are mostly effective at low speeds. At higher speeds you need to bank the helicopter to turn. +* Players using **the pilot kit cannot occupy any of the passenger seats** of an aircraft. This is to stop players using the pilot kit as some kind of SF paratrooper assault kit because it has a parachute. If you have had to bail out of your aircraft and then receive a pickup from another aircraft, ensure you drop your pilot kit before entering the aircraft’s passenger seat otherwise you will be forced out of the helicopter. +* The pilot of Heavy Attack Helicopters aka Gunships can fire the **unguided rockets** while the gunner controls the cannon and guided missiles. +* Gunners in attack helicopters can zoom their weapons camera by pressing the cycle camera key \(**C**\) or by pressing the F9 to F11 keys. They can also switch to a thermal imaging mode by using the secondary radio menu \(**T**\) and selecting **“DAY / THERMAL”** to toggle between the two. +* The attack-helicopter's **gunner** has 4 different modes to choose from: +* First-person view in the cockpit +* Gun-camera which controls the helicopter's gun +* **Laser-guided fire mode \(LG\)** allows a semi-manual targeting mode, where you can click on the target and the missile will guide itself towards it and click again to update the targets location to the missile in flight. +* **Laser-targeted fire mode** **\(LT\)** \(fire-and-forget\) locks the missile onto a laser target provided by ground troops or a scout helicopter. The laser targeted mode is the best choice if a spotter can designate the target. It allows minimal exposure of the helicopter. The laser guided mode allows the best tracking of moving targets. However if the target hasn’t been “lazed” correctly or badly, or simply for some reason the missile can’t see the target after launch like if a building gets in the way, the missile may miss. +* Helicopter crews need to be in the same squad. +* Helicopters must return to the helipad and land to be **rearmed/repaired**. On Carriers you can only reload on the “ramp” of the carrier, off the runway, this doesn't include the lifts. +* To successfully **drop supplies** from a transport helicopters the pilot needs to conduct the drop from an altitude under 5m / 15 feet by pressing the alternate fire key. +* **Countermeasure flares** are limited and need to be rearmed when expended. Every time you deploy flare\(**X**\) one flare will be deployed. + +## _Fixed Wing Aircraft_ {#fixed-wing-aircraft} + +* 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 which you can map to a joystick POV HAT Switch. To look forwards again press 1 or select any other weapon your aircraft has. +* To slowly **taxi** on the ground keep the throttle neutral and push the stick forward or press the up arrow key, to slowly move in that direction. Pull the stick back or press the down arrow key to reverse. To steer left and right use the rudder controls \(**A & D**\). +* Your maximum altitude is 10km. +* 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 cannon \(if your aircraft has one\) while the alternate fire key will fire the currently selected weapon such as bombs and missiles. +* To **re-arm and repair** you do need to land the aircraft at your airbase and taxi to the “ramp” or on some very few maps, on the runway. It takes quite some time to rearm completely. On Carriers you can only reload on the “ramp” of the carrier, off the runway. This doesn't include the lifts. +* Most fixed wing aircraft feature **ejection seats** when you press E. It will automatically deploy the parachute when below 750m. +* **Air-to-ground weapons** in single seat aircraft need an established laser lock to hit a target. The recommended procedure for an attack with them is explained below: + 1. Ground troops find a suitable target for an air attack. + 2. The troops contact the pilot either directly through mumble/text chat and/or by placing a CAS marker. ![](../assets/marker.png) + 3. The pilot informs the ground troops of his approach using the **“ON THE WAY”** command from his main radio menu and/or through mumble/text chat. + 4. As the pilot approaches the target, the ground troops mark the target with a **GTLD laser** designator, if the laser is slightly off from the target, the missile may miss. + 5. When the target is locked-on the pilot receives a sound cue. He may now release the bomb/missile. +* **Two-seater aircraft** allow the weapons systems officer \(WSO\) to identify and engage targets by himself while using the TV targeting mode. The targeting modes work in the same way as in attack helicopters. +* 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. +* Aircrafts don't have a nose camera but you can still look back by pressing the cycle camera key \(**C**\) or F11 to look back, and F9 or a weapon key to look forwards again. +* **Flares** are triggered individually\(**X**\) 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 PR:BF2 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 \(about 40% power\) with the stall airspeed being different for each aircraft. \(You can find the stall speed of your aircraft yourself by just going up high and slowing your aircraft down until it starts to lose control and fall, but doing it up high will mean you can regain control by opening up the throttle and pointing your nose down, then just stay above that stall speed while landing, until your wheels hit the ground.\) +* 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 cut your throttle. +* Once you have touched the ground pull back on the stick to slow down, the planes all handle individually. + +## _Fire Control Systems_ {#fire-control-systems} +Vehicles in Project Reality use an authentic ballistic system for vehicle projectiles. Depending on the vehicle several variations of Fire Control Systems (FCS) computers can be used by the gunner. In principle, the FCS can calculate required adjustments to fire at the target exactly where you want to. Not only does the firing solution consider the drop of the projectile due to gravity, it also includes friction slowing down projectiles. Further it can account for the offset between the operator camera and barrel, the height difference to the target, banking of the vehicle as well as speed of the vehicle. Just as their real life counterparts, not every vehicle will have the same capabilities for their FCS. This section will delve deeper into some of the use-cases of our FCS implementations. + +### Ground Vehicles +* In short, there are 3 types of FCS for ground vehicles: + * Static sight: You have to rely on range markings in the sight. + * Adjusting sight: The crosshair moves to show where to aim. + * Adjusting barrel: The barrel moves to hit where you are aiming. +* The vehicle gunner‘s view (the sight in the HUD) will greatly vary from vehicle to vehicle depending on their specifications. Some vehicles, mostly older generation ones, but not limited to age, simply offer a graticule overlay with lines indicating the necessary point of aim for a given distance. +The markings on the scope itself will usually clarify which lines are to be used for which type of armament specifically. The gunner then has to correctly estimate the range to the target and adjust the gun’s pitch in order to hit. +* Other vehicles come with the ability to set up the gun sight’s zero to indicate the point of aim for the intended point of impact. By holding the commo-rose **\(default: Q\)**, the gunner can dial into the desired range by increasing or subtracting the indicated range. He can also reset the gun into neutral position, which is indicated by the display of **- - - -** in the HUD as range setting. + +{% figure "../assets/fcs_manual.png" %} +Using the commo-rose to manually change the set range. +{% endfigure %} + +* The most sophisticated setup found on most modern vehicles comes with access to a fully automated FCS, complete with a laser range finder. They will show the icon for the laser as active:![](../assets/fcs_cap_laser.png). +* After aiming the crosshair at the desired target(distance), vehicles that have it, the laser range finder can be used with the change camera key **\(default: C\)** which will set the gun automatically to be set in the correct position to fire at the center crosshair. +* In the bottom right of the HUD the current set range and available capabilities of your vehicle is shown. + +{% figure "../assets/fcs_main.png" %} +The set range and FCS capability icons being shown in the bottom right of the HUD. +{% endfigure %} + +* The icons in the gunner view on vehicles using a FCS show a number of icons in either white or grey scale. These icons each indicate a certain type of aiming correction the FCS will account for when setting the gun up correctly. The corrections account for the following aiming inaccuracies: + * ![](../assets/fcs_cap_velocity.png) Speed compensation: Compensating for the vehicle’s own movement. Does NOT correct the lead on a moving enemy target vehicle. + * ![](../assets/fcs_cap_height.png) Height compensation: Compensates for the difference in altitude between your vehicle and the target. + * ![](../assets/fcs_cap_parallax.png) Parallax compensation: Compensating the mismatch between gun position and gunner camera position. + * ![](../assets/fcs_cap_roll.png) Roll compensation: Compensates the vehicle sitting at an angle. +* When switching to the coaxial machine gun, the gun’s pitch will automatically to fire the machine gun to fire at the center. The same will happen when switching to other types of munitions. To switch between main gun and coaxial MG use the switch weapon key **\(default: F\)**. +* Although the desired mode of operation is for the weapon to be set automatically, the gunner has also the ability to dial manually. This will however not correct for aiming mismatches(see below). +If the distance to the target is greater than physically achieveable by the selected weapon, the HUD will display a red lettering of the current range setting or **^ ^ ^ ^** as the error indication. +* A small number of vehicles will utilize a laser range finder to receive the correct distance to the target, but instead of shifting the gun to aim in the center crosshair, the position of the crosshair within the scope will change. Changing to the coaxial machine gun or other types of ammunition will change the crosshair position automatically again. Just like above, manually dialing is also possible. +* There is a very, very brief period after lasing and the gun entering the correct position. If you’re too hasty you may end up missing. +* The laser range finder has a cool down period of about one second in between uses, indicated by the icon turning red. +* It cannot be used to set up the gun for distances under 150m. Lasing at such a low distance or into the horizon will revert the gun to settle into neutral position, with the range indicator showing **v v v v**. +* The laser has an error of around ± 5m. + +* The game will memorize the last setting of the gunner, regardless of whether he left it or was killed in it. +* The gun’s warm up phase does not prevent the gunner from using the laser range finder or the manual range dialing. +* The FCS on SPAAA (Self-Propelled Anti-Aircraft Artillery) vehicles is always active and does not require any additional input from the player. +* When crewing a SPAAA with radar equipment, the FCS will display a circle indicating the correct target lead after aquiring a lock on the target. The enemy aircraft can deploy flares to break the lock, which removes the aiming circle temporarily. + +### Fixed Wing Aircraft +The FCS is not limited to ground vehicles, fixed wing aircraft have their own versions for (automated) firing solutions. As such modern jets utilize Constantly Computed Impact Point (CCIP) which will show where bombs will land on the ground. Additionally ground attack jets will also utilize CCIP to show the impact of their main gun. Fighter jets supporting radar targeting will be able to lock onto aircraft with their guns to show a marker predicting where to aim and hit the target. This radar locking will also trigger the victims radar warning receivers and can be countered using flares. \ No newline at end of file diff --git a/ar/set-up.md b/ar/set-up.md new file mode 100644 index 0000000..dfc3697 --- /dev/null +++ b/ar/set-up.md @@ -0,0 +1,242 @@ +# Set-Up + +## _System Requirements_ {#systemreq} + +* **Operating System:** Windows 10. +* **Processor (CPU):** Intel 4th gen or AMD Ryzen zen1 @3GHz required, Intel 9th gen or AMD Ryzen zen2 @4GHz recommended. +* **Memory:** 6 GB RAM required, 8 GB RAM recommended. +* **Hard Disk:** 14 GB free Hard Drive Space. +* **Graphics Adapter (GPU):** AMD Radeon HD 6000 series, Intel Iris Pro 6200, Nvidia GTX 550Ti or similar required; for GPU on that level of performance disable 'Use Advanced Shaders' in the PR Launcher's graphics options. For a dedicated GPU, 1GB VRAM required. +Recommended Vega 6, Intel Xe G4, AMD Radeon RX 550, Nvidia GT 1030 or similar. +* **Sound:** DirectX 9 compatible sound device. Dedicated sound card with EAX support recommended for best experience. +* **Internet:** **Stable** 256 kbps or faster connection required for online play. Using WiFi might cause game crashes due to high packet loss. +* **Software:** .NET Framework 4.6. +* **Input:** Mouse, Keyboard. +* **Optional:** Joystick, Headset, microphone \(strongly recommended for voice communication\). + +## _Game Installation_ {#game-installation} + +With PR:BF2 it is **no longer required to have Battlefield 2** installed. PR:BF2 works as a standalone game. If you have a version of PR:BF2 installed before v1.3 you will need to uninstall this before you install the current version PR:BF2. + +You have to download the full PR:BF2 installer from our website. There won’t be a requirement to have Battlefield 2 installed. + +[**Download the latest version**](http://www.realitymod.com/downloads) + +There are 2 installation methods. You can use the **Download Assistant application** which makes it a lot easier to install PR:BF2 or you can manually download and install the Installer through a **Torrent**. With either method there are 2 steps: Download and Install: + +**1\) Download** + +The Download Assistant will download the Installer using the Torrent protocol. So make sure this isn't blocked by your ISP. Simply download the Download Assistant from our [PR:BF2 Download Section](http://www.realitymod.com/downloads) and follow the instructions in the application. + +If you downloaded the Torrent version \(and now the Download Assistant\), this is **NOT** the full install. You use the small .torrent file with a BitTorrent client to actually download the full .iso file. We recommend [qBittorrent](http://www.qbittorrent.org/download.php). Once the torrent is downloaded through your selected Torrent software, you will be presented with a folder with all installation files, move on to step 2 after the application finishes the download. + +**2\) Installation** +The downloaded folder that you now have through either the Download Assistant or the manual Torrent download now have a _setup.exe_ file. Launch this one to start the installation process. The Download Assistant however does has an automated system so after downloading there should be a button to start the installation automatically. + +A few more points: + +* PR:BF2 cannot be installed in the same directory as Battlefield 2. +* If you have BF2 installed you can continue to play it and other BF2 modifications as well. PR:BF2 does not interfere with them as long as PR:BF2 is installed in its own, separate directory. +* PR:BF2 features **an auto-updater.** So once you have installed PR:BF2 you can use the updater to automatically update your game to the newest version when it is released. +* PR:BF2 includes PR Mumble in its installation. So there is no need to download this separately. +* If you don’t want to use Torrents you will find mirrors for direct HTTP downloads in the downloads section on our website. + +## _Creating a PR Account_ {#creating-a-pr-account} + +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. Before using the PR Launcher you will need to create a PR Account in order to play online. This account is unique to you. Offline play does not require a PR Account. We use third-party services to connect and verify a PR Account with. Currently we only support Steam. You will need to have an existing Steam account or [create a new one](https://steamcommunity.com/) in order to link to your PR Account. +When you launch Project Reality:BF2 for the first time you will shown the following window: + +{% figure "../assets/creating_profile_1.png" %} +Steam login prompt. +{% endfigure %} + +Press the Steam sign-in button to open a webpage where you will need to login to Steam in order to proceed. You will be then asked by your web browser to allow the PR Launcher to login. Depending on your browser this will look similar to the images below. Press the button that allows you to proceed. Afterwards you can close the webpage. + +{% figure "../assets/creating_profile_2.png" %} +Web browsers prompts. +{% endfigure %} + +Your PR Account will be assigned a PR Account Level. This level determines how much your account is deemed legitimate and not a throwaway account. Servers have the option to choose which minimum level is required to play on their server. In order to determine your PR Account Level, your Steam account will need to be made partially public. You can do this in [the Privacy Settings of Steam](https://steamcommunity.com/my/edit/settings). +Please make sure the _game details_ settings are set to be public. + +{% figure "../assets/creating_profile_3.png" %} +Steam profile's configurations. +{% endfigure %} + +**Your Steam profile does not have to be public while playing PR:BF2.** Only when calculating the PR Account level. This is done once automatically on the first login and afterwards only when manually calculating. You can find our privacy-notice [here](https://hq.realitymod.com/account/privacy.html). If your account level is not high enough to play on most online servers you will be shown a warning on the main PR Launcher screen which looks like the image below. + +{% figure "../assets/creating_profile_4.png" %} +Main Launcher page with account level warning. +{% endfigure %} + +To recalculate your PR Account Level go to the **SUPPORT** menu and open the _Account_ tab. There you can find your unique PR Account ID as well as your current PR Account Level and a button to calculate it again. Your level can never become lower after calculation. You will always keep the highest level you have. + +Your PR Account Level will be higher by gathering XP for a few indicators. These are for example having no current Steam VAC bans, having games bought on the Steam store in your library and having playtime on said games. **Donations to the Project Reality team do not influence your PR Account Level.** + +If you do not wish to create a PR Account to play online, you can choose to play offline only on the initial login screen. + +## _Creating a Profile_ {#creating-a-profile} + +You have one PR Account that is unique. However, you can create multiple profiles under this PR Account. Each profile has a unique in-game name as well as separate settings and controls saved on your computer. You can retrieve previously created profiles as well. Older profiles created after PR:BF2 v1.2 and before v1.6 can be retrieved as well by providing the profile name and password. + +You can access the profile settings by hovering over the PLAY button in the PR Launcher and choosing _Select Profile_ and then _Manage Profiles_. You have the option to create offline profiles as well. If you didn’t log in through your online PR Account, you can only make and use offline profiles. + +{% figure "../assets/creating_profile_5.png" %} +Manage profiles page. +{% endfigure %} + + +{% figure "../assets/creating_profile_6.png" %} +Creating profile page. +{% endfigure %} + + +## _The PR Launcher_ {#the-pr-launcher} + +After installation a shortcut for Project Reality:BF2 will be provided on the desktop, double click on this icon to open the PR Launcher. + +{% figure "../assets/launcher_1.png" %} +Main page of PR Launcher. +{% endfigure %} + +All main 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. It also holds information on your PR Account as well as the option to recalculate your PR Account Level. +* **Credits:** Here you can see the entire PR:BF2 team who worked on this game. +* **Donate:** A direct link to our online donation page. The Project Reality Team develops this modification completely free of charge for its community to download and play. If you would like to show your support, please consider [donating to our team](https://www.realitymod.com/forum/misc.php?do=donate). +* **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. Furthermore you can find links to our social media accounts on the top left. + +## _In-Game Menu Navigation_ {#in-game-menu-navigation} + +* **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. + +## _PR Mumble_ {#pr-mumble} + +In game, Mumble is the program which we use to communicate to each other in PR:BF2, which replaces BF2 vanilla’s Voice-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 \(B or H\):** you talk to players in the 3D radius space around you. +* **Squad Radio \(V or Num 0\):** 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 \(Num 1Num 9\):** 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. + +It’s recommended that you also check the main settings panel directly within the mumble application to make sure it’s all correctly set-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. + +{% figure "../assets/mumblelogo.png" %} +Mumble's icon in window's system tray. +{% endfigure %} + + +PR Mumble also integrates with BF2’s HUD display. During the game you will see the names of players talking, 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 there’s linking issues with the mumble client. + +{% figure "../assets/mumble_1.png" %} +Example of player's talking in game. +{% endfigure %} + +{% figure "../assets/mumble_2.png" %} +Mumble's icons status: Transmitting, Muted Speakers, Muted and Disconnected, respectively. +{% endfigure %} + + + +## _Troubleshooting_ {#troubleshooting} + +* 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](http://realitymodfiles.com/geze/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/](http://www.realitymod.com/prspy/) + +* 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. +* 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](https://www.realitymod.com/forum/forumdisplay.php?f=26) sub-forum to report bugs. +* [PR:BF2 Feedback](https://www.realitymod.com/forum/forumdisplay.php?f=252) sub-forum to post your feedback about PR:BF2. +* [PR:BF2 Support](https://www.realitymod.com/forum/forumdisplay.php?f=27) forums for all your problems regarding running and installing the game and errors you are getting. +* [General Technical Support](https://www.realitymod.com/forum/forumdisplay.php?f=360) for all your technical questions. +* [PR In-Game Tactics and Strategies](https://www.realitymod.com/forum/forumdisplay.php?f=137) will help you further then this manual to master all elements of PR:BF2 with community written guides and tutorials. + +## _Default Game Controls_ {#default-game-controls} + +**General Controls** + +| **Key** | **Function** | +| --- | --- | +| 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** + +| **Key** | **Function** | +| --- | --- | +| **G** | Pick up a kit | +| **Left Mouse** | Fire | +| **Right Mouse** | Alt Fire or Toggle sights | +| **R** | Reload | +| **F** | Cycle Weapons | +| **1-9** | Select Weapon | + +**Movement** + +| **Key** | **Function** | +| --- | --- | +| **E** | Enter / Exit vehicle or emplacement | +| **WSAD** | Basic movement | +| **Left Ctrl** | Crouch \(hold\) | +| **Z** | Toggle prone | +| **Space** | Jump | +| **Left Shift** | Sprint / Vehicle Boost | + +**Vehicles** + +| **Key** | **Function** | +| --- | --- | +| **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** + +| **Key** | **Function** | +| --- | --- | +| **J** | Text chat for all players | +| **K** | Text chat for your team only | +| **L** | Text chat for your squad only | +| **Page Up** | Accept request | +| **Page Down** | Deny request | +| **B or H** | PR Mumble Proximity Local Channel | +| **V or 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 | + +**Mumble Keys** + +{% figure "../assets/mumblekeys.png" %} +Creating profile page. +{% endfigure %} diff --git a/ar/styles/website.css b/ar/styles/website.css new file mode 100644 index 0000000..298f44b --- /dev/null +++ b/ar/styles/website.css @@ -0,0 +1,41 @@ +h1, h2, h3, h4 { + color: rgb(98,160,216); +} + + +.book-body, .book-summary{ + background-color: #404040; +} + +#book-search-results .search-results .has-results .search-results-item>:last-child { + margin-bottom: 0!important; + color: #fff; +} + +.book-summary ul.summary li a, .book-summary ul.summary li span{ + color: rgb(98,160,216); +} + +.book-summary ul.summary li.active>a { + background-color: rgb(98,160,216); + color: #404040; + text-decoration: none; + display: block; +} + +.book-body .markdown-section{ + color: white; +} + +.markdown-section table td, .markdown-section table th { + padding: 6px 13px; + border: 1px solid #5B9BD4; +} + +.markdown-section table tr, .markdown-section table tr:nth-child(2n) { + background-color: #313D4F; +} + +markdown-section blockquote{ + border-color: #858585; + } diff --git a/ar/summary.md b/ar/summary.md new file mode 100644 index 0000000..d678a67 --- /dev/null +++ b/ar/summary.md @@ -0,0 +1,19 @@ +# SUMMARY + +* [About](README.md) + +### Installing +* [Set-Up](set-up.md) + +### Basics +* [Game Modes](game_modes.md) +* [The Basics](the_basics.md) +* [Weapons & Equipment](weapons_and_equipment.md) +* [Kits](kits.md) +* [The Squad Leader](the_squad_leader.md) +* [Operating Vehicles](operating_vehicles.md) +* [The Commander](commander.md) +* [The Civilian](the_civilian.md) + +### Help +* [Expand manual](help_manual.md) \ No newline at end of file diff --git a/ar/the_basics.md b/ar/the_basics.md new file mode 100644 index 0000000..288b13d --- /dev/null +++ b/ar/the_basics.md @@ -0,0 +1,424 @@ +# The Basics + +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 a microphone will not give you the full experience so it’s a wise investment. 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 navigating the menu’s in-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. + +## _Kit selection & spawning_ {#kit-selection-and-spawning} + +* 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 [\(see Logistics\)](the_basics.md#logistics) 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 \(RP\)** is a green circle surrounding a spawn point with your squad’s number adjacent to it. Depending on the location of your squad’s RP in relation to a team’s FOB will determine its longevity. Note: If you spawn on another squad’s rally point, you will automatically spawn at 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. [\(see Deployable Structures\)](the_squad_leader.md#deployable-structures) + +{% figure "../assets/rally.png" %} + A rallypoint. +{% endfigure %} + +* **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 squad’s leaders are in the vicinity of the CO. On the map this will be a rally point with a “C” next to it. +* **Deployable forward operating base \(FOB\) or hideouts** can be used by the entire team to spawn at, but must be constructed before becoming operational. On the map it will show as a spawn point with a green triangle. It comes online 90 seconds after being build. It becomes unspawnable for 30 seconds if 1 enemy is within 10m, 2 enemies within 50m, 4 enemies within 100m or 8 enemies within 150m. [\(see Deployable Structures\)](the_squad_leader.md#deployable-structures) +* 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 similar to the FOB. + +{% figure "../assets/fob.png", "../assets/hideout.png", "../assets/cache-weapon.png" %} +FOB, Hideout & weapon cache. +{% endfigure %} + + + +* **Your team's headquarters, main base or permanent FOB.** This is the only spawn point that is always available. + +{% figure "../assets/acv.png" %} +Armored Command Vehicle (ACV) found in mainbases only. +{% endfigure %} + +* Some maps feature **parachute spawns** where a airborne assault is simulated. These will be visualized by moving spawn markers on the minimap. Choose one and you will spawn with an automaticly deployed parachute. + +## _In-game interface \(HUD\)_ {#hud} +* 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. +* Direct messages from server administrators and some types of game notifications will appear in orange text near the center of the screen. Some of these are just informative while others, especially messages from server administrators, may require your attention. +* 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 \(see the weapons chapter\). +* **Most 3D icons 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. [\(see Health Management\)](the_basics.md#health-management) +* **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. ![](../assets/ammo.png) +* **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 air 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 with squad/kit menu. +* Using the little arrow will show you the **current map asset info overlay** of all vehicles that are on the map including the respawn timers of friendly vehicles as well as whether or not they spawn with a delay or respawn upon destruction. Off Map Mortar or Artillery, also known as Area Attacks, are usually limited to 3 or 4 uses, and can only be used after relatively long waiting periods. + +{% figure "../assets/assets.png" %} +Current map asset info overlay. +{% endfigure %} + +* **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. + +{% figure "../assets/suppresion.png" %} +Normal view of the game (left) and suppresion effect in action (right). +{% endfigure %} +* Located on the lower left hand side of the screen is a stamina bar. Sprinting and jumping will reduce the stamina available, not sprinting or jumping will slowly replenish it. When stamina has been reduced to 50% or lower, indicated by blinking, sprinting is no longer possible, jumping however still is. +* When a player is **dead,** he will not be not revivable and black screen with an appropriate message will be displayed instead of seeing their surroundings. +* Your weapon will deviate and become inaccurate to shoot based on the amount of movement you make. When aiming down sights, a **deviation indicator** will appear showing your weapon’s current level of deviation. The wider the indicator, the higher the spread; if the two dots collapse into one, your weapon has reached low deviation, but it might take one or two more moments for the weapon to reach its maximum accuracy still. +* **The automatic map spotting system** has been removed from infantry. Air vehicles can still be spotted from within a vehicle. +* 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 **“RELOADING / CEASE FIRE”** tells the people around you that you are changing magazines, while a right click tells them to stop shooting. The same principle applies to **“GO, GO, GO / FALL BACK”** and other such menu items. + +{% figure "../assets/commorose.png" %} +Commo-rose when pressing Q. +{% endfigure %} +* 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. 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. + +## _Health Management_ {#health-management} + +Weapons in Project Reality are highly lethal and it is only a matter of time until you are shot and start bleeding. Although the HUD in PR doesn’t contain a health bar, once your health drops below 75% there will be visual cues to warn you such as a periodically darkening screen with a tunnel vision effect. At less than 25% HP, you’ll hear coughs and heavy breathing, at 10 HP you’ll lose your stamina and cannot regain it unless you heal above at least those 10 HP. Whilst bleeding, the tunnel vision and screen darkening effect will get stronger and stronger, limiting your combat effectiveness further and further. + +### Healing + +Once in bleed status, you’ll continue to lose HP over time until you eventually pass out. 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. The patch itself does not stop bleeding however. Should your HP, after applying the patch, still be below 75%, you’ll continue to bleed and have merely bought yourself some time, you thus have to apply more field dressings if available, scavenge hostile bodies if necessary. + +The vast majority of kits are only issued a single field dressing for emergency use, players heavily rely on their squad’s or team’s medics to heal back to full HP. They and the Collaborator are the only ones issued a first aid kit for treating friendlies without the need for field dressings. When injured, either use mumble or the commo rose (“Q”) call option “Medic ” to get your medic’s attention. However, unlike in BF2, the medic can’t just throw the first aid kit on 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. + +{% figure "../assets/fielddressing.png", "../assets/kit.png", "../assets/epipen.png" %} +Field dressing, first aid kit & epipen. +{% endfigure %} + +### Reviving + +If you are unable to be healed in time, you will become unconscious and the screen will say you’ve been 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 \(0 numpad\).** You can also click **Call Medic** to become temporarily marked on the map of every medic in the team. 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 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 on uneven ground or in a bad position for reviving, it is required to drag the wounded body into a better position first. To drag a body as medic you need to be in the crouched position and stay in it. Then you can use the **drag** weapon slot to start dragging. You can drag in all directions including backwards. + +{{ "Video Tutorial - Reviving" | youtube("auBgiI8IxWE") }} + +### 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, click **Give up** 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. + +### 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** + +To select a spawn point, bring up the spawn map and select an applicable location marked by a white dot. Once you’re happy with that spawn location, you must click the **Spawn** button in the lower right corner of the map screen to re-spawn into the game. + +## _Logistics_ {#logistics} + +Whether your running low on ammunition and need to rearm, want a new kit or simply want to build deployables, logistics keep your team alive. + +### _Ammunition_ {#ammunition} + +To be able to rearm yourself, you'll need to get closer to one of several sources of ammo, which will then automatically re-fill your weapons. These sources are: + +* **Ammo bags** - These can be found in the rifleman, militant, warrior and some insurgent kits and must be thrown \(left click\) on the ground, for you or other soldiers be able to rearm, or on deployables \(tow, aa, mortars\) to rearm them. +* **Ammo boxes** - Dropped by light transported vehicles, APCs and IFVs. +* **Light/Heavy supply crates** - More information in the [next section](the_basics.md#crates) +* **Weapons caches** - Available only for insurgents +* **Vehicle depot** - Present in all main bases, it also heals you + +{% figure "../assets/ammobag.png", "../assets/supplycrate.png", "../assets/inscrate.png", "../assets/cacahe.png", "../assets/depott.png" %} +Ammunition bag, Coalition forces ammo crate, Insurgent forces ammo crate, weapon cache & Vehicle depot. +{% endfigure %} + +Be aware that with the exception of **Weapons caches** and **Vehicle depot** all other ammo sources are **limited**. Eventually these sources will deplete and disappear. It is even possible ammo sources deplete before you're completly rearmed. +**Ammo bags**, **ammo boxes** and **supply crates** use **supply points** to determine how long they can be used. You can find out the remaining supply points of **supply crates** and **ammo boxes** by looking at it for a second. It will then appear next to the compass. +The various weapons available in PR require different ammounts of supply points to be replenished. Utility items such as the grappling hook, tripflares and field dressings cost less to resupply per use than explosive ordnance such as anti-tank rockets/missiles, fragmentation grenades and mines. See below tables for the resupply cost of the corresponding weapon category and type: + +**Firearms** + +| **Type** | **Supply points cost** | +| --- | --- | +| **Pistols low capacity** | 15 | +| **Pistols high capacity** | 30 | +| **PDW** | 30 | +| **SMG** | 45 | +| **Shotgun primary** | 50 | +| **Shotgun breacher** | 25 | +| **Rifle** | 60 | +| **Sniper** | 40 | +| **LMG** | 150 | +| **GPMG** | 200 | + +**Grenade Launcher/Rifle Grenades** + +| **Type** | **Supply points cost** | +| --- | --- | +| **Anti-Tank x1** | 70 | +| **Anti-Tank x2** | 140 | +| **Flare** | 60 | +| **Fragmentation low capacity** | 80 | +| **Fragmentation high capacity** | 120 | +| **Smoke** | 60 | + +**Items & Utilities** + +| **Type** | **Supply points cost** | +| --- | --- | +| **Ammo box** | 200 | +| **C4 low capacity** | 45 | +| **C4 high capacity** | 75 | +| **Tripflare** | 20 | +| **Grappling hook** | 40 | +| **Epipen** | 60 | +| **Field dressing x1** | 30 | +| **Field dressing x3** | 75 | +| **Field dressing x6** | 120 | +| **Field dressing x12** | 180 | + +**Heavy ordnance & munitions** + +| **Type** | **Supply points cost** | +| --- | --- | +| **Fragmentation grenade x1** | 60 | +| **Fragmentation grenade x2** | 120 | +| **Fragmentation grenade x4** | 240 | +| **Smoke grenade low capacity** | 40 | +| **Smoke grenade high capacity** | 60 | +| **Signal smoke grenade** | 30 | +| **Anti-personel mine x2** | 140 | +| **Anti-personel mine x3** | 210 | +| **Conventional mine** | 420 | +| **Insurgent mine** | 160 | +| **Light IED** | 60 | +| **Heavy IED** | 80 | +| **Anti-air missile x1** | 100 | +| **Anti-air missile x2** | 170 | +| **Light anti-tank x1** | 70 | +| **Light anti-tank x2** | 140 | +| **Light anti-tank x3** | 210 | +| **Light anti-tank x4** | 280 | +| **Medium anti-tank x1** | 80 | +| **Medium anti-tank x2** | 160 | +| **Medium anti-tank x3** | 240 | +| **Heavy anti-tank x1** | 90 | +| **Heavy anti-tank x2** | 180 | +| **Guided anti tank** | 120 | + +Note that on a local server the resupply system will not work as described. Every weapon slot will require 100 supply points to refill regardless of item type. + +Requesting a kit costs 200 supply points. Be aware that re-arming an ammo bag at for example an ammo box or light/heavy supply crate will cost as many points at it provides (200). +The amount of supply points for the supply sources are: + +* **Ammo bags** : 200 (will only count for 43 supply points when used by an asset emplacement like a TOW or mortar for example) +* **Ammo boxes** : 450 +* **Light supply crates** : 1500 +* **Heavy supply crates** : 3000 + +{% note %} +Resupplying is **not instant** but takes a few seconds, depending on the ammo source as well with the amount of ammo you need to resupply. + +Additionally if you're not rearming, confirm that the Light/Heavy supply crates is indeed yours, rearming from **enemy supply crates** is not possible. +{% endnote %} + + + +### _Supply Crates_ {#crates} + +There are two types of supply crates in PR:BF2 - Light Supply Crate and Heavy Supply Crate. While both allow to ressuply players and build deployables a Light crate is the equivalent of half of the Heavy Supply Crate meaning that you will need 2x light supply crates where only 1x heavy supply crate is needed. To learn more about deployable emplacements see the [Deployable Structures chapter.](the_squad_leader.md#deployable-structures) + +{% figure "../assets/largecrate.png", "../assets/smallcrate.png" %} +Here you can see the heavy supply crate on the left and the light version on the right. +{% endfigure %} + +Just like rearming, requesting kits from crates will deplete the supply crates. Each kit will cost 200 points, with light crates having 1500 \(7x kits\) and heavy ones 3000 \(14x kits\). + +{% note %} +Requesting kits from a crate that does not have enough points will still grant you the kit but the crate will be destroyed in the process. +{% endnote %} + +Light Supply Crate can be transported by: + +* Light Helicopters such as the Huey, Lynx and Zhi-9B \(One Crate\) +* Transport trucks \(One Crate\) + +While, Heavy Supply Crate can be transported by: + +* Medium Lift Helicopters such as the Black Hawk, Mi-17 and NH-90 \(One Crate\) +* Heavy Lift Helicopters such as the Chinook, Zhi-8KA and MV-22 \(Two Crates\) +* Logistic trucks: \(Two Crates\) + +The ownership of the crate is depicted by the flag display on top of the crate. + +### 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. + +{% figure "../assets/reapir.png" %} +Repair drop. +{% endfigure %} + +## _Score_ {#score} + +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** + +## _Mortars_ {#mortars} + +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. + +Once mortars are needed you can use the mortar’s calculator \(press **3** to select\). The distance to the target and the difference in elevation can be entered into the calculator by clicking on the numbers in the **“Range”** and **“Height”** fields. To get the range make sure you SL’s marker is on the target, then open the map and you’ll find the range listed under the map. Once you are done just click the **“Calculate”** 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. + +{% figure "../assets/mortars.png" %} +The mortar calculator interface. +{% endfigure %} + +## _Close Support Bridges \(CSB\)_ {#close-support-bridges} + +When in need to cross small rivers or damaged bridges, conventional forces can deploy CSBs using their logistic trucks - which carries two of them. In Project Reality CSBs can only be used to fill the gaps of destroyed bridges and in predetermined locations identified by \(obvious\) small heaps of sand positioned across a natural obstacle, like a river. + +{% note %} +CSBs are very narrow, so drive carefully when crossing them. +{% endnote %} + +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 front or 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. + +{{ "Video Tutorial - CSB Deployment" | youtube("Vn66KbNrVJA") }} + +{% figure "../assets/csb.png" %} +CSB from truck being deployed. +{% endfigure %} + +In some cases multiple CSBs are required to span the complete distance. In such situations, you're required to drive to the end of the incomplete bridge and deploy a new CSB and repeat untill its finish. + +## _Battlefield Navigation_ {#battlefield-navigation} + +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. + +{% figure "../assets/target.png", "../assets/build.png", "../assets/observe.png", "../assets/defendmarker.png", "../assets/demolish.png", "../assets/move.png" %} +Targe, build, observe, defend, demolish and move marker, respectively. +{% endfigure %} + +1. 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 _**“Enemy spotted NE 75° degrees 200 meters out”**_**.** + * 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°.![](../assets/compass.png) + * Underneath the compass notches is a triangle which indicates your current bearing. If you are in a Squad, your Squad Leader’s last/currently issued order shows as a chevron as well. If you line up the chevron with the triangle, you’re looking at the location of the order mark. +2. 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 +3. **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. + + +{% figure "../assets/grid.png" %} +{% endfigure %} + +## _Basic Vehicle Information_ {#basic-vehicle-information} + +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’t always directly in line with their Real 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. + +![](../assets/jeep.png) + +* **Civilian vehicles:** PR:BF2’s insurgent forces have access to a range of civilian cars and technicals 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. + +![](../assets/civiliancars.png) + +* **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 \(more on this later\). + +![](../assets/truck.png) + +* **Armored Personnel 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. + +![](../assets/apc.png) + +* **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. + +![](../assets/ifv.png) + +* **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. + +![](../assets/atm.png) + +* **Tank:** Our heaviest of armored vehicles. They come equipped with AP, HE and COAX weaponry. + +![](../assets/tank.png) + +* **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. + +![](../assets/aavehicles.png) + +* **Boat:** PR:BF2 has a variety of boats both armed and un-armed. + +![](../assets/boats.png) + +* **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. + +![](../assets/transheli.png) + +* **Attack Helicopters:** These helicopters come equipped with machine-gun pods and a variety of rockets and missiles. There are 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. + +![](../assets/attackhelis.png) + +* **Jets:** PR:BF2 has a wide variety of jets. There are light and heavy attack jets, fighter jets, bombers and fighter-bombers. + +![](../assets/jets.png) + +All friendly vehicles are marked on the map with unique icons for easy identification. + +![](../assets/vehicleicons.png) + +* 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. + +{% figure "../assets/entrypoints.png" %} +Vehicle entry points can differ per vehicle. Look for hatches. +{% endfigure %} + +* Normal soldiers are allowed to drive small unarmored vehicles such as jeeps, trucks and 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’s/IFV’s 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. +* On public servers (not in local gamemodes) you can quickly switch to the next available free seat in a vehicle by pressing **F8**. +* When in a vehicle, you can see the information on the occupied seats in the bottom left of the the HUD. It shows only important crew seats as squared markers. This includes driver and gunner positions. Passenger seats do not have such markers and are shown as a seperate counter. + +{% figure "../assets/seaticons.png" %} +Important crew members are shown as squared markers. Passengers use a total counter above the vehicle icon. +{% endfigure %} + diff --git a/ar/the_civilian.md b/ar/the_civilian.md new file mode 100644 index 0000000..9e0f322 --- /dev/null +++ b/ar/the_civilian.md @@ -0,0 +1,59 @@ +# The Civilian + +When playing on the Iraqi insurgent, Hamas or Taliban faction, players can choose to play as the Civilian. This role’s primary focus is to gather intelligence on Coalition forces and to run interference for the insurgent Cell Leaders. This kit does not come equipped with any weapons but has a wide variety of equipment and tools. Civilians can use their cellphones to spot enemy troops for their team by placing a marker on the map. + +{% figure "../assets/civiii.png" %} +A civilian. +{% endfigure %} + +Civilians are bound by particular **rules of engagement** \(ROE\). Coalition forces cannot fire agains't civilians that are outside the rules of engagement, risking heavy penalizations. Instead they must **arrest** them or wait untill they're a legit target. + +In order for a player to arrest a civilian, it must use the restrainers or the Shotgun with a buckshot round. + +> Civilians that decide to commit suicide are also counted as an arrested. + +If you shoot a civilian outside the ROE, 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 + +In the other hand, shooting a civilian inside the ROE will cause: + +* The civilian to have an additional 120 seconds in the respawn time +* Your team gains 10 intelligence points + +Running over civilians in a vehicle or climbing on ropes will also result in a penalty if done outside of the ROE. + +## Rules Of Engagement \(ROE\) + +A civilian is considered inside the ROE and therefor can be killed if any of these conditions are met: + +* Spawned... +* Have picked up a kit with a weapon... +* Used a vehicle... +* Used an epipen... + +...less than 2m priour to the engagement. Or he must have an armed insurgent next to him, within 5m horizontally or 1.5m vertically. + +## Becoming a civilian + +For you to become a civilian you must first either spawn as a non-armed soldier or to simply drop your kit \(Press T and then G\). Secondly, has mentioned in the previous section, you must wait 2 minutes after you spawn or dropping your kit. + +## Civilian vehicles + +Non armed-vehicles, including ammo techies and "Fake Garys", must not be destroyed by Coalition forces. + +A vehicle is considered civilian and therefor cannot be destroyed if: + +* Is empty +* Does not have a gun +* Was last use more than 1 minute ago +* Has no enemies nearby \(3 meters\) + +Failing to comply to this ROE will result: + +* Loss of 5 intel points for the team +* Loss of 50 points for the player + diff --git a/ar/the_squad_leader.md b/ar/the_squad_leader.md new file mode 100644 index 0000000..d70ce82 --- /dev/null +++ b/ar/the_squad_leader.md @@ -0,0 +1,209 @@ +# The Squadleader + +## _Guiding Squad_ {#guiding-squad} + +As explained in the Battlefield Navigation section, the Squad Leader can place markers on the map for his squad members to follow. They will find a marker on their compass to follow as well as an icon on the map. The Squad Leader should use these as often as possible and can also use this to easily get the distance towards a target. He can do this from the mini-map by right clicking it and placing the marker or by pressing the **secondary radio key \(T\)** and point at the target and using one of the buttons to place the marker. + +* ![](../assets/target.png) **Target** +* ![](../assets/build.png) **Build** +* ![](../assets/observe.png) **Observe** +* ![](../assets/defendmarker.png) **Defend** +* ![](../assets/demolish.png) **Demolish** +* ![](../assets/move.png) **Move** + +The commander can also order you. If you accept the order \(**PAGE UP**\) your marker will be replaced with the commander’s order. + +## _Spotting Enemies_ {#spotting-enemies} + +The **Squad Leader** in PR:BF2 has many functional abilities. He is able to mark enemy units on the map and forward contact reports to the team's commander with the ability to mark a target on the team's map. To perform these functions follow these steps: + +1. Mark a position either via the minimap or via the secondary commo rose \(**T**\) +2. Select the radio/cellphone item issued to Officer/Spotter/Cell Leader or Collaborator kits and use the **the alternate fire key \(RMB\)** to activate it. +3. While looking closely in the direction of Squad Leader marker, press and hold the primary commo rose key\(**Q**\), hover over the correct type of hostile forces, vehicle, equipment category and press either left click or right click to place the corresponding map mark. + +Note that steps 1 and 2 can be done in either order. + +{% figure "../assets/spotting.png" %} + +Spotting Commo Rose +{% endfigure %} + +{{ "Video Tutorial - Marking" | youtube("XNDb2yMuoho") }} + +## _The GTL Designator \(GTLD\)_ {#gtld} + +The Squad Leader kit and Spotter kit used by conventional forces are equipped with **GTLD \(Ground Target Laser Designator\).**. This piece of equipment has better zoom then the regular binoculars, includes a range-finder and allows you to paint enemy targets which can be targeted by friendly \(and enemy\) air unit's bombs or missiles. + +With the GTLD equipped, you can right-click to increase the zoom level and left-click to toggle the on/off state. While on, the GTLD will emit a laze, that you must keep on your target until the bomb/missile hits it, unlike previous versions where the laze would "stick" to the target even without line of sight. + +Additionally, while the lase is ON, you can access the main radio menu \(Q\) to request close air support \(CAS\) or call fire mortar missions. Doing so will automatically transmit a text message to your team detailing the request and add a target marker to the map. + +## _Rally Points_ {#rally-points} + +A Squad Leader has the ability to set **Rally Points \(RP\)**. This allows fallen squad members to regroup in a safe area with the rest of their squad. To place a RP you need to press **the secondary radio key \(T\)** 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 are equipped with the officer kit. +* You need to have 2 squad members close to you. +* Enemy is further than 50m away on 1x1km maps or 125m or 2x2km and 4x4km maps. + +The rally point automatically disappears after 60 seconds unless: + +* It is within 2x large map grid squares of a friendly FOB +* It is within 2x large map grid squares of a friendly APC or IFV. Only those of which you can request kits. + +An enemy that comes within 50m on 1x1km maps or 125m or 2x2km and 4x4km maps from the rally point will disable it. On larger maps it is 600m. + +A rally point rearms every 1 minute. Unless it has become overrun. In which case you need to wait 5 minutes. + +## _Requesting Support_ {#requesting-support} + +The 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 \(T\).** 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”** request behaves a bit different from the rest. On some maps conventional forces can use this command to request an **artillery barrage**. If your request is approved by the team's commander, the attack will strike after about one minute. After loading a new map or executing an area attack it takes 30 minutes until it is available again. Similarly unconventional factions have access to a mortar barrage every 20 minutes on most maps. + + +{% figure "../assets/support.png" %} +Requesting support through radio. +{% endfigure %} + +## _Construction Work_ {#construction-work} + +Constructing assets is an essential functionality of the Squad Leader which the team's Commander also possesses. When deploying and constructing a Forward Outpost \(FOB\) a Squad Leader needs to have an officer kit and a heavy supply crate within a 50m radius of his vicinity. 2 light supply crates offer the same capabilities as 1 heavy supply crate to achieve the same goal. Insurgents, Taliban and the Hamas can only deploy hideouts, mortars and anti-tank positions for their team which do not require supplies to build these structures. To perform this function either a cell leader or collaborator kit is necessary. + +{% figure "../assets/buildcomo.png" %} +Building assets through radio. +{% endfigure %} + +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. +3. Once you deploy it, press the **secondary radio menu key \(T\).** +4. Left click your mouse on **DEPLOY / REMOVE ASSET.** +5. Select the structure you want to build from the list. + +{% figure "../assets/shovel.png" %} +Shovel needed to build up deployables. +{% endfigure %} + +Players currently standing where the deployable is being placed will die. So make sure your squad knows where you intend to build. Soldiers need to use **the entrenching tool** to build assets. Construction is complete once the digging stops. + +Place the deployables on open terrain non obstructed area to avoid undesirable effects and unwanted placement locations. The deployable will only appear if its placement location isn't too far above or below your position. + +To dismantle a built structure, squad members must use the entrenching tools right click to destroy an emplacement, then the Squad Leader is able to right-click **DEPLOY / REMOVE ASSET** menu whilst pointing towards the object no more than 5m away, to completely remove it. + +Deployable Emplacements weapons can be rearmed by dropping ammunition bags next to them. Several bags are needed to completely rearm an emplacement. + +{% figure "../assets/deploy.png" %} +Unbuild and build examples of a foxhole. +{% endfigure %} + +## _Deployable Structures_ {#deployable-structures} + +Here is a list of the deployable structures and the requirements for building them. Deployable assets can be either dismantled with a shovel or alternatively destroyed with C4, IEDs, tank shells, APC shells, or any over forms of heavy ordnance. Deployables can also be completely destroyed by continuing to damage the base of the emplacement. Forward outposts and hideouts can be destroyed as well by ordnance or C4 plastic explosives and TNT. Squad leaders can remove unbuilt deployable emplacements with the radio in a similar way to how they were deployed, by alternatively using the right click to remove the deployable base. The alternate fire mode for the entrenchment tool also has the ability to dismantle unbuilt deployable emplacements. An important note on the requirements and limitations listed below is that all values about distance to an FOB and the maximum amount of assets per FOB are doubled on the CNC gamemode \(except for the amount of mortars\). Also remember that 2 large supply crates can also be replaced by 4 small supply crates or 1 large and 2 small crates. To learn more about logistics and crates see [the logistics chapter.](the_basics.md#logistics). + +**Forward Operating Base \(FOB\):** The forward operating base, also known as a forward outpost serves as a defensive spawn position for the team. It comes online 90 seconds after being build. It becomes unspawnable for 30 seconds if 2 enemies are within 50m, 4 enemies within 100m or 8 enemies within 150m. Requirements and limitations: + +* Must be constructed within 50m of a friendly large 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 and the team's HQ. +* Must be constructed at least 10m away from the map border \(200m on CNC\). + +{% figure "../assets/fobb.png" %} +{% endfigure %} + +**Hideout:** Insurgents use hideouts as a spawn location. If 2 or more enemies are close by \(within 50m\), spawning is disabled until 90 seconds after they leave or die. Requirements and limitations: + +* Requested further than 200m from the closest hideout and the insurgent HQ. +* The team may have up to 6 hideouts at the same time. +* Must be constructed at least 10m away from the map border. + +{% figure "../assets/hideoutt.png" %} +{% endfigure %} + +**Heavy MG:** A deployable heavy machine gun. Requirements and limitations: + +* Must be placed within 200m of a FOB / hideout and at least 200m away from the team's CO-Post and 50m away from Vehicle Depot. +* 2 large supply crates must be within 200m. +* Only 2 MG’s per FOB and within 200m radius. +* The team can have up to 24 heavy MGs. + +{% figure "../assets/hmg.png" %} +{% endfigure %} + +**Anti-Tank:** A deployable anti-tank missile launcher. This weapon features thermal imaging and 1 fixed level of magnification. Reloading takes 20s. Requirements and limitations: + +* Must be placed within 200m of a FOB / hideout and at least 200m away from the team's CO-Post and 50m away from Vehicle Depot. +* 2 large supply crates must be within 200m. +* No other anti-tank emplacement may be within 200m distance and on that FOB. +* The team can have up to 3 anti-tank positions at the same time. + +{% figure "../assets/tow.png" %} +{% endfigure %} + +**Anti-Tank \(unconventional forces\):** The SPG9 AT-launcher only has a narrow range of traverse. It can shoot two types of ammunition and takes 15s to reload. Requirements and limitations: + +* Must be placed within 200m of a FOB / hideout and at least 200m away from the team's CO-Post and 50m away from Vehicle Depot. +* 2 large supply crates must be within 200m \(only for the militia and Syrian Rebels\). +* No other anti-tank emplacement may be within 200m distance and on that FOB. +* The team can have up to 3 anti-tank positions at the same time. + +{% figure "../assets/spg.png" %} +{% endfigure %} + +**Anti-Air:** A deployable surface-to-air missile launcher. Requirements and limitations: + +* Must be placed within 200m of a FOB / hideout and at least 200m away from the team's CO-Post and 50m away from Vehicle Depot. +* 2 large supply crates must be within 200m. +* No other anti-air emplacement may be within 200m distance and on that FOB. +* The team can have up to 6 anti-air emplacements. +* Unconventential forces get a DShK machine gun on a tripod as anti-air emplacement. + +{% figure "../assets/aaa.png" %} +{% endfigure %} + +**Foxhole:** A sandbag fortified foxhole provides cover against small arms and artillery strikes. Requirements and limitations: + +* Must be placed within 200m of a FOB / hideout and at least 200m away from the team's CO-Post and 50m away from Vehicle Depot. +* 2 large supply crates must be within 200m. +* A maximum of 9 other foxholes, sandbags or segments of razor wire are within 200m and on that FOB. +* The team can have up to 60 foxholes, sandbag-walls, segments of razor wire in total. + +{% figure "../assets/foxhole.png" %} +{% endfigure %} + +**Sandbag-wall:** A sandbag wall is a small 5m long wall made of sandbags to hide behind and use as cover against small arms. Requirements and limitations: + +* Must be placed within 200m of a FOB / hideout and at least 200m away from the team's CO-Post and 50m away from Vehicle Depot. +* 2 large supply crates must be within 200m. +* A maximum of 9 other foxholes, sandbags or segments of razor wire are within 200m and on that FOB. +* The team can have up to 60 foxholes, sandbag-walls, segments of razor wire in total. + +{% figure "../assets/sandbagwall.png" %} +{% endfigure %} + +**Razor wire:** A 10m wide road block of razor wire and tank traps. Requirements and limitations: + +* Must be placed within 200m of a FOB / hideout and at least 200m away from the team's CO-Post and 50m away from Vehicle Depot. +* 2 large supply crates must be within 200m. +* A maximum of 9 other foxholes, sandbags or segments of razor wire are within 200m and on that FOB. +* The team can have up to 60 foxholes, sandbag-walls, segments of razor wire in total. + +**Roadblock \(unconventional forces\):** A 5m or 10m \(right or left click\) wide road block of garbage. Requirements and limitations: + +* Must be placed 200m away from the team's CO-Post and 50m away from Vehicle Depot. +* A maximum of 9 other roadblocks, razorwires, foxholes and sandbags can be within 200m. +* The team can have up to 100 roadblocks in total. + +{% figure "../assets/roadblock.png" %} +{% endfigure %} + +**Mortar:** 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. Requirements and limitations: + +* Must be placed within 200m of a FOB / hideout and at least 200m away from the team's CO-Post and 50m away from Vehicle Depot. +* 2 large supply crates must be within 200m \(only needed for conventional forces, militia and Syrian Rebels\). +* The team can have up to 2 mortar positions at the same time. +* Both mortar positions must be placed within 50m of each other. + +{% figure "../assets/mortarss.png" %} +{% endfigure %} diff --git a/ar/weapons_and_equipment.md b/ar/weapons_and_equipment.md new file mode 100644 index 0000000..05ae10f --- /dev/null +++ b/ar/weapons_and_equipment.md @@ -0,0 +1,126 @@ +# Weapons & equipment + +## _General Weapons & Equipment_ {#general-weapons-equipment} + +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. 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. Take note that the bullet drop indicators found in a number scoped rifles are just for show and do not work; bullet drop to the extend that it is visible from the center of the reticle starts to take effect only at moderately high distances(500m and above) and is much more mild than indicated by the range marks. The point of aim is located in the center of the reticle, regardless of any and all range indicators the actual scope would indicate for military personnel. Weapons are classified into categories in PR:BF2, often connected to the kits they are used by: + +![cuserswouterdesktop1.png](../assets/cuserswouterdesktop1.png)**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_ + +![cuserswouterdesktop2.png](../assets/cuserswouterdesktop2.png)**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 [\(see Altering Sighting Range\)](weapons_and_equipment.md#altering-sighting-range). 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_ + +![cuserswouterdesktop3.png](../assets/cuserswouterdesktop3.png)**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_ + +![cuserswouterdesktop4.png](../assets/cuserswouterdesktop4.png)**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. 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_ + +![cuserswouterdesktop5.png](../assets/cuserswouterdesktop5.png)**Designated marksman rifles \(DMR\)** are used to engage distant priority targets with paced accurate fire. They can be deployed to greatly increase their accuracy at the cost of mobility. A player's stance does affect the long range accuracy while the DMR is deployed, and its optimal firing position is in prone. When firing at targets more than 500m away, bullet drop starts to be a factor. Elevate the gun slightly above the intended point of impact. Should the bullet still impact low, adjust as needed and try again. It is still vital to compensate for moving targets at range. To maximize accuracy the marksman should wait about one second per round fired. + +> _Kits: Marksman_ + +![cuserswouterdesktop6.png](../assets/cuserswouterdesktop6.png)**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 influence the sniper rifle's long range accuracy. They are the most accurate type of infantry-held firarm and hit in a very small cone once deviation has settled. Much like DMRs bullet drop compensation is not necessary unless the target distance exceeds around 500m, but aiming for the chest of an enemy standing upright at higher distance is very likely to still landi in the stomache area, which will incapacitate. Only targets far away, who’re mostly behind cover or in prone position will require you to aim above the chest or head to score a hit. Maximum accuracy is obtained by waiting for about 8 seconds after movement and 4s after shooting. + +> _Kits: Sniper_ + +![cuserswouterdesktop7.png](../assets/cuserswouterdesktop7.png)**Sub machine guns \(SMG\)** are used in close quarter situations at short range. Their rate of fire is rapid and they primarily fire pistol ammunition such as 9mm rounds, though some use a shortened type of rifle cartridge instead. These are commonly referred to as Personal Defense Weapon(PDW) and sit somewhere between the SMG and Assault Rifles in terms of handling, recoil, damage and accuracy but function closer to SMGs due to a lack of magnified optical attachments. + +> _Kits: Crewman, Rifleman AT, Heavy Antitank, Squad leader, Rifleman Breacher on unconventional forces_ + +![cuserswouterdesktop8.png](../assets/cuserswouterdesktop8.png)**Light machine guns \(LMG\)** are used to suppress the enemy and can devastate an enemy squad when used at medium range or in ambush situations. They can be deployed to greatly increase their accuracy, stability and range. When using the deployed LMG, accuracy is increased but only when mobility is minimal and is not suitable for use when mobile. The deployed mode also decreases firing induced inaccuracies and allow the user to fire longer bursts more accurately than all other handheld automatic weapons. Depending on distance to the enemy, bursts of 3 to 7 rounds with short breaks are the ideal way of using these weapons to their maximum effectiveness. Belt-fed LMGs usually have 100 rounds of ammunition, some even more, but take quite long to reload, meaning magazine-fed ones are quicker in this regard but have to be much more aware of how many rounds they’ve fired out of their current magazine. The player's stance does affect its long range accuracy, and its optimal firing position is in prone. In this position you will yield the highest accuracy at long ranges. The undeployed mode is used for when a player is mobile and needs to return fire without delay at shorter ranges. + +> _Kits: Automatic Rifleman_ + +![cuserswouterdesktop9.png](../assets/cuserswouterdesktop9.png)**Medium machine guns \(MMG\)** are a medium class version of the machine gun. They use a larger 7.62mm caliber round which can have devastating effects in certain situations and are excellent for suppressing enemy at long range, but are limited to only having the deployed mode of operation due to weight. After longer stretches of movement, they take about 7 seconds to reach maximum firing accuracy. Though not quite as much, MMGs can, much like their little counterparts, fire long bursts of automatic or rapid fire with less accuracy penalty and recoil than other automatic firearms. Due to their increased damage and high capacity they also be realistically used to damage enemy unarmoured vehicles and its passengers. Unlike the LMGs MMGs are all belt-fed and thus require some time to reload. + +> _Kits: Machine Gunner_ + +![cuserswouterdesktop10.png](../assets/cuserswouterdesktop10.png)**Fragmentation grenades** have a large blast radius but they are not accurate when thrown whilst moving or jumping and their range is relatively short. It takes about 5 seconds until they detonate. Some grenades like the RGO and RKG grenades explode on impact. The RKG is also an example of a grenade meant for usage against vehicles. 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, or alternatively use mumble. + +> _Kits: Grenades: most Infantry kits, especially Officers and Riflemen_ \| _stone: civilian and several insurgents_ + +![cuserswouterdesktop11.png](../assets/cuserswouterdesktop11.png)**Knifes & Bayonets** are instantly lethal if they strike the enemy. Enemy insurgent combatants killed by knife counts as an arrest. Unarmed melee attacks take about 5 hits to kill an enemy. + +> _Kits: Armed Melee: all except for Pilot, Civilian and Unarmed \| Unarmed Melee: Pilot and Unarmed_ + +![cuserswouterdesktop12.png](../assets/cuserswouterdesktop12.png)**Light anti-tank launchers \(LAT\)** are used against unarmored and lightly armored targets. They are not effective against medium or heavy armor. It takes some time for the launcher to be set up for firing when switching to it, and they take time to settle after movement as well. Many launchers are using iron sights with the option to be adjustable. To adjust, press and hold the main commo-rose key(default: Q), then select the range via left-click. ([\(see Altering Sighting Range\)](weapons_and_equipment.md#altering-sighting-range)) Other launchers are provided with an optic sight with working range marks instead and thus do not require being sighted in. Finally, a small group of systems use a scope but have to be sighted prior to launch. When engaging targets between the set ranges, you can manually compensate the angle of attack by either elevating your aim or de-elevating to maintain an effective hit on target. + +> _Kits: Rifleman AT, Militia / Taliban / Hamas Anti Tank_ + +![cuserswouterdesktop13.png](../assets/cuserswouterdesktop13.png)**Heavy anti-tank launchers \(HAT\)** are used to engage armored vehicles. They can destroy light and medium armor with a single hit. However, main battle tanks(MBTs) can take multiple frontal hits and it’s recommended to launch only when being able to hit the sides, rear or top of the tank, with the latter two being guaranteed one-shot kills outside of a few specific warheads. To prepare the weapon for firing you first have to settle the weapon for a substantial amount of time, around 10 seconds. Unlike LATs, most HATs outside of the ones used by unconventional forces come equipped with a scope with range marks at the very least. Some might not have range markers and instead have the ability to be guided by the operator after launch, effectively being an Anti Tank Guided Missile system(ATGM) instead of a mere rocket launcher. +When using an ATGM, the operator has to hold down the fire key until the missile is launched(time varies depending on missile system), which is indicated by a green SEEK displayed above the compass. After launch, the missiles have around 600m of guiding range before the wire used to signal control commands to the missile snaps, at which point the missile spins out of control and is highly unlikely to hit. The reliance on wire to control the missile also makes it impossible to bend the missile around building corners and solid objects of any kind. The missiles also often travel in a slight spiraling motion around the point of aim, requiring the operator to give the missile some room to manoeuvre. Some of these weapon systems cannot be launched from the prone position, attempting to launch will cause the weapon system to become entirely inoperable. If that happens, the Kit needs to be dropped, causing it to despawn after some minutes.(See Kit Drop Procedure section) +Very few ATGM systems have a built-in automatically-executed top-attack mode which can be selected prior to launch via the main commo rose key(default: Q) when aiming with the weapon system. The top attack mode increases the chances of a successful strike on a target’s weaker top side armour, but it takes additional time for the missile to climb to altitude and dive down on target, it furthermore increases the minimum distance at which the weapon can be used to around 150m, so the operator might want to select the direct operation mode instead to decrease the missile’s flight time and minimum distance. Do note that these missiles are „smart“ and do not rely on wire controls to be guided, they are guided by the chosen point of impact. +For reasons of gameplay they are NOT Fire-and-Forget with homing ability like their IRL counterparts though. + + +> _Kits: Conventional forces Anti Tank_ + +![cuserswouterdesktop14.png](../assets/cuserswouterdesktop14.png)**Surface-to-air missiles \(SAM\)** are used to take down enemy aircraft. To achieve this you need to visually acquire the target by tracking it through the air. Once tracking is established you will hear a low tone, after a few seconds when lock is achieved you will hear a secondary high tone, at this point you can fire. Countermeasures such as flares will prevent you from effectively destroying your target, so your angle of attack in relation to the vehicle’s travelling direction is paramount to achieve a hit. Enemy pilots will receive a warning sound a few seconds after they have been locked-on by a SAM giving them time to maneuver away from the threat. Some older factions like the Falklands factions with the Blowpipe will not have locking AA weapons and will need to be manually guided. + +> _Kits: Anti Aircraft_ + +![cuserswouterdesktop15.png](../assets/cuserswouterdesktop15.png)**Remote detonated explosives** are explosives that are detonated by a remote device trigger by the individual who placed the explosives and are generally used for ambushes and defence. **Anti-Personnel Mines** \(Claymores\) take 5 seconds to arm after placing. When arming the detonator a sound will indicate when this time has elapsed. If explosives are triggered prematurely, they won't explode at all. IEDs don't have this safeguard. Most explosives have to be setup whilst in the prone position. A player can place up to 4 AP mines and 5 C4 packs or IEDs simultaneously. Some soldiers can place two independent groups of explosives which can be triggered individually. These explosives can all be diffused by the Combat Engineer’s wrench. After placing the explosive, the game will put an icon on the map for friendlies to see. They will however not receive a visual indicator of these in their HUD unlike BF2 when in close proximity of them. Insurgent sappers can put up stone markers to warn friendlies of buried IEDs but it might also inform the coalition forces to be wary of them. Should the automatic map marker placement not have worked, you can press and hold **Q**, then left click when having an IED-type weapon selected to place up to 3 mine markers manually. + +> _Kits: AP Mines: Rifleman AP \| Mine, Mortar, TNT IEDs: Sapper \| Water Container IED: Sapper and unconventional Engineer_ + +![cuserswouterdesktop16.png](../assets/cuserswouterdesktop16.png)**Time detonated explosives** are explosives on a timer that detonate shortly after they have been placed and are mainly used for taking out stationary assets such as enemy firebases, ammo caches and abandoned enemy vehicles. The two main types of Timed Explosives are **the Large and Small C4 charges**. The Large C4 is just a bit over twice as powerful as the Small C4 and only available to the Conventional Forces Combat Engineer Kit while the Small C4 is carried by both the Conventional Forces Combat Engineer and Breacher kits. You only need to place one charge of either the Large or Small C4s in order to destroy a firebase, but a single Small C4 charge will not destroy a firebase right away, instead the firebase will collapse a few seconds after the charge has detonated, giving the opposing team time to repair the firebase. To destroy the foundation of a firebase or other deployable asset, simply place another Small C4 charge on the foundation and it will destroy it shortly after detonating. The Small C4 can also be used to take out stationary vehicles, with 1x Small C4 to take out light armored vehicles \(Land Rovers, Civilian Cars, Technicals, lightly armoured HMMWVs, etc.\), 2x Small C4s to take out Armoured Jeeps and Trucks \(Up-Armoured HMMWV, Panther CLV and Support & Logistics Trucks such as the M-35, etc.\), 3x Small C4s to take out APCs. The large C4 can be diffused by the Combat Engineer’s Spanner/Wrench. + +> _Kits: Small C4: Conventional Forces Combat Engineer & Breacher \| Large C4: Conventional Forces Combat Engineer_ + +**Mines** are contact explosives which the Combat Engineer classes have access to. They will be buried under a small dirt patch, and become hard to notice for moving vehicles. Upon placing a Mine (Press and hold **Q**), similar to IEDs a marker will be put up on your team’s map, but you can also place up to 3 mine markers manually. Mines can be removed with the wrench of a combat engineer. + +> _Kits: Combat engineer_ + +![cuserswouterdesktop18.png](../assets/cuserswouterdesktop18.png)**Field dressings** restore 25% health. They are thrown onto the ground to heal the player standing closest to the dressing. Field dressings are selected by pressing the 8 or 9 key. **The first aid kit** can fully heal a player 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. A medic can heal himself by using the patches provided. Players inside a vehicle with a medic will heal automatically over time. **The epipen** is then used to revive them. Freshly revived soldiers need immediate medical treatment to prevent them from bleeding out. **Drag** is used to move a wounded player prior to administering an epinephrine shot. You need to be crouched before being able to use this. + +> _Kits: Field Dressing: all soldiers \| First Aid kit, Drag, Epipen: Combat Medic / Corpsman / Insurgent Medic_ + +![cuserswouterdesktop19.png](../assets/cuserswouterdesktop19.png)**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. The ammo bag can also be used to rearm deployable weapons like MGs, antitank launchers and mortar emplacements. + +> _Kits: Rifleman and various Insurgent rifleman kits_ + +![cuserswouterdesktop17.png](../assets/cuserswouterdesktop17.png)**Entrenchment tool** is used to construct deployable structures for the team. It can't be used offensively. To construct a structure you need to point towards it and hold the fire button until the digging animation stops. The alternate commo-rose option allows squad leaders to demolish friendly foxholes and razor wire road blocks. + +**The Wrench/Repair Kit** is used to disarm and remove explosives such as land mines, IEDs, trip flares and grenade traps. It can also provide repairs to particular light vehicles when they have sustained damage. It can also be used to build razor wire. Both the shovel and the wrench are capable of repairing a cache. + +> _Kits: Entrenching Tool: all except for Officer, Combat Medic / Corpsman, Sniper, Pilot, Cell leader and Hamas Civilian_ +> +> _Wrench: Conventional forces Combat Engineer_ +> +> ![cuserswouterdesktop20.png](../assets/cuserswouterdesktop20.png)**Smoke Grenades** are used to conceal troop movement or to signal friendly aircraft. Smoke screen generally take about 30 seconds to augment and fill out. The cover lasts for more than one minute before dissipating. _Kits: Smoke Grenade: most kits \| Signal Smoke: Officer, conventional forces Sniper, Pilot_ + +![cuserswouterdesktop21.png](../assets/cuserswouterdesktop21.png)**Binoculars** allow soldiers to spot distant enemies and identify unknown contacts. Officers and cell leaders can also use their binoculars to request mortar strikes. **The ground laser target designator** \(GTLD\) is used to mark targets for engagement by friendly aircraft and mortar sites. + +> _Kits: Binoculars: Crewman, Sniper and most kits on unconventional factions \| GTLD: Officer and Spotter for conventional forces_ + +![cuserswouterdesktop22.png](../assets/cuserswouterdesktop22.png)**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, Spotter, Civilian_ + +![cuserswouterdesktop23.png](../assets/cuserswouterdesktop23.png)**The Grappling Hook** is used to traverse over walls, buildings or to gain access to the top of structures to allow key squad member to have the advantage of high. After the hook has successfully attached itself to a surface, any player can accend up the rope by pressing the “enter/exit” key \(default: E\) and moving forward to climb and backwards to slide down the rope. They remain in position for 3 minutes and can be retrieved by the player using the pickup kit key \(default: G\). + +> _Kits: Rifleman Breacher, Scout, Civilian_ + +**Parachutes** are used by pilots and paratroopers. They are deployed automatically when spawning in a paratrooper deployed faction. When ejecting from a fixed-wing aircraft the ejection seat will also automatically deploy the parachute. It can also be deployed manually in other cases by with the 9-key. Parachutes need to be opened an ample time before reaching the ground to avoid injury or a mild case of death. After your Squad Leader has reached the ground on a map supporting paradrops, a special supply crate appears next to him. This crate can only be used to request kits. + +> _Kits: Pilot, any spawnable kit used by a team with a paradrop spawn point_ + +## _Back Up Iron Sights \(BUIS\)_ {#buis} + +**Back up iron sights \(BUIS\)** are designed to provide the operator with an alternative method to acquisition a target depending on situation. Provided the weapon has BUIS equipped, a player will able to switch between backup sights and optics using **the pre-existing Cycle Camera key \(C**\). On the lower right hand corner is a small icon (S for scope, B for BUIS) displaying the currently selected view method. It is possible to change which method you’re using when aiming down sights, increasing your ability to either locate hostiles or precisely aim quickly. + +{% figure "../assets/buis.png" %} +{% endfigure %} + +## _Altering Sighting Range_ {#altering-sighting-range} + +{{ "Video Tutorial - Sighting Range" | youtube("cLfdH1EHWPA") }} From 15f93560682bfe3bccfeecab1a15fc01f7a1b667 Mon Sep 17 00:00:00 2001 From: abdullah khawahir Date: Tue, 5 Mar 2024 15:22:01 +0300 Subject: [PATCH 02/15] adding ar to languages --- SUMMARY.md | 138 +++++++++++++++++++++++++++------------------------ langs.md | 1 + package.json | 2 +- 3 files changed, 76 insertions(+), 65 deletions(-) diff --git a/SUMMARY.md b/SUMMARY.md index eef37c1..0510e39 100644 --- a/SUMMARY.md +++ b/SUMMARY.md @@ -1,64 +1,74 @@ -# Summary - -* [Introduction](README.md) -* [Languages](langs.md) -* [English - v1.7](en/README.md) - * [Set-Up](en/set-up.md) - * [Game Modes](en/game_modes.md) - * [The Basics](en/the_basics.md) - * [Weapons & Equipment](en/weapons_and_equipment.md) - * [Kits](en/kits.md) - * [The Squad Leader](en/the_squad_leader.md) - * [Operating Vehicles](en/operating_vehicles.md) - * [The Commander](en/commander.md) - * [The Civilian](en/the_civilian.md) -* [Indonesia - v1.6.3](id/README.md) - * [Persiapan Bermain](id/set-up.md) - * [Mode Permainan](id/game_modes.md) - * [Dasar](id/the_basics.md) - * [Senjata dan Perlengkapan](id/weapons_and_equipment.md) - * [Kits](id/kits.md) - * [Pemimpin Squad](id/the_squad_leader.md) - * [Mengoperasikan Kendaraan](id/operating_vehicles.md) - * [Komandan](id/commander.md) - * [Orang Sipil (Civilian)](id/the_civilian.md) -* [German - v1.5](de/README.md) - * [Set-Up](de/set-up.md) - * [Spielmodi](de/game_modes.md) - * [Die Grundlagen](de/the_basics.md) - * [Waffen & Ausrüstung](de/weapons_and_equipment.md) - * [Ausrüstung](de/kits.md) - * [The Squad Leader](de/the_squad_leader.md) - * [Fahrzeug Betrieboperating vehicles](de/operating_vehicles.md) - * [Commander](de/commander.md) - * [Zivilisten](de/the_civilian.md) -* [Brazilian Portuguese - v1.6.4](br/README.md) - * [Set-Up](br/set-up.md) - * [Modos de Jogo](br/game_modes.md) - * [O básico](br/the_basics.md) - * [Armas e Equipamentos](br/weapons_and_equipment.md) - * [Kits](br/kits.md) - * [O Líder de Esquadrão](br/the_squad_leader.md) - * [Operando Veículos](br/operating_vehicles.md) - * [O Comandante](br/commander.md) - * [O Civil](br/the_civilian.md) -* [Spanish / Español - v1.7](es/README.md) - * [Set-Up](es/set-up.md) - * [Modos de Juego](es/game_modes.md) - * [Conceptos Basicos](es/the_basics.md) - * [Armas y Equipamientos](es/weapons_and_equipment.md) - * [Kits](es/kits.md) - * [El Líder de Escuadrón](es/the_squad_leader.md) - * [Operando Vehículos](es/operating_vehicles.md) - * [EL Comandante](es/commander.md) - * [El Civil](es/the_civilian.md) -* [Italiano - v1.7](it/README.md) - * [Installazione](it/set-up.md) - * [Modalità di Gioco](it/game_modes.md) - * [Le Basi](it/the_basics.md) - * [Armi ed Equipaggiamento](it/weapons_and_equipment.md) - * [Kit](it/kits.md) - * [Il Capo Squadra](it/the_squad_leader.md) - * [Operare i Veicoli](it/operating_vehicles.md) - * [Il Comandante](it/commander.md) - * [Il Civile](it/the_civilian.md) +# Summary + +* [Introduction](README.md) +* [Languages](langs.md) +* [English - v1.7](ar/README.md) + * [Set-Up](ar/set-up.md) + * [Game Modes](ar/game_modes.md) + * [The Basics](ar/the_basics.md) + * [Weapons & Equipment](ar/weapons_and_equipment.md) + * [Kits](ar/kits.md) + * [The Squad Leader](ar/the_squad_leader.md) + * [Operating Vehicles](ar/operating_vehicles.md) + * [The Commander](ar/commander.md) + * [The Civilian](ar/the_civilian.md) +* [Indonesia - v1.6.3](id/README.md) + * [Persiapan Bermain](id/set-up.md) + * [Mode Permainan](id/game_modes.md) + * [Dasar](id/the_basics.md) + * [Senjata dan Perlengkapan](id/weapons_and_equipment.md) + * [Kits](id/kits.md) + * [Pemimpin Squad](id/the_squad_leader.md) + * [Mengoperasikan Kendaraan](id/operating_vehicles.md) + * [Komandan](id/commander.md) + * [Orang Sipil (Civilian)](id/the_civilian.md) +* [German - v1.5](de/README.md) + * [Set-Up](de/set-up.md) + * [Spielmodi](de/game_modes.md) + * [Die Grundlagen](de/the_basics.md) + * [Waffen & Ausrüstung](de/weapons_and_equipment.md) + * [Ausrüstung](de/kits.md) + * [The Squad Leader](de/the_squad_leader.md) + * [Fahrzeug Betrieboperating vehicles](de/operating_vehicles.md) + * [Commander](de/commander.md) + * [Zivilisten](de/the_civilian.md) +* [Brazilian Portuguese - v1.6.4](br/README.md) + * [Set-Up](br/set-up.md) + * [Modos de Jogo](br/game_modes.md) + * [O básico](br/the_basics.md) + * [Armas e Equipamentos](br/weapons_and_equipment.md) + * [Kits](br/kits.md) + * [O Líder de Esquadrão](br/the_squad_leader.md) + * [Operando Veículos](br/operating_vehicles.md) + * [O Comandante](br/commander.md) + * [O Civil](br/the_civilian.md) +* [Spanish / Español - v1.7](es/README.md) + * [Set-Up](es/set-up.md) + * [Modos de Juego](es/game_modes.md) + * [Conceptos Basicos](es/the_basics.md) + * [Armas y Equipamientos](es/weapons_and_equipment.md) + * [Kits](es/kits.md) + * [El Líder de Escuadrón](es/the_squad_leader.md) + * [Operando Vehículos](es/operating_vehicles.md) + * [EL Comandante](es/commander.md) + * [El Civil](es/the_civilian.md) +* [Italiano - v1.7](it/README.md) + * [Installazione](it/set-up.md) + * [Modalità di Gioco](it/game_modes.md) + * [Le Basi](it/the_basics.md) + * [Armi ed Equipaggiamento](it/weapons_and_equipment.md) + * [Kit](it/kits.md) + * [Il Capo Squadra](it/the_squad_leader.md) + * [Operare i Veicoli](it/operating_vehicles.md) + * [Il Comandante](it/commander.md) + * [Il Civile](it/the_civilian.md) +* [Arabic / العربية - v1.7](ar/README.md) + * [Set-Up](ar/set-up.md) + * [Game Modes](ar/game_modes.md) + * [The Basics](ar/the_basics.md) + * [Weapons & Equipment](ar/weapons_and_equipment.md) + * [Kits](ar/kits.md) + * [The Squad Leader](ar/the_squad_leader.md) + * [Operating Vehicles](ar/operating_vehicles.md) + * [The Commander](ar/commander.md) + * [The Civilian](ar/the_civilian.md) \ No newline at end of file diff --git a/langs.md b/langs.md index b00490d..1d66e7f 100644 --- a/langs.md +++ b/langs.md @@ -6,3 +6,4 @@ * [Brazilian Portuguese - v1.6.4](br/) * [Spanish / Español - v1.7](es/) * [Italian - v1.7](it/) +* [Arabic / العربية - v1.7](ar/) \ No newline at end of file diff --git a/package.json b/package.json index 010e5e4..b30b76e 100644 --- a/package.json +++ b/package.json @@ -10,7 +10,7 @@ "honkit-plugin-reality-theme": "file:packages/reality-theme" }, "devDependencies": { - "honkit": "^4.0.7" + "honkit": "^4.0.8" }, "scripts": { "build": "honkit build", From 292233203fb02ba404f51c334a6b5fdc6a9dedfa Mon Sep 17 00:00:00 2001 From: abdullah khawahir Date: Tue, 12 Mar 2024 04:16:10 +0300 Subject: [PATCH 03/15] collap point --- .vscode/launch.json | 21 - ar/README.md | 36 +- ar/game_modes.md | 65 +- ar/set-up.md | 7 +- ar/summary.md | 28 +- langs.md | 4 +- package-lock.json | 2584 +++++++++++++++++++++++++++++++++++++++++++ 7 files changed, 2661 insertions(+), 84 deletions(-) delete mode 100644 .vscode/launch.json create mode 100644 package-lock.json diff --git a/.vscode/launch.json b/.vscode/launch.json deleted file mode 100644 index 45b7f5a..0000000 --- a/.vscode/launch.json +++ /dev/null @@ -1,21 +0,0 @@ -{ - // Use IntelliSense to learn about possible attributes. - // Hover to view descriptions of existing attributes. - // For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387 - "version": "0.2.0", - "configurations": [ - { - "name": "Launch via NPM", - "request": "launch", - "runtimeArgs": [ - "run", - "serve" - ], - "runtimeExecutable": "npm", - "skipFiles": [ - "/**" - ], - "type": "pwa-node" - } - ] -} \ No newline at end of file diff --git a/ar/README.md b/ar/README.md index ccf4868..6a25fca 100644 --- a/ar/README.md +++ b/ar/README.md @@ -1,31 +1,29 @@ -> Project Reality: BF2 has been in development by countless developers over a period of more than 15 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. +> تم تطوير Project Reality: BF2 من قبل عدد لا يحصى من المطورين على مدى أكثر من 15 عامًا. تم إجراء تعديلات وتحسينات شاملة خلال هذا الوقت. +> بعد آلاف التغييرات، يصبح من الصعب تمييز أن PR هو تعديل للعبة Battlefield 2. +> نتمنى ان ان يكون هذا الدليل مدخل موفق لك في المعارك الحامية الوطيس في عالم PR:BF1 +> ان كان لديك اي اقتراح و سؤال لم تجد له اجابه في هذا الدليل فلا تتردد في الاتواصل معنا خلال المنتدى > > _The PR-Team_ -## Introduction +## المقدمة +هذه المقدمة سوف تعطيك فكرة عامة عن ما الذي تتوقعه عندما تبدا لعب Project Reality التي هي تعديل على Battlefield 2. هذا التعيدل او MOD فية كميه من التعقيدات في اللعب و تعتمد على اللعب الجماعي الذي لن تراه في مغلب الالعاب الحديث. و في نفس الوقت توازن بين المحاكاه و متعة اللعب. وبسبب كثرة المفاهيم والامور التي يجب ان تتعلمها من المستحسن ان تكمل هذا الدليل قبل الاقبال في اللعب. -This introduction will give a brief overview into what you can expect when you begin playing the Project Reality modification for Battlefield 2. This modification has a level of complexity and teamwork that you won’t find in 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. +إن جوهر او روح Proejct Reality هو التعاون الجماعي. التنسيق بين افراد الفرقة , وبين الفرق التي في نفس الفريق. فإن دور قائد الفرقة و دور قائد الفرق هم اكثر الأدوار أهمية لضمان النجاح في PR. و توجه الفريق يكون من توجيهات كلٍّ من رئيس الفرق و رؤساء الفرق. و توفر عدة ادوار لكل فريق فمنهم من يتولى المدرعات او النقل الجوي وغيرها. و و لدى القادة القدرة على انزال معدات دفاعية و هجومية و بنادق آلية مثبته و هاون لتعزيز و تحصين مواقع انزال تسمى FOBs (قاعدة عمليات امامية). بالإضافة إلى ذلك، تم تنويع دور اللاعبين داخل الفرق بشكل كبير، ويتم ذلك في تشكيلة متنوعة من الأطقم القياسية والمحدودة لحملات مختلفة للمشاة جنبًا إلى جنب مع الأطقام الفريدة لتشغيل المدرعات والطائرات. -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. +جانب آخر أساسي من جوانب PR هو كيفية تواصل اللاعبين. التواصل في PR هو عنصر أساسي في اللعب ونوصي بأن يكون جميع اللاعبين جاهزين لاستخدام الميكروفون عند بدء اللعب. و لضمان تعزيز التواصل، يوفر الإصدار المتكامل من برنامج التواصل الصوتي PR Mumble للاعبين قدرات غير متاحة مع خدمة الصوت فوق الإنترنت المدمجة في BF2، مثل القدرة على التحدث مع لاعبين آخرين داخل المحيط المحلي، بغض النظر عن الفرق التي ينتمون إليها، بالإضافة إلى نقل المعلومات لأعضاء الفرق عبر الراديو الفرقي بغض النظر عن موقعهم على ساحة المعركة. لا تتطلب أي تثبيت إضافي، مما يعني أن كل لاعب على ساحة المعركة سيكون لديه نفس إعدادات التواصل ويمكنه التواصل بسهولة. -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](https://www.realitymod.com/forum/forumdisplay.php?f=27). Again, welcome to PR and a totally new gaming experience! - -## Changelog -The changelog for this manual is as follows: +هذا التعديل تم إنشاؤه بواسطة اللاعبين، لللاعبين، لذا لا تتردد في طلب المساعدة داخل اللعبة أو على المنتديات على [realitymod.com](https://www.realitymod.com/forum/forumdisplay.php?f=27). مرحبًا مرة أخرى في PR وتجربة ألعاب جديدة تمامًا! + \ No newline at end of file diff --git a/ar/game_modes.md b/ar/game_modes.md index 931f6b6..22d5435 100644 --- a/ar/game_modes.md +++ b/ar/game_modes.md @@ -1,19 +1,39 @@ -# Game Modes +## اساليب اللعب {#اساليب_اللعب} -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. +1. التقدم و الاستيلاء : +الهدف هوالسيطرة على جميع الاعلام في الخريطة او استنزاف نقاط العدو. -PR:BF2 features over 60 maps with over 400 different layers. You can find all maps and their specific map information on [http://www.realitymod.com/mapgallery/](http://www.realitymod.com/mapgallery/). +1. التمرد : +**القوات الحمراء** هدفها الدفاع عن *مخازن الاسلحة* و استنزاف نقاط القوات الحمراء. +**القوات الزرقاء** هدفها تدمير المخازن الاسلحة. -Most game modes feature 4 layer variations to it with different assets and support available. The layers include: +1. المناوشة : +الهدف هوالسيطرة على جميع الاعلام في الخريطة او استنزاف نقاط العدو. و يتميز هذا الاسلوب بصغر حجم الخريطة. -* **Infantry \(16\):** This layer usually consists of just transport and light armed vehicles, with a focus on infantry fighting. -* **Alternative \(32\):** This is the alternative layer which features a big or small difference from standard. -* **Standard \(64\):** This layer usually involves the entire map and all assets, as applicable to the map. This is the standard layer that can be played at all times. -* **Large \(128\):** This layer is designed for longer 2 hour rounds and usually contains all of the assets from the standard layer with small variations and higher ticket counts. +1. حرب الآليات : +في هذا الاسلوب تقام المعارك بإستخدام الآليات و الطائرات حصراً. و هذا الاسلوب جيد مهارات القتال بالآليات و الطائرات. -## _Advance and Secure \(AAS\)_ {#advance-and-secure} -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 the enemy manages to capture a flag with a blue marker - usually reserved for the final flag near your main base – your team will start to bleed tickets at either a set or increasing rate of depletion. In contrast to regular Battlefield 2, the ticket bleed penalty is much harsher, and it is absolutely required to retake the flag. The bleed stops once your team manages to control the flag to the extend of the capture procedure starting for your team. Finally, a red marker next to a CP indicates an enemy flag which causes the enemy to bleed. +1. لعبة الاسلحة : +في هذا الاسلوب يقام القتال بعشوائية في خريطة صغيرة و لكل قتلتين يتغير سلاح اللاعب بعشوائية 30 مرة حتى يصل الى السكين و اللاعب الذي يحققة القتل بالسكين يفوز اللعبة. + + +1. تعاون جماعي : +في هذا الاسلوب يتعاون اللاعبين ضد الذكاء الاصطناعي AI في اسلوب **التقدم و الاستيلاء**. + +1. القيادة و التحكم: +في هذا الاسلوب على كل فريق أن يبني **قاعدة انزال متقدمة**-FOB- لكي لا يخسر نقاطة و اذا تم تدمير القاعدة سيخسر نقاط الى ان يبني قاعدة اخرى. +*** + + +- **Infantry \(16\):** This layer usually consists of just transport and light armed vehicles, with a focus on infantry fighting. +- **Alternative \(32\):** This is the alternative layer which features a big or small difference from standard. +- **Standard \(64\):** This layer usually involves the entire map and all assets, as applicable to the map. This is the standard layer that can be played at all times. +- **Large \(128\):** This layer is designed for longer 2 hour rounds and usually contains all of the assets from the standard layer with small variations and higher ticket counts. + +## _Advance a Secure \(AAS\)_ {#advance-and-secure} + +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 the enemy manages to capture a flag with a blue marker - usually reserved for the final flag near your main base – your team will start to bleed tickets at either a set or increasing rate of depletion. In contrast to regular Battlefield 2, the ticket bleed penalty is much harsher, and it is absolutely required to retake the flag. The bleed stops once your team manages to control the flag to the extend of the capture procedure starting for your team. Finally, a red marker next to a CP indicates an enemy flag which causes the enemy to bleed. 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. 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. @@ -22,10 +42,10 @@ To view the capture progress you have to be physically present inside the captur The map-markers for AAS are: -* ![](../assets/defend.png) Defend Marker -* ![](../assets/defend%20bleed.png) Defend Marker \(with ticket bleed\) -* ![](../assets/attack_bleed.png) Attack Marker -* ![](../assets/attack.png)Attack Marker \(with ticket bleed\) +- ![](../assets/defend.png) Defend Marker +- ![](../assets/defend%20bleed.png) Defend Marker \(with ticket bleed\) +- ![](../assets/attack_bleed.png) Attack Marker +- ![](../assets/attack.png)Attack Marker \(with ticket bleed\) Vehicle Warfare, Skirmish & COOP use similar map markers for attack and defend. @@ -59,23 +79,22 @@ To capture a civilian, a Coalition player must be within a meter of the civilian To reveal the approximate location of insurgent weapons caches while playing Insurgency, intelligence has to be gathered by the coalition forces. The Coalition team needs 50 intelligence points \(IP\) to have the cache reveal itself after 5 minutes. The following list shows the amount of intelligence points gained or lost due to different actions. -* Insurgent killed: +1 IP \(within 300m\) -* Civilian or insurgent arrested: +10 IP -* Civilian killed \(violating rules of engagement\): -5 IP -* Destroying vehicles with civilian close \(within 50m for the last 60 seconds\) : -50 IP -* Destroying unused civilian vehicles : -5 IP +- Insurgent killed: +1 IP \(within 300m\) +- Civilian or insurgent arrested: +10 IP +- Civilian killed \(violating rules of engagement\): -5 IP +- Destroying vehicles with civilian close \(within 50m for the last 60 seconds\) : -50 IP +- Destroying unused civilian vehicles : -5 IP Jets, tanks and helicopters can't gain IP through these methods. The approximate location of the first cache is shown about 5 minutes into the round. 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. A team can only have a maximum of 50 and a minimum of -50 IP. The map markers for insurgency are: -* ![](../assets/cache.png) **Known Coalition Weapons Cache:** This icon will be visible on the map of the coalition forces which indicates the cache’s approximate location when sufficient intelligence has been acquired. The marker can be offset up to 75m. -* ![](../assets/unknown%20weapon%20cache.png) **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. The moment the icon is displayed, the cache spawns and can be used by the Insurgency as well as destroyed by the coalition forces. There is a 5 minute grace period however between the cache’s spawn and the location reveal to the coalition forces. -* ![](../assets/unknown%20cache.png) **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. +- ![](../assets/cache.png) **Known Coalition Weapons Cache:** This icon will be visible on the map of the coalition forces which indicates the cache’s approximate location when sufficient intelligence has been acquired. The marker can be offset up to 75m. +- ![](../assets/unknown%20weapon%20cache.png) **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. The moment the icon is displayed, the cache spawns and can be used by the Insurgency as well as destroyed by the coalition forces. There is a 5 minute grace period however between the cache’s spawn and the location reveal to the coalition forces. +- ![](../assets/unknown%20cache.png) **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 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. The caches will only show on the map 30 seconds before round start to avoid exploiting this information beforehand. - diff --git a/ar/set-up.md b/ar/set-up.md index dfc3697..29832c3 100644 --- a/ar/set-up.md +++ b/ar/set-up.md @@ -16,15 +16,12 @@ Recommended Vega 6, Intel Xe G4, AMD Radeon RX 550, Nvidia GT 1030 or similar. ## _Game Installation_ {#game-installation} -With PR:BF2 it is **no longer required to have Battlefield 2** installed. PR:BF2 works as a standalone game. If you have a version of PR:BF2 installed before v1.3 you will need to uninstall this before you install the current version PR:BF2. - -You have to download the full PR:BF2 installer from our website. There won’t be a requirement to have Battlefield 2 installed. [**Download the latest version**](http://www.realitymod.com/downloads) -There are 2 installation methods. You can use the **Download Assistant application** which makes it a lot easier to install PR:BF2 or you can manually download and install the Installer through a **Torrent**. With either method there are 2 steps: Download and Install: +هنالك طريقتان للتثبيت اما عن طريق **Download Assistant application** او **Torrent**. -**1\) Download** +**1\) تحميل** The Download Assistant will download the Installer using the Torrent protocol. So make sure this isn't blocked by your ISP. Simply download the Download Assistant from our [PR:BF2 Download Section](http://www.realitymod.com/downloads) and follow the instructions in the application. diff --git a/ar/summary.md b/ar/summary.md index d678a67..876e54b 100644 --- a/ar/summary.md +++ b/ar/summary.md @@ -1,19 +1,19 @@ # SUMMARY -* [About](README.md) +* [نبذة عن اللعبة](README.md) -### Installing -* [Set-Up](set-up.md) +### التثبيت +* [إعداد](set-up.md) -### Basics -* [Game Modes](game_modes.md) -* [The Basics](the_basics.md) -* [Weapons & Equipment](weapons_and_equipment.md) -* [Kits](kits.md) -* [The Squad Leader](the_squad_leader.md) -* [Operating Vehicles](operating_vehicles.md) -* [The Commander](commander.md) -* [The Civilian](the_civilian.md) +### الأساسيات +* [اساليب اللعب](game_modes.md) +* [الاساسيات](the_basics.md) +* [الأسلحة و المعدات](weapons_and_equipment.md) +* [العتاد](kits.md) +* [قائد فرقة](the_squad_leader.md) +* [قيادة الآليات](operating_vehicles.md) +* [رئيس قادات الفرق](commander.md) +* [المدنيين](the_civilian.md) -### Help -* [Expand manual](help_manual.md) \ No newline at end of file +### المساعدة +* [تطوير الدليل ](help_manual.md) \ No newline at end of file diff --git a/langs.md b/langs.md index 1d66e7f..7a0bd02 100644 --- a/langs.md +++ b/langs.md @@ -1,9 +1,9 @@ # LANGS -* [English - v1.7](en/) + * [Arabic / العربية - v1.7](ar/) \ No newline at end of file diff --git a/package-lock.json b/package-lock.json new file mode 100644 index 0000000..4ce01d4 --- /dev/null +++ b/package-lock.json @@ -0,0 +1,2584 @@ +{ + "name": "reality-manual", + "version": "1.0.0", + "lockfileVersion": 3, + "requires": true, + "packages": { + "": { + "name": "reality-manual", + "version": "1.0.0", + "license": "ISC", + "dependencies": { + "honkit-plugin-reality-theme": "file:packages/reality-theme" + }, + "devDependencies": { + "honkit": "^4.0.8" + } + }, + "node_modules/@asciidoctor/cli": { + "version": "3.5.0", + "resolved": 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"version": "0.0.1", + "engines": { + "honkit": ">1.x.x" + } + } + } +} From e35e51d9fa7dc9c26a48e61858654a11db8c7978 Mon Sep 17 00:00:00 2001 From: abdullah khawahir Date: Thu, 14 Mar 2024 03:02:35 +0300 Subject: [PATCH 04/15] reorgamized content --- ar/summary.md | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) diff --git a/ar/summary.md b/ar/summary.md index 876e54b..3c701d7 100644 --- a/ar/summary.md +++ b/ar/summary.md @@ -10,10 +10,14 @@ * [الاساسيات](the_basics.md) * [الأسلحة و المعدات](weapons_and_equipment.md) * [العتاد](kits.md) -* [قائد فرقة](the_squad_leader.md) * [قيادة الآليات](operating_vehicles.md) -* [رئيس قادات الفرق](commander.md) + +### الأدوار +* [الرائد](commander.md) +* [قائد الفرقة](the_squad_leader.md) + * [المدنيين](the_civilian.md) + ### المساعدة * [تطوير الدليل ](help_manual.md) \ No newline at end of file From bee9eb0c8f2c99455a3181c29c50e5ad30b5a789 Mon Sep 17 00:00:00 2001 From: ahmedkhlil12 Date: Thu, 14 Mar 2024 04:19:10 +0200 Subject: [PATCH 05/15] commander translate --- SUMMARY.md | 3 ++- ar/commander.md | 63 ++++++++++++++++++++++--------------------------- 2 files changed, 30 insertions(+), 36 deletions(-) diff --git a/SUMMARY.md b/SUMMARY.md index 0510e39..b68c5fd 100644 --- a/SUMMARY.md +++ b/SUMMARY.md @@ -71,4 +71,5 @@ * [The Squad Leader](ar/the_squad_leader.md) * [Operating Vehicles](ar/operating_vehicles.md) * [The Commander](ar/commander.md) - * [The Civilian](ar/the_civilian.md) \ No newline at end of file + * [The Civilian](ar/the_civilian.md) + diff --git a/ar/commander.md b/ar/commander.md index eb3cfc7..9f59f4e 100644 --- a/ar/commander.md +++ b/ar/commander.md @@ -1,64 +1,57 @@ -# The Commander +# الرائد -## _Leading the Troops_ {#leading-the-troops} +## _قايدة القوات_ {#قيادة-القوات} -The primary task of the commander is to **coordinate** the team and to give guidance and direction to those operating under his command. His role is to monitor situations and engagements and the overall scope to the battlefield to effectively determine a strategy. He can also grant or deny requests sent by Squad Leaders. These include contact reports and area attacks. +المهة الأساسية للرائد هي **تنظيم و تنسيق** الفريق و أعطائهم أوامر و أرشادهم تحت قيادته. دوره هو مراقبة الحالة العامة لأرض المعركة و التمعن في محاور الأشتباك لإيجاد أفضل أستراتيجية. لديه القدرة علي قبول او رفض طلبات الضباط. التي تتضمن بلاغات مواقع قوات العدو او الدعم المدفعي. -**Transmit directly to a specific Squad Leader** the commander can use the **Direct Squad Radio Net** using the keyboard numpad digits 1 - 9 by holding down the squad number on the numpad. +**التواصل مباشرة مع الضباط** يمكن للرائد التواصل مع الضباط باستخدام **شبكة الراديو المباشرة** باستخدام الأرقام علي يمين لوحة المافتيح الا و هي الكيبورد و يتواصل مع كل فرقة بالضغط علي الرقام من 1-9 حسب رقم الفرقة. -The Commander can **confirm or deny request of area attack**. If a Squad Leader calls in a request for artillery, the commander can right click the icon and accept or deny it. After which the order will be confirmed to the team. The area-attack is available every 30 minutes. For insurgents and their similar mortar strike it is usually 20 minutes between possible strikes. To see when artillery/mortars are available again you can look at the top left in the commander window and see the bar with “**AREA ATTACK**” in it. +بمكن للرائد **قبول او رفض طلب الدعم المدفعي** هذا اذا قام احد الضباط بطلبه, بعد ذلك بمكن للفريق رؤية تأكيد الطلب. الدعم المدفعي يمكن طلبه كل 30 دقيقة, بالنسبة للمتمردين الموضوع مشابه لكن بدلا من المدفعية يمكنهم طلب دعم مدافع الهاون كل 20 دقيقة. لتعرف ما أذا كان دعم المدفعية/الهاون متاحاً انظر الي اقصي اليسار في الجزء العلوي من شاشة الرائد يوجد شريط يسمي **AREA ATTACK** اي الدعم المدفعي. -To keep the team cohesive it is the commander’s sole focus to **deliver orders** to each squad. He can alternatively assist team members by keeping them well informed of situations outside their area of operations \(AO\) confirming intelligence on the map using a variety of markers by right clicking the map: - -* **Commands** - * **Destroy**: Remove friendly FOBs. - * **Remove Marker:** Remove unwanted friendly markers from the map. - * **UAV:** Deploy reconnaissance drone at the position. - * **Waypoint:** Place a waypoint marker. You can place up to 7 of them. Each one is identified with a letter. These do not disappear. - * **Request Mortars:** Request the mortar crew to bring mortar fire to this position. - * **Target laze:** This spawns a lazer object on the position it was placed. This can be used by CAS to attack certain locations. +لأبقاء الفريق متماسكا دور الرائد الوحيد و الأهم هو **أعطاء الأومر** لكل فرقة تحت قيادته. يمكنه التناوب في مساعدة اعضاء الفريق بإبقائهم علي دراية بالوضع الحالي خارج محيط عملياتهم بتأكيد المعلومات الاستخباراتية علي الخريطة باستخدام العلامات عن طريق النقر علي الخريطة بالزر الايمن: +* **الأوامر** +* **Destroy** ألا و هي التدمير لتدمير قاعدة عمليات امامية الصديقة و المنشأات المحيطة بها. + * **Remove Marker** لأزالة اي علامات غير مرغوب فيها من علي الخريطة. + * **UAV** طلب أنزال طائرة استطلاع بدون طيار لكشف مواقع العدو. + * **Waypoints** اي نقاط الاحداثيات او الاهداف الاستراتيجية يمكن وضع 7 علامات ولا تختفي إذا وضعت. + * **Request Mortar** اي طلب دعم من فريقة الهاون لقصف موقع معين. + * **Target Laze**هو وضع علامة بالليزر علي موقع معين ليتم قصفه منقبل الدعم الجوي. {% figure "../assets/commands.png" %} Possible commands, squad orders and icons commander can use. {% endfigure %} - -* **Squad Orders** - * Same markers are available to Squad Leaders. When you select a squad in the left menu you can order them. If they accept \(**PAGE UP**\) it will replace thats squad’s marker. **** + **اوامر الفرق** : +**بعض العلامات يمكن أستعمالها مع الضباط يمكن اختيار فرقة من القائمة التي علي اليسار و من ثم اعطائهم الأوامر , اذا قبلو (PAGE UP) ستبدل العلامة التي وضعها قائد الفرقة بعلامتك انت.** {% figure "../assets/build.png", "../assets/observe.png", "../assets/defendmarker.png", "../assets/demolish.png", "../assets/move.png" %} The build, observe, defend, demolish and move markers, respectively. {% endfigure %} -* **Infantry \| Vehicles \| Emplacements \| Misc.** - * Various markers that can be placed to mark enemy infantry, assets and deployed assets. - -Markers cannot be placed all the time. At the top left there is a bar showing “**MARKER**” how you long it takes until the next marker can be placed. -If the Squad Leaders believe the Commander is not efficient in his duties, then they have the option to start a **mutiny**. If it succeeds, a new player can take this position. +** المشاة\| مواقع التمركز \| المركبات \| غيرها ** + علامات مختلفة يمكن استخدامها لرصد قوات العدو علي الخارطة للفريق كله و تكةن باللون الاحمر. +لا يمكن وضع العلامات طوال الوقت. في الجزء العلوي الأيسر يوجد شريط يوضح «* * MARKER * *» كم تبقي من الوقت لوضع علامة جديدة. +إذا كان قادة الفرقة يعتقدون أن الرائد غير كفء في اوامره، فعندئذ لديهم الاختيار لبدء تمرد بزر **mutiny** و اذا وافق الاغلبية يتم ازالته +**نقطة تجمع الرائد** **Commander Rally Point** يمكن استخدامها من قبل الفريق بأكمله. لإنشاء النقطة هذه، يحتاج الرائد إلى 6 لاعبين على الأقل بالقرب منه \(يجب أن يكون أحدهم ضابط \) لوضعها. لا تتوفر هذه في وضع المناوشة ويجب أن يكون هناك 12 لاعبًا على الأقل في فريق القائد. سيظل نقطة التجمع نشطة طالما أن القائد موجود ضمن مسافة 100 متر من نقطة التجمع. جميع القواعد الأخرى الموضحة في فصل الضابط حول نقاط التجمع تنطبق أيضًا على نقطة تجمع القائد. -The **Commander Rally Point** can be used by the entire team. To establish this RP the Commander needs at least 6 players near him \(one of them must be a squad leader\) to place the RP. This RP is not available in the skirmish mode and at least 12 players must be on the commander's team. The RP will stay active as long as the commander is within 100m radius of the rally point. All other rules described in the Squad Leader chapter about rally points also apply for the commander rally point. +## طائرة استطلاع بدون طيار (uav) {#uav} -## _UAV_ {#uav} +يستطيع الرائد قوات الميليشيا التحكم في ** \(uav\)** من مركز قيادة فريقه أو مركبة القيادة المدرعة \(ACV\). لا تكشف الطائرة بدون طيار في PR:BF2 عن مواقع العدو تلقائيًا ولكنها تمنح الرائد وسيلة لمراقبة ساحة المعركة بصريًا. يمكن للرائد التحكم في كاميرا الطائرة بدون طيار أثناء طيرانها على ارتفاع ثابت. -The Commander of conventional forces and the militia are able to control an **Unmanned Aerial Vehicle \(UAV\)** from his team's command post or armored command vehicle \(ACV\). The UAV in PR:BF2 does not reveal enemy positions automatically but gives the commander the means to observe the battlefield visually from a bird’s eye point of view. The commander can control the UAV's camera while it cruises at a constant altitude. - -The UAV is launched by placing the UAV marker on the command map. This can be done by pressing the UAV icon on the top left of the commander screen or by right clicking on the map and placing the UAV icon. Then to operate it you have to enter the ACV vehicle at the main-base of your team. +يتم إطلاق الطائرة بدون طيار عن طريق وضع علامة UAV على الخريطة. يمكن القيام بذلك عن طريق الضغط على أيقونة UAV في الجزء العلوي الأيسر من شاشة التحكم أو عن طريق النقر بزر الماوس الأيمن على الخريطة ووضع أيقونة UAV. ثم لتشغيلها عليك دخول مركبة ACV الموجودة في القاعدة الرئيسية للفريق. {% figure "../assets/acvv.png" %} Armored Command Vehicle. {% endfigure %} +**الطائرة بدون طيار لن تبقى في الخدمة إلى الأبد.** تفقد الطائرة بدون طيار 0.2% من الوقود/ثانية أثناء السفر، و0.1% من الوقود/ثانية أثناء التشغيل وتتزود بالوقود بنسبة 0.2% من الوقود/ثانية عند القاعدة. يمكنك مراقبة مستوى الوقود من خلال مشاهدة شريط "الوقود" الموجود أعلى يسار شاشة التحكم. -**The UAV won’t be up forever.** The UAV loses 0.2% fuel/sec while travelling, 0.1% fuel/sec while operating and refuels at 0.2%fuel/sec at base. You can monitor the fuel by watching the “FUEL” bar on the top left of the commander screen. - -The UAV can be sent back to base at any point to **refuel**. Returning to base does not consume any fuel. You can do this by right clicking the UAV icon on the top left side of the commander screen. - -The time it takes to deploy the UAV depends on the travel distance. It travels at 50 m/s. +يمكن إعادة الطائرة بدون طيار إلى القاعدة في أي وقت ** للتزود بالوقود **. العودة إلى القاعدة لا تستهلك أي وقود. يمكنك القيام بذلك عن طريق النقر بالزر الأيمن على أيقونة UAV في الجانب العلوي الأيسر من شاشة القائد. -The UAV takes 45 seconds to start/land. +يعتمد الوقت المستغرق لنشر الطائرة بدون طيار على مسافة السفر. تتحرك الطائرة بسرعة 50 م/ث. -**The UAV camera** has three levels of magnification with thermal vision capabilities. The Militia’s UAV only offers two zoom levels with no thermal vision. +**تتمتع كاميرا الطائرات بدون طيار** بثلاثة مستويات من التكبير مع إمكانيات الرؤية الحرارية. توفر الطائرة بدون طيار التابعة للميليشيا مستويين فقط من التكبير/التصغير بدون رؤية حرارية. -The UAV can be relocated instantly by assigning it a new position on the map. The UAV only operates on 2km and 4km maps due to it being too powerful for small maps. +يمكن نقل الطائرة بدون طيار على الفور عن طريق تعيين موقع جديد لها على الخريطة. تعمل الطائرة بدون طيار فقط على خرائط بطول 2 كم و4 كم نظرًا لكونها قوية جدًا بالنسبة للخرائط الصغيرة. {% figure "../assets/uav.png" %} The commander’s UAV Camera. From a6ec2f8bce3bc652b92fef889e5d0016c42b178e Mon Sep 17 00:00:00 2001 From: abdullah khawahir Date: Thu, 14 Mar 2024 06:01:09 +0300 Subject: [PATCH 06/15] game_modes.md fully traslated --- ar/game_modes.md | 126 +++++++++++++++++++++++++++-------------------- 1 file changed, 73 insertions(+), 53 deletions(-) diff --git a/ar/game_modes.md b/ar/game_modes.md index 22d5435..a168f59 100644 --- a/ar/game_modes.md +++ b/ar/game_modes.md @@ -1,100 +1,120 @@ -## اساليب اللعب {#اساليب_اللعب} +## اساليب اللعب {#اساليب-اللعب} + +* **الهجوم و التأمين - AAS** -1. التقدم و الاستيلاء : الهدف هوالسيطرة على جميع الاعلام في الخريطة او استنزاف نقاط العدو. -1. التمرد : +* ** التمرد - INS ** + **القوات الحمراء** هدفها الدفاع عن *مخازن الاسلحة* و استنزاف نقاط القوات الحمراء. **القوات الزرقاء** هدفها تدمير المخازن الاسلحة. -1. المناوشة : +* **المناوشة - Skirmish ** + الهدف هوالسيطرة على جميع الاعلام في الخريطة او استنزاف نقاط العدو. و يتميز هذا الاسلوب بصغر حجم الخريطة. -1. حرب الآليات : +* **حرب الآليات - Vehicle Warfare** + في هذا الاسلوب تقام المعارك بإستخدام الآليات و الطائرات حصراً. و هذا الاسلوب جيد مهارات القتال بالآليات و الطائرات. +* **لعبة الاسلحة - Gungmae** -1. لعبة الاسلحة : في هذا الاسلوب يقام القتال بعشوائية في خريطة صغيرة و لكل قتلتين يتغير سلاح اللاعب بعشوائية 30 مرة حتى يصل الى السكين و اللاعب الذي يحققة القتل بالسكين يفوز اللعبة. +* **تعاون جماعي - Cooprative** -1. تعاون جماعي : -في هذا الاسلوب يتعاون اللاعبين ضد الذكاء الاصطناعي AI في اسلوب **التقدم و الاستيلاء**. +في هذا الاسلوب يتعاون اللاعبين ضد الذكاء الاصطناعي AI في اسلوب **الهجوم و التأمين**. -1. القيادة و التحكم: -في هذا الاسلوب على كل فريق أن يبني **قاعدة انزال متقدمة**-FOB- لكي لا يخسر نقاطة و اذا تم تدمير القاعدة سيخسر نقاط الى ان يبني قاعدة اخرى. +* **القيادة و التحكم - Command and Control** + +في هذا الاسلوب على كل فريق أن يبني **قاعدة انزال متقدمة** -FOB- لكي لا يخسر نقاطة و اذا تم تدمير القاعدة سيخسر نقاط الى ان يبني قاعدة اخرى. *** -- **Infantry \(16\):** This layer usually consists of just transport and light armed vehicles, with a focus on infantry fighting. -- **Alternative \(32\):** This is the alternative layer which features a big or small difference from standard. -- **Standard \(64\):** This layer usually involves the entire map and all assets, as applicable to the map. This is the standard layer that can be played at all times. -- **Large \(128\):** This layer is designed for longer 2 hour rounds and usually contains all of the assets from the standard layer with small variations and higher ticket counts. +## المخططات {#المخططات} -## _Advance a Secure \(AAS\)_ {#advance-and-secure} +- **Infantry \(16\):** هذا المخطط يحتوي على عربات نقل و آليات خفيفة ,و يكون التركيز على قتال بين قوات المشاة +- **Alternative \(32\):** هذا المخطط يحتوي اختلافات صغيرة او كبيرة عن مخطط الـ **Infantry**. +- **Standard \(64\):** هذا المخطط يتضمن الخريطة كلها مع جميع المعدات العسكرية المتطلبة حسب الخريطة , و هذا المخطط هو الاساسي الذي يكمن لعبه فيه بشكل اساسي. +- **Large \(128\):** هذا المخطط مصمم لوقت لعب اطول حول ساعتين وغالبا يتضمن جميع المعدات العسكرية مع تغييرات بسيطة و نقاط لعب اكثر عن الــ **Standard**. +*** -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 the enemy manages to capture a flag with a blue marker - usually reserved for the final flag near your main base – your team will start to bleed tickets at either a set or increasing rate of depletion. In contrast to regular Battlefield 2, the ticket bleed penalty is much harsher, and it is absolutely required to retake the flag. The bleed stops once your team manages to control the flag to the extend of the capture procedure starting for your team. Finally, a red marker next to a CP indicates an enemy flag which causes the enemy to bleed. +## الهجوم و التأمين \(AAS\) {#الهجوم-و-التأمين} -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. 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. +وضع لعبة AAS هو الأقرب إلى وضع الفوز في Battlefield 2 الأصلي. الهدف هو الاستيلاء على جميع نقاط التحكم (CPs) مع الحفاظ على نقاط الفريق من العدو. يمكن الاستيلاء على نقاط التحكم فقط بترتيب خطي لمحاكاة خطوط المواجهة المتحركة وتركيز المعارك. تُشير **علامات الهجوم البرتقالية** إلى نقاط التحكم التي يمكن الاستيلاء عليها في حين تُبرز **علامات الدفاع البنفسجية** تلك التي يجب الدفاع عنها ضد هجمات العدو. إذا نجح العدو في الاستيلاء على **علم بعلامة زرقاء** - `التي عادة ما تكون محفوظة للعلم النهائي بالقرب من قاعدتك الرئيسية` - سيبدأ فريقك في فقدان التذاكر بمعدل محدد أو متزايد. في عكس Battlefield 2 العادي، عقوبة فقدان التذاكر أشد بكثير، ومن الضروري بالتأكيد استعادة العلم. يتوقف النزيف عندما ينجح فريقك في السيطرة على العلم بالقدر الذي يبدأ فيه إجراء الاستيلاء عليه لصالح فريقك. وأخيرًا , تشير علامة حمراء بجوار نقطة التحكم إلى علم العدو الذي يتسبب في نزيف العدو. + -If the attacking team doesn't have a 2 to 1 ratio to the defending team on the flag they will start losing the capturing progress. -To view the capture progress you have to be physically present inside the capture radius of a CP as denoted on the map, and press either the key to show the Kit/Squad selection menu\(**Caps Lock**\) or the Map overlay\(**M**\) keys. The capture progress is separated into 4 bars which will fill or deplete depending on the struggle for the CP, so you will not know if you’re outnumbering the enemy until the first bar has diappeared, nor will you be informed of the enemy outnumbering your defensive force and having begun taking the CP; the only way to know is to check manually periodically. The moment a friendly CP has been neutralised(flag icon shows white, the CP belongs to neither team) by the enemy however, an audio warning will inform you and the rest of your team of a CP loss regardless of where you are. When this happens the enemy CP next in the capture chain usually cannot be taken until the lost friendly CP is fully under control. +على الأقل يحتاج اثنان من اللاعبين إلى أن يكونوا داخل نطاق الاستيلاء على نقطة التحكم من أجل الاستيلاء على العلم. يمكن أن يستغرق تأمين نقطة التحكم أكثر من دقيقة واحدة اعتمادًا على نسبة المهاجمين إلى المدافعين داخل نطاق استيلاء العلم. إذا تم تعطيل نقطة التحكم التي يسيطر عليها فريق واحد وتم الاستيلاء عليها من قبل العدو، فسيخسر الفريق 30 تذكرة. واحدة من السمات الرئيسية لوضع اللعبة AAS هي أنه في كل مرة يتم تحميل نفس المخطط , يمكن أن تكون توزيعات الأعلام مختلفة بفضل توزيعات الأعلام العشوائية. + -The map-markers for AAS are: +إذا لم يكن لدى الفريق المهاجم نسبة 2 إلى 1 مقابل الفريق المدافع على العلم، سيبدأون في فقدان تقدم الاستيلاء. +لعرض تقدم الاستيلاء، يجب أن تكون حاضرًا بشكل فعلي داخل نطاق الاستيلاء لنقطة التحكم كما هو مشار إليه على الخريطة، والضغط على إما مفتاح لعرض قائمة اختيار العتاد/الفرقة (Caps Lock) أو (M). يتم تقسيم تقدم الاستيلاء إلى 4 شرائط ستمتلئ أو تنخفض اعتمادًا على الصراع على نقطة التحكم، لذا لن تعرف ما إذا كنت تتفوق على العدو حتى يختفي الشريط الأول، ولن يتم إبلاغك بتفوق العدو على قوة الدفاع الخاصة بك وبدء استيلاء العلم؛ الطريقة الوحيدة لمعرفة ذلك هي التحقق يدويًا بشكل دوري. في اللحظة التي يتم فيها تعطيل نقطة التحكم الودية (يظهر أيقونة العلم باللون الأبيض، وتصبح نقطة التحكم ملكا لأي فريق) من قبل العدو، ستقوم تحذيرات صوتية بإبلاغك وباقي فريقك بفقدان نقطة التحكم بغض النظر عن مكان تواجدك. عندما يحدث هذا، عادة لا يمكن استيلاء نقطة التحكم التالية للعدو في سلسلة الاستيلاء حتى يكون لدى العدو الفقدان الودي الذي تم التحكم فيه بالكامل. + +علامات الخريطة في اسلوب AAS : -- ![](../assets/defend.png) Defend Marker -- ![](../assets/defend%20bleed.png) Defend Marker \(with ticket bleed\) -- ![](../assets/attack_bleed.png) Attack Marker -- ![](../assets/attack.png)Attack Marker \(with ticket bleed\) +- ![](../assets/defend.png) علامة الدفاع +- ![](../assets/defend%20bleed.png) علامة الدفاع \(مع نزيف النقاط عند خسارة هذه النقطة\) +- ![](../assets/attack_bleed.png) علامة هجوم +- ![](../assets/attack.png) علامة هجوم \(مع نزيف النقاط العدو عند كسب هذه النقطة\) -Vehicle Warfare, Skirmish & COOP use similar map markers for attack and defend. +هذه العلامات تستخدم بنفس المنطق لكلٍ من : +- Vehicle Warfare +- Skirmish +- Cooprative +*** -## _Vehicle Warfare \(VW\)_ {#vehicle-warfare} +## صراع المركبات \(VW\) {#صراع-المركبات} -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. +في هذا وضع اللعبة، تتنافس العديد من المركبات الثقيلة للسيطرة على الخريطة. يمكن للاعبين طلب عتاد الضابط والطيار فقط. تتأثر نقاط الفريق فقط بعدد نقاط التحكم التي يسيطر عليها الفريق. تعود المركبات التي تم تدميرها بالفعل بعد 5 دقائق. يتطلب السيطرة على نقطة التحكم ما لا يقل عن 6 لاعبين (داخل المركبات). يتم الاستيلاء في هذا الاسلوب بشكل أسرع بكثير مقارنة باسلوب **الهجوم و التأمين**. +*** -## _Skirmish_ {#skirmish} +## المناوشة \(Skirmish\) {#المناوشة} -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. +هذا الوضع يعمل على نسخ الخرائط ذات الحجم الأصغر لاسلوب التأمين و الهجوم AAS , والمخصص لحوالي 12-16 لاعبًا. إنه مثالي لمباريات والاشتباكات الصغيرة بين الجنود. يتمتع اسلوب Skirmish بنفس قواعد اسلوب اللعبة AAS ولكن مع مناطق قتال أصغر، وعادة ما تكون بدون مركبات أو موارد يمكن نشرها , بالإضافة إلى وجود عدد أقل من النقاط . إذا خسر الفريق نقطة التحكم لصالح العدو، فسيتم تغريمه بـ 10 نقاط . +*** -## _Command & Control \(CNC\)_ {#command-and-control} +## القيادة و التحكم \(CNC\) {#command-and-control} -This game mode features large freeform battles. There are no capturable CPs, but instead each team must place a single forward operating base \(FOB\) [\(see Deployable Structures\)](the_squad_leader.md#deployable-structures) -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 from the map's borders. Building your team’s FOB closer to the map's center increases 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. +هذا الوضع يتميز بمعارك حرة كبيرة الحجم. لا توجد نقاط تحكم قابلة للاستيلاء عليها، بل يجب على كل فريق وضع قاعدة انزال أمامية واحدة (FOB) [\(انظر Deployable Structures\)](the_squad_leader.md#deployable-structures) في مكان ما على الخريطة. الهدف هو الدفاع عن قاعدة FOB الخاصة بالفريق محاولين في الوقت نفسه العثور على قاعدة FOB العدو وتدميرها. عندما يخسر الفريق FOB الخاص به، سيتعرض لعقوبة نقاط هائلة وسيستمر في فقدان النقاط حتى يقوم ببناء واحدة جديدة. يجب وضع FOB الخاص بفريقك على الأقل على بعد 200 متر من اطراف الخريطة. يزيد بناء FOB الخاص بفريقك أقرب إلى مركز الخريطة من فقدان التذاكر الذي سيعانيه العدو بينما يكون FOB الخاص بهم مدمراً. يمكن لكلا الفريقين بناء المزيد من الدفاعات في نطاق أكبر بالقرب من FOB الخاص بهم مما يمكن في اساليب اللعب الأخرى. +*** -## _Co-Operative \(COOP\)_ {#co-operative} +## التعاون الجماعي \(COOP\) {#co-operative} -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. +في هذا الوضع، يمكن لأحد أو أكثر من اللاعبين البشر التوجه إلى المعركة جنبًا إلى جنب وضد الروبوتات المتحكمة بواسطة الذكاء الاصطناعي. هذا الوضع مثالي للتدريب على استخدام المعدات والمركبات قبل استخدامها في معارك بحجم كامل مع اللاعبين البشر. ولتيسير استخدام الروبوتات، تم تعديل بعض القواعد والعناصر في هذا الوضع. تحتوي معظم خرائطنا على مخططات مخصصة للعب التعاوني. +*** -## _Insurgency \(INS\)_ {#insurgency} +## التمرد \(INS\) {#insurgency} -This mode is very unique in comparison to others within PR. The objective of the coalition forces (also called BluFor) is to find and the weapons caches of the opposing Insurgency faction(Also called RedFor) hidden throughout the map. The amount of caches destroyed required for the coalition forces to win varies on map and layer, most often the Insurgency has a total of 6 caches with 5 needing to be destroyed. The Insurgents win if they can protect at least 2 caches from destruction until the coalition force depletes their final ticket. For coalition forces the ticket loss rules of the AAS game mode apply, the Insurgency on the other hand has no tickets and can respawn infinitely. +هذا الاسلوب فريد جدًا مقارنة بالاساليب الأخرى في PR. الهدف من القوات التحالفية (المعروفة أيضًا بـ BluFor) هو العثور على مخازن الأسلحة الفيصل المعارض (المعروف أيضًا بـ RedFor) المخبأة في جميع أنحاء الخريطة. يختلف عدد المخازن التي يجب تدميرها من قبل القوات التحالفية للفوز بناءً على الخريطة والمخطط ، غالبًا ما يكون للفصيل المعارض إجمالي 6 مخازن أسلحة ويجب تدمير 5 منها. تفوز الجماعات المتمردة إذا نجحوا في حماية ما لا يقل عن مخزنين من التدمير حتى تنفد اخر نقاط القوات التحالفية . بالنسبة للقوات التحالفية، تنطبق قواعد فقدان النقاط لاسلوب اللعبة AAS، بينما لا توجد نقاط للفصيل المعارض ويمكنهم الظهور من جديد بلا حدود. {% figure "../assets/weaponcache.png" %} -A weapon cache. +مخزن اسلحة. {% endfigure %} -The Coalition troops are required to gather intelligence by killing insurgent fighters or capturing insurgent civilians [\(see The Civilian\)](the_civilian.md). -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**. This simulates immobilizing the civilian with a rubber buckshot. The coalition wins if they manage to destroy a certain amount weapons caches before they run out of time or tickets, otherwise the insurgent team wins the game. Insurgent Engineers can also repair damaged caches. The amount of caches is shown on map load and with scrolling messages on the server. +يُطلب من قوات التحالف جمع المعلومات من خلال قتل مقاتلي الثوار أو اعتقال المدنيين الثوار. + +للقبض على مدني، يجب أن يكون لاعب من التحالف على بُعد متر واحد فقط من المدني ويجب عليه استخدام إما جهاز قيد، الذي يتألف من زوج من الأصفاد البلاستيكية المحكمة بالسحاب، والتي يمكن الوصول إليها عن طريق تحديد الرقم 1 على لوحة المفاتيح الخاصة بك، أو بديلًا باستخدام **بندقية shotgun**. هذا يحاكي تعطيل المدني باستخدام طلقات مطاطية. تفوز التحالف إذا نجحوا في تدمير عدد معين من مخازن الأسلحة قبل نفاذ الوقت أو النقاط , وإلا فإن الفريق الثائر يفوز باللعبة. يمكن للمهندسين الثوار أيضًا إصلاح مخازن الاسلحة التالفة. يُعرض عدد المخازن عند تحميل الخريطة ومع رسائل الخادم. + +لكشف الموقع التقريبي مخازن الأسلحة أثناء لعب اسلوب Insurgency , يجب جمع المعلومات من قبل قوات التحالف. يحتاج فريق التحالف إلى 50 نقطة استخبارات (IP) لكشف المخزن بعد 5 دقائق. توضح القائمة التالية كمية نقاط الاستخبارات المكتسبة أو المفقودة بسبب الأفعال المختلفة. -To reveal the approximate location of insurgent weapons caches while playing Insurgency, intelligence has to be gathered by the coalition forces. The Coalition team needs 50 intelligence points \(IP\) to have the cache reveal itself after 5 minutes. The following list shows the amount of intelligence points gained or lost due to different actions. +- قتل الثائر: +1 نقطة استخبارات (IP) (Dentro de 300 متر) +- اعتقال مدني أو ثائر: +10 نقاط استخبارات (IP) +- قتل مدني (خرق قواعد الاشتباك): -5 نقاط استخبارات (IP) +- تدمير المركبات بوجود مدني بالقرب (50 متر لآخر 60 ثانية): -50 نقطة استخبارات (IP) +- تدمير المركبات المدنية غير المستخدمة: -5 نقاط استخبارات (IP) -- Insurgent killed: +1 IP \(within 300m\) -- Civilian or insurgent arrested: +10 IP -- Civilian killed \(violating rules of engagement\): -5 IP -- Destroying vehicles with civilian close \(within 50m for the last 60 seconds\) : -50 IP -- Destroying unused civilian vehicles : -5 IP -Jets, tanks and helicopters can't gain IP through these methods. The approximate location of the first cache is shown about 5 minutes into the round. 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. A team can only have a maximum of 50 and a minimum of -50 IP. +الطائرات النفاثة والدبابات والمروحيات لا يمكنها كسب نقاط الاستخبارات من خلال هذه الطرق. يتم عرض الموقع التقريبي لمخزن الاسلحة الأول بعد حوالي 5 دقائق من بداية الجولة. يمكن أن يكون هناك ما يصل إلى 2 مخازن نشطة في نفس الوقت. يتم كشف الموقع الجديد عندما يصل عدد نقاط الاستخبارات إلى 50. إذا كان هناك أقل من 32 لاعبًا على الخادم، يتم تقليص نقاط الاستخبارات اللازمة للكشف عن مخازن الاسلحة إلى النصف. يمكن للفريق أن يكون لديه الحد الأقصى من 50 والحد الأدنى من -50 نقطة استخبارات. -The map markers for insurgency are: +علامات الخريطة لاسلوب Insurgency هي: -- ![](../assets/cache.png) **Known Coalition Weapons Cache:** This icon will be visible on the map of the coalition forces which indicates the cache’s approximate location when sufficient intelligence has been acquired. The marker can be offset up to 75m. -- ![](../assets/unknown%20weapon%20cache.png) **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. The moment the icon is displayed, the cache spawns and can be used by the Insurgency as well as destroyed by the coalition forces. There is a 5 minute grace period however between the cache’s spawn and the location reveal to the coalition forces. -- ![](../assets/unknown%20cache.png) **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. +- ![](../assets/cache.png) **موقع مخزن سلاح تقربي -العلامة لقوات التحالف - :** هذا الرمز سيكون مرئيًا على خريطة قوات التحالف ويشير إلى الموقع التقريبي لمخزن الأسلحة عندما يتم الحصول على ما يكفي من المعلومات الاستخباراتية. يمكن تعويض المؤشر بحد أقصى يصل إلى 75 مترًا. +- ![](../assets/unknown%20weapon%20cache.png) **موقع مخزن سلاح -العلامة لفصيل الثوار- :** هذا الرمز سيكون مرئيًا على خريطة قوات الثوار ويشير إلى أن المخزن قد تم تحديده من قبل قوات التحالف. في اللحظة التي يتم عرض الرمز، يتم إنشاء المخزن ويمكن استخدامه من قبل الثوار وكذلك تدميره من قبل قوات التحالف. هناك فترة سماح تبلغ 5 دقائق بين إنشاء المخزن وكشف موقعه لقوات التحالف. +- ![](../assets/unknown%20cache.png) **موقع مخزن السلاح التالي -العلامة لفصيل الثوار- :** هذا الرمز سيمثل موقع المخزن حيث سيظهر على ساحة المعركة. يكون مرئيًا فقط لقوات الثوار حتى يتمكنوا من تنسيق دفاعاتهم بينما تقوم قوات التحالف بجمع المعلومات. -The caches can be destroyed by small or large packs of C4. Other weaponry will only do no or light damage to a cache. +يمكن تدمير المخازن باستخدام حزم صغيرة أو كبيرة من C4. لن تسبب أسلحة أخرى سوى أضرار طفيفة أو لا شيء للمخزن. -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. +بمجرد تدميره، يكتسب فريق التحالف 30 تذكرة، وسيتم إبلاغ الفريق بكم من المخازن لا يزال يتبقى لتدميرها. يمكن إصلاح المخازن باستخدام عدة الاصلاح لدى عتاد المهندس أو مجارف. -The caches will only show on the map 30 seconds before round start to avoid exploiting this information beforehand. +ستظهر مواقع المخازن فقط على الخريطة 30 ثانية قبل بدء الجولة لتجنب استغلال هذه المعلومات مسبقًا. +*** \ No newline at end of file From 4d578d24c5665250288931f7b6fc1106ef7d8fff Mon Sep 17 00:00:00 2001 From: Abdullah-Khawahir Date: Tue, 20 Aug 2024 22:32:18 +0300 Subject: [PATCH 07/15] added new translation folder --- SUMMARY.md | 1 + ar1/README.md | 31 +++ ar1/commander.md | 70 ++++++ ar1/game_modes.md | 87 +++++++ ar1/help_manual.md | 274 +++++++++++++++++++++ ar1/kits.md | 184 ++++++++++++++ ar1/operating_vehicles.md | 143 +++++++++++ ar1/replays.md | 70 ++++++ ar1/set-up.md | 238 ++++++++++++++++++ ar1/summary.md | 21 ++ ar1/the_basics.md | 462 +++++++++++++++++++++++++++++++++++ ar1/the_civilian.md | 62 +++++ ar1/the_squad_leader.md | 214 ++++++++++++++++ ar1/vehicle_icons.md | 168 +++++++++++++ ar1/weapons_and_equipment.md | 112 +++++++++ langs.md | 2 +- 16 files changed, 2138 insertions(+), 1 deletion(-) create mode 100644 ar1/README.md create mode 100644 ar1/commander.md create mode 100644 ar1/game_modes.md create mode 100644 ar1/help_manual.md create mode 100644 ar1/kits.md create mode 100644 ar1/operating_vehicles.md create mode 100644 ar1/replays.md create mode 100644 ar1/set-up.md create mode 100644 ar1/summary.md create mode 100644 ar1/the_basics.md create mode 100644 ar1/the_civilian.md create mode 100644 ar1/the_squad_leader.md create mode 100644 ar1/vehicle_icons.md create mode 100644 ar1/weapons_and_equipment.md diff --git a/SUMMARY.md b/SUMMARY.md index bd565f8..e498b4b 100644 --- a/SUMMARY.md +++ b/SUMMARY.md @@ -73,3 +73,4 @@ * [Operating Vehicles](ar/operating_vehicles.md) * [The Commander](ar/commander.md) * [The Civilian](ar/the_civilian.md) + diff --git a/ar1/README.md b/ar1/README.md new file mode 100644 index 0000000..36c193f --- /dev/null +++ b/ar1/README.md @@ -0,0 +1,31 @@ +> تم تطوير Project Reality: BF2 من قبل عدد لا يحصى من المطورين على مدى أكثر من 19 عامًا. تم إجراء تعديلات وتحسينات شاملة خلال هذا الوقت. +> بعد آلاف التغييرات، يصبح من الصعب تمييز أن Project Reality هو تعديل للعبة Battlefield 2. +> +> نأمل أن يوفر لك هذا الدليل بداية جيدة في عالم PR:BF2 التحدي والمجزي أيضًا. +> إذا كان لديك أي تعليقات أو أسئلة لم تجد لها إجابة في هذا المستند، فلا تتردد في الاتصال بنا على المنتديات. +> +> _فريق PR_ + +## مقدمة + +ستقدم هذه المقدمة نظرة عامة على ما يمكنك توقعه عندما تبدأ في لعب تعديل Project Reality للعبة Battlefield 2. هذا التعديل لديه مستوى من التعقيد والعمل الجماعي الذي لن تجده في معظم ألعاب الرماية من منظور الشخص الأول الحديثة، بينما لا يزال يجد التوازن بين المحاكاة واللعب. نظرًا للمنحنى التعليمي الحاد، نوصي بشدة جميع اللاعبين الجدد بقراءة هذا الدليل بعناية قبل الانضمام إلى لعبة عبر الإنترنت. + +الأساس الأساسي الرئيسي لـ Project Reality هو العمل الجماعي. التنسيق داخل فرقك، وبين الفرق وفي جميع أنحاء فريقك أمر أساسي. دور قائد الفرق والقائد أمر أساسي للنجاح في PR ويتم تحديد اتجاه اللعبة من قبل أولئك في المناصب القيادية وتنفيذه من قبل اللاعبين. يحتوي PR:BF2 على العديد من ميكانيكيات اللعب التي تميز الأدوار داخل الفرق والفريق. كما يمنح قادة الفرق وقادة الفريق القدرة على نشر أصول الإمدادات مثل الحفريات وأوكار الرشاشات وحفر المدافع لتحصين الدفاع عن مواقع الإنبات المعروفة باسم FOBs. بالإضافة إلى ذلك، تم تنويع دور اللاعبين داخل الفرق بشكل كبير، ويتمثل ذلك في توسيع تشكيلة من الحقائب القياسية والمتخصصة المحدودة لتحميلات الجنود المختلفة جنبًا إلى جنب مع حقائب فريدة لتشغيل المركبات الميكانيكية والطيران. + +جانب آخر أساسي أساسي لـ PR هو كيفية تواصل اللاعبين. التواصل في PR عنصر أساسي من عناصر اللعب ونوصي بأن يكون جميع اللاعبين جاهزين بالميكروفون عندما يبدؤون اللعب عبر الإنترنت. لضمان تعزيز التواصل، يوفر الإصدار المتكامل من برنامج الاتصال الصوتي PR Mumble للاعبين قدرات غير متاحة مع BF2 المدمجة للصوت عبر الإنترنت، مثل القدرة على التحدث إلى لاعبين آخرين داخل المنطقة المحلية، بغض النظر عن الفرق التي ينتمون إليها، فضلاً عن نقلهم إلى أعضاء الفرق عبر الراديو الفريقي بغض النظر عن مكان وجودهم على ساحة المعركة. لا يلزم تثبيت أي إضافي، مما يعني أن كل لاعب على ساحة المعركة سيكون لديه نفس إعدادات الاتصال ويمكنه التواصل بسهولة. + +تم إنشاء هذا التعديل من قبل اللاعبين، لللاعبين، لذا لا تتردد في طلب المساعدة في اللعبة، على [Discord](https://discord.me/projectreality "PR:BF2 Official Discord") أو على المنتديات على [realitymod.com](https://www.realitymod.com/forum/forumdisplay.php?f=27). مرة أخرى، مرحبًا بك في PR وتجربة ألعاب جديدة تمامًا! + +## Changelog +The changelog for this manual is as follows: + +### 2023-09-18 +- Updated Kit drop procedure + +### 2023-06-24 +- Small updates and fixes to content and styling +- Fixed Honkit related issues + +### 2022-01-22 +- Added contributing page +- Updated content for new theme diff --git a/ar1/commander.md b/ar1/commander.md new file mode 100644 index 0000000..5001a49 --- /dev/null +++ b/ar1/commander.md @@ -0,0 +1,70 @@ +# The Commander + +## _Leading the Troops_ {#leading-the-troops} + +The primary task of the commander is to **coordinate** the team and to give guidance and direction to those operating under his command. His role is to monitor situations and engagements and the overall scope to the battlefield to effectively determine a strategy. He can also grant or deny requests sent by Squad Leaders. These include contact reports and area attacks. + +The commander can **transmit directly to a specific Squad Leader** by using the **Direct Squad Radio Net** - by holding down the corresponding squad number, **1 - 9** digit on the keyboard numpad. + +The Commander can **confirm or deny request of area attack**. If a Squad Leader calls in a request for artillery, the commander can right click the icon and accept or deny it. After which the order will be confirmed to the team. The area-attack reload is 30 minutes. For insurgents and similar to them forces, a mortar strike is instead available, usually with 20 minutes between possible strikes. To see when artillery/mortars are available again you can look at the top left in the commander window \(**default: Caps Lock**\) and see the bar with “**AREA ATTACK**” in it. + +To keep the team cohesive it is the commander’s sole focus to **deliver orders** to each squad. He can alternatively assist team members by keeping them well informed of situations outside their area of operations \(AO\) confirming intelligence on the map using a variety of markers by right clicking the map: + +* **Commands** + * **Destroy**: Remove friendly FOBs. + * **Remove Marker:** Remove unwanted friendly markers from the map. + * **UAV:** Deploy reconnaissance drone at the position. + * **Waypoint:** Place a waypoint marker. You can place up to 7 of them. Each one is identified with a letter. These do not disappear. + * **Request Mortars:** Request the mortar crew to bring mortar fire to this position. + +{% figure "../assets/commands.png" %} +Possible commands, squad orders and icons commander can use. +{% endfigure %} + +* **Squad Orders** + * Same markers are available to Squad Leaders. When you select a squad in the left menu you can give them orders. If they accept \(**PAGE UP**\) it will replace thats squad’s marker. + +{% figure "../assets/build.png", "../assets/observe.png", "../assets/defendmarker.png", "../assets/demolish.png", "../assets/move.png" %} +The build, observe, defend, demolish and move markers, respectively. +{% endfigure %} + +* **Infantry \| Vehicles \| Emplacements \| Misc.** + * Various markers that can be placed to mark enemy infantry, assets and deployed assets. + +Markers cannot be placed all the time. At the top left there is a bar showing “**MARKER**”, indicating how long it takes until the next marker can be placed. + +{% figure "../assets/commander_right_click.png" %} +Size of circles change depending on map size. Pictured above is Muttrah City(2km). +{% endfigure %} + +When right clicking on the commander screen the commander can also estimate distances using the circles. + +If the Squad Leaders believe the Commander is not efficient in his duties, then they have the option to start a **mutiny**. If it succeeds, a new player can take this position. + +### Commander Rally Point + +The **Commander Rally Point** can be used by the entire team. To establish this RP the Commander needs at least 5 team mates near him \(one of them must be a squad leader\) to place the RP. This RP is not available in the skirmish mode and at least 12 players must be on the commander's team. The RP will stay active as long as the commander is within 100m radius of the rally point. All other rules described in the Squad Leader chapter about rally points also apply for the commander rally point \(see [here](the_squad_leader.md#rally-points)\). + +## _UAV_ {#uav} + +The Commander of conventional forces and the militia are able to control an **Unmanned Aerial Vehicle \(UAV\)** from his team's command post or armored command vehicle \(ACV\). The UAV in PR:BF2 does not reveal enemy positions automatically but gives the commander the means to observe the battlefield visually from a bird’s eye point of view. The commander can control the UAV's camera while it cruises at a constant altitude. + +At the start of a round there is a **5 minute delay** before the UAV can be fueled. After that, it can be launched by placing the UAV marker on the command map. This can be done by pressing the UAV icon on the top left of the commander screen or by right clicking on the map and placing the UAV icon. Then to operate it you have to enter the ACV vehicle at the main-base of your team. + +{% figure "../assets/acvv.png" %} +Armored Command Vehicle. +{% endfigure %} + +**The UAV won’t be up forever.** The UAV loses 0.2% fuel/sec while travelling, 0.33% fuel/sec while operating and refuels at the same rate at base. You can monitor the fuel by watching the “FUEL” bar on the top left of the commander screen. + +The UAV can be sent back to base at any point to **refuel**. Returning to base does not consume any fuel. You can do this by right clicking the UAV icon on the top left side of the commander screen. + +The time it takes to deploy the UAV depends on the travel distance. It travels to its destination at 40m/s. It takes 1 minute for the UAV to complete its orbit over the position it's surveiling \(around 21m/s\). The UAV takes 30 seconds to take off/land. + +**The UAV camera** has three levels of magnification \(**Right Click**\) with thermal vision capabilities \(hold **T** and **Right Click** "DAY / THERMAL BHOT"\). The Militia’s and similar forces' UAVs only offer two zoom levels with no thermal vision. + +The UAV can be **relocated** by assigning it a new position on the map. Travelling does not prevent you from operating its camera. The UAV only operates on 2km and 4km maps due to it being too powerful for small maps. + +{% figure "../assets/uav2.png" %} +The commander’s UAV Camera. +{% endfigure %} \ No newline at end of file diff --git a/ar1/game_modes.md b/ar1/game_modes.md new file mode 100644 index 0000000..1666347 --- /dev/null +++ b/ar1/game_modes.md @@ -0,0 +1,87 @@ +أوضاع اللعب + +تتضمن لعبة Project Reality: BF2 7 أوضاع لعب مختلفة مع أهداف مختلفة. الهدف المشترك لجميع أوضاع اللعب هو تقليل نقاط تعزيز الفريق العدو إلى الصفر. في معظم أوضاع اللعب، يتم تحقيق ذلك عن طريق جرح وقتل الأعداء، تدمير مركباتهم والاستيلاء على نقاط التحكم الخاصة بهم. تشير علامات الخريطة الملونة إلى أهدافك الحالية في كل وضع لعب. + +تتضمن PR: BF2 أكثر من 80 خريطة بأكثر من 600 طبقة مختلفة. يمكنك العثور على جميع الخرائط ومعلومات الخريطة الخاصة بها في [معرض الخرائط PR](http://www.realitymod.com/mapgallery/). + +تتضمن معظم الخرائط 4 تغييرات في الطبقات مع موارد ودعم مختلفة متاحة. تشمل الطبقات: + +- **المشاة (16):** تتكون هذه الطبقة عادة من مركبات نقل ومركبات مسلحة خفيفة فقط، مع التركيز على قتال المشاة. +- **بديل (32):** هذه هي الطبقة البديلة التي تتميز بفارق كبير أو صغير عن الطبقة القياسية. +- **قياسي (64):** تتضمن هذه الطبقة عادة الخريطة بأكملها وجميع الموارد، حسبما ينطبق على الخريطة. هذه هي الطبقة القياسية التي يمكن لعبها في جميع الأوقات. +- **كبير (128):** تم تصميم هذه الطبقة، تمامًا مثل البديل، لتقديم وجهة نظر مختلفة عن التجربة القياسية، عادةً من خلال عرض فصائل مختلفة. + +## _التقدم والتأمين (AAS)_ {#advance-and-secure} + +وضع اللعب AAS هو الأقرب إلى وضع الفتح الأصلي في BF2. الهدف هو الاستيلاء على جميع نقاط التحكم (CPs) مع الحفاظ على مزيد من النقاط من العدو. يمكن فقط استيلاء نقاط التحكم بترتيب خطي لمحاكاة خطوط جبهة متحركة وتركيز المواجهات. تشير نقاط التحكم التي يمكن استيلاؤها بواسطة علامة هجوم برتقالية بينما تتميز تلك التي يجب الدفاع عنها ضد هجمات العدو بعلامة دفاع بلون أرجواني. إذا نجح العدو في الاستيلاء على علم بعلامة زرقاء - عادة ما تكون محجوزة للعلم النهائي بالقرب من قاعدتك الرئيسية - سيبدأ فريقك في فقدان النقاط بمعدل ثابت أو متزايد. على عكس Battlefield 2 العادية، فإن عقوبة فقدان النقاط أكثر قسوة بكثير، ومن الضروري بالتأكيد استعادة العلم. يتوقف النزيف عندما يتمكن فريقك من السيطرة على العلم بما يكفي لبدء إجراء الاستيلاء لصالح فريقك. أخيرًا، تشير علامة حمراء بجانب نقطة تحكم إلى علم عدو يتسبب في نزيف العدو. + +يجب أن يكون على الأقل لاعبان داخل نصف قطر استيلاء نقطة التحكم من أجل الاستيلاء على العلم. يمكن أن يستغرق أكثر من دقيقة لتأمين نقطة تحكم اعتمادًا على نسبة المهاجمين إلى المدافعين داخل نصف قطر العلم. إذا تمت السيطرة على نقطة تحكم من قبل فريق واحد واستولى عليها العدو، سيفقد الفريق 30 نقطة. أحد ميزات AAS الرئيسية هو أنه في كل مرة يتم تحميل نفس الطبقة، يمكن أن تكون ترتيبات العلم مختلفة بفضل ترتيبات العلم المعتمدة على العشوائية لدينا. + +إذا لم يكن لدى الفريق المهاجم نسبة 2 إلى 1 إلى الفريق المدافع عن العلم، سيبدأون في فقدان تقدم الاستيلاء. لعرض تقدم الاستيلاء، يجب أن تكون حاضرًا بشكل فعلي داخل نصف قطر استيلاء نقطة التحكم كما هو محدد على الخريطة، والضغط على مفتاح إظهار قائمة الأدوات/الفرق (**Caps Lock**) أو مفتاح تراكب الخريطة (**M**). يتم تقسيم تقدم الاستيلاء إلى 4 شرائط ستمتلئ أو تنخفض اعتمادًا على الصراع من أجل نقطة التحكم، لذا لن تعرف ما إذا كنت تتفوق على العدو حتى يختفي الشريط الأول، ولن تكون معلومًا بتفوق العدو على قوة الدفاع الخاصة بك وبدء استيلاء نقطة التحكم؛ الطريقة الوحيدة لمعرفة ذلك هي التحقق يدويًا بانتظام. في اللحظة التي يتم فيها تعطيل نقطة تحكم صديقة من قبل العدو (يظهر العلم بلون أبيض، فإن النقطة تنتمي إلى أي من الفريقين)، ستقوم تحذيرات صوتية بإعلامك وبقية فريقك بفقدان نقطة تحكم بغض النظر عن مكان تواجدك. عند حدوث هذا، عادة ما لا يمكن استيلاء العلم العدو التالي في سلسلة الاستيلاء حتى تكون النقطة الصديقة المفقودة تحت السيطرة بالكامل. + +علامات الخريطة لـ AAS: + +* ![](../assets/defend.png) علامة الدفاع +* ![](../assets/defend%20bleed.png) علامة الدفاع (مع نزيف التذاكر) +* ![](../assets/attack_bleed.png) علامة الهجوم +* ![](../assets/attack.png) علامة الهجوم (مع نزيف التذاكر) + +الحرب بالمركبات، الاشتباك والتعاون يستخدمون علامات الخريطة المماثلة للهجوم والدفاع. + +## _الحرب بالمركبات \(VW\)_ {#vehicle-warfare} + +تتنافس العديد من المركبات الثقيلة للسيطرة على الخريطة في هذا النمط من اللعبة. يتم تقييد اللاعبين بإمكانية الظهور مع مجموعات الطاقم. يمكن طلب مجموعات الضباط والطيارين فقط. تتأثر التذاكر فقط بعدد نقاط التحكم التي يسيطر عليها الفريق. تعيد المركبات التي تم تدميرها بالفعل بعد 5 دقائق. يتطلب السيطرة على نقطة تحكم على الأقل 6 لاعبين \(داخل المركبات\). تكون عملية الاستيلاء أسرع بكثير من AAS. + +## _الاشتباك_ {#skirmish} + +يعمل هذا النمط على نسخ خرائط بحجم أصغر من نمط اللعبة المتقدمة والآمنة، مخصص لحوالي 12-16 لاعبًا. إنه مثالي لمباريات العشائر والاشتباكات الصغيرة للجنود. يتبع الاشتباك نفس قواعد AAS ولكن بمناطق قتالية أصغر عادةً بدون مركبات أو أصول يمكن نشرها بالإضافة إلى تذاكر أقل. إذا فقد الفريق نقطة تحكم للعدو، سيتم تغريمهم بـ 10 تذاكر. + +## _القيادة والتحكم \(CNC\)_ {#command-and-control} + +يتميز هذا النمط بمعارك حرة كبيرة. لا توجد نقاط تحكم يمكن الاستيلاء عليها، بل يجب على كل فريق وضع قاعدة تشغيلية أمامية واحدة \(FOB\) [\(انظر الهياكل القابلة للنشر\)](the_squad_leader.md#deployable-structures) في مكان ما على الخريطة. الهدف هو الدفاع عن FOB الفريق بينما يحاول العثور على وتدمير FOB العدو. عندما يفقد الفريق FOB الخاص بهم، سيتعرضون لعقوبة تذاكر كبيرة وسيستمرون في فقد التذاكر حتى يبنوا واحدة جديدة. يجب وضع FOB على الأقل 200 مترًا من حدود الخريطة. يزيد بناء FOB الفريق الخاص بك أقرب إلى مركز الخريطة من فقدان التذاكر التي سيعانيها العدو بينما يكون FOB الخاص بهم متوقفًا. يمكن لكلا الفريقين بناء المزيد من الدفاعات في نصف قطر أكبر بالقرب من FOB الخاص بهم من خلال أوضاع اللعب الأخرى. + +## _التعاوني \(COOP\)_ {#co-operative} + +في هذا النمط، يمكن لأحد أو أكثر من اللاعبين البشريين المشاركة في المعركة جنبًا إلى جنب مع الروبوتات التي تتحكم بها الذكاء الاصطناعي. هذا النمط مثالي للتدريب على المعدات والمركبات قبل استخدامها في معارك بحجم كامل مع اللاعبين البشر. لاستيعاب استخدام الروبوتات، تم تعديل بعض القواعد والعناصر في هذا النمط. معظم خرائطنا تحتوي على طبقات COOP مخصصة. + +## _Insurgency \(INS\)_ {#insurgency} + +هذا الوضع فريد جدًا بالمقارنة مع الأوضاع الأخرى داخل PR. الهدف من قوات التحالف (المعروفة أيضًا باسم BluFor) هو العثور على وتدمير مخازن الأسلحة التابعة لفصيل الثورة المعارض (المعروف أيضًا باسم RedFor أو OpFor) المخفية عبر الخريطة. يتفاوت عدد المخازن التي يجب تدميرها لكي تفوز قوات التحالف حسب الخريطة والطبقة، غالبًا ما يكون لدى الثورة مجموع 6 مخازن يجب تدمير 5 منها. تفوز الثوار إذا نجحوا في حماية ما لا يقل عن 2 مخزن من التدمير حتى تنفد قوات التحالف من التذاكر النهائية لديهم. بالنسبة لقوات التحالف، تنطبق قواعد فقدان التذاكر لوضع اللعب AAS، بينما لا تمتلك الثورة تذاكر ويمكنها الظهور من جديد بشكل لا نهائي. + +{% figure "../assets/weaponcache.png" %} +مخزن أسلحة. +{% endfigure %} + +القوات التحالفية مطلوب منها جمع المعلومات عن طريق قتل مقاتلي الثوار أو اعتقال المدنيين الثوار [\(انظر إلى المدني\)](the_civilian.md). لالتقاط مدني، يجب على لاعب التحالف أن يكون على بعد متر واحد من المدني ويجب عليه استخدام قيد، والذي يتألف من زوج من الأصفاد البلاستيكية المقيدة، والتي يمكن الوصول إليها عن طريق تحديد الرقم 1 على لوحة المفاتيح الخاصة بك، أو بديلاً **استخدام بندقية ذخيرة**. يحاكي هذا تعطيل المدني بطلقات مطاطية. + +تفوز القوات التحالفية إذا نجحت في تدمير عدد معين من مخازن الأسلحة قبل نفاد الوقت أو التذاكر، وإلا فإن الفريق الثائر يفوز باللعبة. يمكن للمهندسين الثوار أيضًا إصلاح المخازن التالفة. يتم عرض كمية المخازن لكل لاعب عند تحميل الخريطة ومع رسائل تمريرية على الخادم، ويمكن للثوار أيضًا النظر إلى قائمة اختيار الكيت/الفرق الخاصة بهم\(**Caps Lock**\) لمعرفة كمية المخازن. + +للكشف عن موقع تقريبي لمخازن الأسلحة الثائرة أثناء لعب Insurgency، يجب على القوات التحالفية جمع المعلومات. يحتاج الفريق التحالفي إلى 50 نقطة استخبارات \(IP\) لكي تكشف المخزن نفسه بعد 5 دقائق. تظهر القائمة التالية كمية النقاط التي يتم الحصول عليها أو فقدها بسبب إجراءات مختلفة. + +* الثائر الذي تم قتله: +1 نقطة استخبارات \(في نطاق 300 متر\) +* المدني أو الثائر الذي تم اعتقاله: +10 نقاط استخبارات +* المدني الذي تم قتله \(خرق قواعد الاشتباك\): -5 نقاط استخبارات +* تدمير المركبات بوجود مدني قريب \(على بعد 50 متر للـ 60 ثانية الأخيرة\): -50 نقطة استخبارات +* تدمير مركبات مدنية غير مستخدمة: -5 نقاط استخبارات + +لا يمكن للطائرات النفاثة والدبابات والمروحيات الحصول على نقاط استخبارات من خلال هذه الطرق. يتم عرض الموقع التقريبي للمخزن الأول بعد حوالي 5 دقائق من بداية الجولة. يمكن أن يكون هناك ما يصل إلى 2 مخزن نشط في نفس الوقت. يتم الكشف عن الموقع الجديد عند الوصول إلى 50 نقطة استخبارات. إذا كان هناك أقل من 32 لاعبًا على الخادم، يتم تقليص النقاط المطلوبة لكشف مخزن بنسبة النصف. يمكن للفريق أن يمتلك حد أقصى من 50 وحدة وحد أدنى من -50 نقطة استخبارات. + +علامات الخريطة للتمرد هي: + +* ![](../assets/cache.png) **مخزن أسلحة التحالف المعروف:** سيكون هذا الرمز مرئيًا على خريطة القوات التحالفية مما يشير إلى الموقع التقريبي للمخزن عندما يتم الحصول على معلومات استخبارات كافية. يمكن تعويض المؤشر بمقدار يصل إلى 75 مترًا. +* ![](../assets/unknown%20weapon%20cache.png) **مخزن أسلحة الثوار المعروف:** سيكون هذا الرمز مرئيًا على خريطة قوات الثوار مما يشير إلى أن المخزن قد تم تحديده من قبل القوات التحالفية. في اللحظة التي يتم عرض الرمز، يتم إنشاء المخزن ويمكن استخدامه من قبل الثوار، بالإضافة إلى تدميره من قبل القوات التحالفية. هناك فترة سماح تبلغ 5 دقائق بين إنشاء المخزن وكشف الموقع لقوات التحالف. +* ![](../assets/unknown%20cache.png) **مخزن أسلحة الثوار المجهول:** سيمثل هذا الرمز موقع المخزن حيث سيتم إنشاؤه على ساحة المعركة. إنها مرئية فقط لقوات الثوار حتى يتمكنوا من تنسيق دفاعاتهم بينما تقوم القوات التحالفية بجمع المعلومات. + +يمكن تدمير المخازن بحزم صغيرة أو كبيرة من C4. الأسلحة الأخرى ستسبب ضررًا ضئيلًا أو لا يوجد ضرر إلى المخزن. + +بمجرد تدميره، يحصل الفريق التحالفي على 30 تذكرة وستقوم رسالة بإعلام الفريق عن عدد المخازن المتبقية لتدميرها. يمكن إصلاح المخازن بواسطة مفتاح ربط أو مجارف. + +ستظهر المخازن فقط على الخريطة 30 ثانية قبل بدء الجولة لتجنب استغلال هذه المعلومات مسبقًا. + +## _لعبة البندقية_ {#gungame} +هذا النمط من اللعب مخصص لأقل من 30 لاعبًا في الخادم. يتميز بمناطق عمليات صغيرة مع إنتشار عشوائي للظهور ولا وجود للمركبات. يمكن للاعب واحد فقط الفوز في لعبة البندقية - الأول الذي يصل إلى المستوى الأقصى (20). قتل اللاعبين من فريق العدو يرفع مستوى ترسانة اللاعب (يغير أسلحته)، بينما قتل اللاعبين من فريقك سيقوم بتخفيض مستواك. + +مع تقدمك في المستويات، ستحتاج إلى استخدام مجموعة واسعة من الأسلحة والمعدات، مثل الرشاشات الصغيرة، والمسدسات، والبنادق، وقاذفات الصواريخ، وقاذفات القنابل، وحتى السكين - مع الانتهاء بالسكين. في كل مرة تحصل فيها على مجموعة أسلحة جديدة، سيتم تجديد صحتك إلى الحد الأقصى وسيتم تجديد شرائطك. + +هذا النمط السريع الخطى من اللعب مخصص لزرع وتسخين مهارات اللاعبين الميكانيكية والقتال القريب (CQC) قبل الانتقال إلى خرائط أكبر مع نماذج لعب مثل AAS، Ins أو غيرها. + diff --git a/ar1/help_manual.md b/ar1/help_manual.md new file mode 100644 index 0000000..03f0696 --- /dev/null +++ b/ar1/help_manual.md @@ -0,0 +1,274 @@ +# Contributing guide +The Project Reality manual is a great document for both new players and old timers coming back. +To make it easier for them we try to make it updated with the latest changes and accessible in as many languages as possible and for this we need your help! + +If you spot any issue, wish to expand the manual more or want to translate to a different language you're welcome to submit an issue and/or create a pull request with the intended changes. + +Our manual uses [Markdown syntax](#syntax), a very easy to learn system, where it basically free text with a few options for formatting. +Additionally, we serve the manual using HonKit, a fork of GitBook. + +## Translating +In order for you to work on your version of the manual, you will need to create your own copy, a Git Fork. +Simply go to our GitHub page and click Fork button in the top right corner. + +This will now create a copy fork of our Manual on your GitHub profile for you to work on. You can also then invite other users to help you by inviting them to the fork repo. + +Once you have your fork installed on your computer, we suggest you copy the 'en' folder and change the name to the 2 letter language code that you are translating into. Then you open this new folder and in each subfolder you will find README.md files. These are the chapters and therefore the files that will need translating. + +{% note %} +The changelog in README.md, is dedicated to each languange, don't translate it. +Instead, simply add an entry and describe what was added/removed/changed/translated. +{% endnote %} + +You will also find the SUMMARY.md which is the page table. This one will also require translation of the titles. Note that there are many links (ex. {#subchapter-name}) in the files. These are used to link to chapters within the document. It's recommended not to change these names so all the links continue to work. Also don't translate and actual folder names. Also don't change any image names. + +Please in the meantime let us know you are working on a translation so we can take a look and potentially help out. + +## Syntax +### Headings +To create a heading, add one to six # symbols before your heading text. The number of # you use will determine the size of the heading. + +```markdown +# This is an

tag +## This is an

tag +###### This is an

tag +``` + +The sidebar, on the right, is automatically filled with the header 2 and 3 present in the page. + +### Paragraphs and Line Breaks {#paragraphs} + +A paragraph is simply one or more consecutive lines of text, separated by one or more blank lines. (A blank line is any line that looks like a blank line — a line containing nothing but spaces or tabs is considered blank.) Normal paragraphs should not be indented with spaces or tabs. + +``` +Here's a line for us to start with. + +This line is separated from the one above by two newlines, so it will be a *separate paragraph*. +``` + +### Emphasis {#emphasis} + +```markdown +*This text will be italic* +_This will also be italic_ + +**This text will be bold** +__This will also be bold__ + +~~This text will be crossed out.~~ + +_You **can** combine them_ +``` + +### Lists {#lists} + +Markdown supports ordered (numbered) and unordered (bulleted) lists. + +##### Unordered + +Unordered lists use asterisks, pluses, and hyphens — interchangably — as list markers: + +```markdown +* Item 1 +* Item 2 + * Item 2a + * Item 2b +``` + +##### Ordered + +Ordered lists use numbers followed by periods: + +```markdown +1. Item 1 +2. Item 2 +3. Item 3 + * Item 3a + * Item 3b +``` + +### Links {#links} + +Markdown supports two style of links: inline and reference. + +A simple link can be created by surrounding the text with square brackets and the link URL with parentheses: + +```markdown +This is [an example](http://example.com/ "Title") inline link with a title. + +[This link](http://example.net/) has no title attribute. +``` + +Links can point to relative paths, anchors or absolute urls. + + +### References + +There is another way to create links which does not interrupt the text flow. The URL and title are defined using a reference name and this reference name is then used in square brackets instead of the link URL: + +```markdown +This is [an example][id] reference-style link. +``` + +Then, anywhere in the document, you define your link label like this, on a line by itself: + +```markdown +[id]: http://example.com/ "Optional Title Here" +``` + +### Images {#images} + +Images can be created in a similar way than links: just use an exclamation mark before the square brackets. The link text will become the alternative text of the image and the link URL specifies the image source: + +```markdown +An image: ![gras](img/image.jpg) +``` + +### Figures + +Figures are, essecially, centered images with a caption. + +``` +{% figure "../path/to/image.jpg" %} +Image's caption +{% endfigure %} +``` + +You can also define multiple images for the same figure. +``` +{% figure "img_1.jpg", "img_2.jpg", "img_3.jpg" %} +Image's caption +{% endfigure %} +``` + + +### Blockquotes {#blockquotes} + +A blockquote is started using the `>` marker followed by an optional space; all following lines that are also started with the blockquote marker belong to the blockquote. You can use any block-level elements inside a blockquote: + +```markdown +As Marcus Aurelius said: + +> Everything we hear is an opinion, not a fact. +> Everything we see is a perspective, not the truth. +``` + +### Notes + +Notes are the small highlights that give quick information +Warning: Markdown is not parsed inside this tag. + +``` +{% note %} +This would be a note. +{% endnote %} +``` + + +### Youtube + +If you wish to embed a youtube video, you just need to grab its ID and place it between `()` tags. + +``` +{{ "Custom Youtube's title" | youtube("xxxxxxxxx") }} +``` + + +### Tables {#tables} + +You can create tables by assembling a list of words and dividing them with hyphens `-` (for the first row), and then separating each column with a pipe `|`: + +```markdown +| First Header | Second Header | +| ------------- | ------------- | +| Content Cell | Content Cell | +| Content Cell | Content Cell | +``` + +The pipes on either end of the table are optional. Cells can vary in width and do not need to be perfectly aligned within columns. There must be at least three hyphens in each column of the header row. + +### Code {#code} + +Markdown supports two different code block styles. One uses lines indented with either four spaces or one tab whereas the other uses lines with tilde characters as delimiters – therefore the content does not need to be indented: + +```markdown +This is a sample code block. + + Continued here. + +``` + +##### Fenced code blocks + +You can create fenced code blocks by placing triple backticks ` ``` ` before and after the code block. We recommend placing a blank line before and after code blocks to make the raw formatting easier to read. + + ``` + function test() { + console.log("notice the blank line before this function?"); + } + ``` + +##### Syntax highlighting + +You can add an optional language identifier to enable syntax highlighting in your fenced code block. + +For example, to syntax highlight Ruby code: + + ```ruby + require 'redcarpet' + markdown = Redcarpet.new("Hello World!") + puts markdown.to_html + ``` + +##### Inline code + +Text phrases can be marked up as code by surrounding them with backticks: + + Use `honkit` to convert the `text` in markdown + syntax to HTML. + +### Footnotes + +HonKit supports a simple syntax for such footnotes. Footnotes are relative to each pages. + +```markdown +Text prior to footnote reference.[^2] + +[^2]: Comment to include in footnote. +``` + +### HTML + +HonKit supports use of raw HTML in your text, Markdown syntax in HTML is not processed: + +``` +
+Markdown here will not be **parsed** +
+``` + +### Horizontal Rule + +Horizontal Rules can be inserted using three or more asterisks, dashes or underscores, optionally separated by spaces or tabs, on an otherwise blank line: + +```markdown +Three or more... + +--- + +Hyphens + +*** + +Asterisks + +``` + +### Ignoring Markdown formatting + +You can tell HonKit to ignore (or escape) Markdown formatting by using `\` before the Markdown character. + +``` +Let's rename \*our-new-project\* to \*our-old-project\*. +``` + diff --git a/ar1/kits.md b/ar1/kits.md new file mode 100644 index 0000000..ed8b6e4 --- /dev/null +++ b/ar1/kits.md @@ -0,0 +1,184 @@ +الحقائب + +تحدد الحقائب في Project Reality دورك وتجهيزاتك ودورك في الفريق. يتميز PR بمجموعة واسعة من الحقائب التي يمكنك اختيارها. بشكل عام، هناك نوعان من الحقائب في Project Reality: + +- الحقائب القياسية، وهي أدوار الفرقة القياسية للجنود ويمكن اختيارها مباشرة من شاشة الظهور. +- الحقائب المتخصصة، وهي أدوار أكثر تخصصًا ويمكن الحصول عليها فقط من خلال إجراء طلب خاص. + +أين تبدأ + +كلاعب جديد، يجب عليك دائمًا الانضمام إلى فرقة الجنود واختيار حقيبة الـ Rifleman. يمثل الـ Rifleman الجندي العادي ويمكن استخدامه دون قيود من قبل العديد من الأشخاص في الفرقة/الفريق. ترتبط جميع الحقائب الأخرى بأدوار أكثر تخصصًا وتفرض قيودًا صارمة بشأن عدد الحقائب التي يمكن استخدامها في نفس الوقت في الفرقة/الفريق. + +نظرًا لهذه القيود، ومن أجل تجنب التأثير السلبي على أداء فريقك من خلال سوء استخدام حقيبة محدودة، يُوصى بشدة بأن تبدأ اللعب بحقيبة الـ Rifleman. عندما تكتسب المزيد من الخبرة وتتعلم أساسيات لعب الجنود، إذا شعرت بأنك قادر على ذلك، يمكنك طلب من قائد الفرقة تعيين دور مختلف لك. في أي حال، يجب عليك دائمًا طلب إذن من قائد الفرقة قبل تغيير الحقائب. +## _أطقم قياسية_ {#standard_kits} + +**الأطقم القياسية** هي الأطقم السبعة المعروضة في شاشة الإنتاج وتمثل الأدوار التي عادة ما تشكل فرق المشاة. في الجدول التالي يمكنك رؤية نظرة عامة على الأطقم القياسية السبعة بالإضافة إلى معلومات حول عدد الأطقم من هذا النوع يمكن أن يكون في فرقة واحدة وكم يحتاج الفريق من الأشخاص لكي يتمكنوا من الإنتاج بها. + +| الطقم | الحد في الفرقة الواحدة | الحد الأدنى لحجم الفرقة | +| --- | --- | --- | +| **الضابط** | 1 | 2 | +| **الطبيب** | 2 | 2 | +| **رامي البندقية التلقائية** | 1 | 4 | +| **المفتش** | 1 | 4 | +| **قاذف القنابل** | 1 | 6 | +| **مدمر خفيف للدروع** | 1 | 4 | +| **رجل بندقية** | غير محدود | 1 | + +بمراعاة هذه القيود، يمكن القول أن الفرقة النموذجية المكونة من 8 أفراد عادة ما تحتوي على واحد من كل هذه الأطقم ولكن مع وجود 2 من الأطباء. + +يرجى ملاحظة أن كل طقم في قائمة الاختيار على شاشة الإنتاج له زرين: **"قياسي"** و **"بديل"**. هذا لأن هناك نوعين من كل طقم. وتعتمد الاختيارات عادةً على البصريات \(نطاق، نقطة رؤية أو لا شيء\), على الرغم من أنه في بعض الحالات، خاصة مع القوى غير التقليدية، الاختيار ليس بين نطاق أو نقاط الرؤية بل بين أسلحة مختلفة تمامًا بدلاً من ذلك. + +كما يجب ملاحظة أنه لأغراض اللعب، بالإضافة إلى القيود على الفرق أعلاه، يتم تحديد الحد الأقصى لعدد **قاذف القنابل** و **مدمر خفيف للدروع** أيضًا لكل فريق، وذلك اعتمادًا على عدد اللاعبين: + +| الطقم | 1-7 لاعبين | 8-15 لاعبين | 16-23 لاعبين | 24-31 لاعبين | 32- 50+ لاعب | +| --- | --- | --- | --- | --- | --- | +| **مدمر خفيف للدروع** | 1 | 2 | 4 | 5 | 8 | +| **قاذف القنابل** | 1 | 2 | 4 | 5 | 8 | + +هنا شرح أكثر تفصيلًا لكل طقم: + +* ![](../assets/kit_icons/kit_light_scope_outline.png)**المقنصل**. عدة غير محدودة، تمثل الجندي العادي في القوات البرية. عادةً ما يكون مجهزًا ببندقية هجومية، وقنابل يدوية وقنابل دخانية ومجرفة. نظرًا لعدم وجود دور متخصص، يعتبر المقنصل مثاليًا للمواقع والتحركات العدوانية. كما أنه الفئة الوحيدة التي تحمل حقيبة ذخيرة، مما يتيح له إعادة تزويد زملائه في الفريق. +* ![](../assets/kit_icons/kit_officer_outline.png)**الضابط**. محدود بواحد في كل فرقة ومتاح فقط لقائد الفرقة. بالإضافة إلى التجهيزات القتالية القياسية، تأتي هذه العدة مع سلاح جانبي، وراديو ضابط وناظور. يمكنه التواصل المباشر بالصوت مع الضباط الآخرين في الفريق، ووضع علامات على الخريطة، وبناء تحصينات وطلب مهام دعمية \(مثل القصف الصاروخي، ونيران الهاون، والدعم الجوي أو الدبابات، وما إلى ذلك\). يمكنك العثور على معلومات مفصلة حول هذا الدور الحيوي في [**قسم قائد الفرقة**](the_squad_leader.md#the_squad_leader) من هذا الدليل. +* ![](../assets/kit_icons/kit_medic_outline.png)**الطبيب**. محدود باثنين في كل فرقة. يتحمل مسؤولية تقديم المساعدة الطبية في ساحة المعركة، وبالتالي، يعتبر أحد الأدوار التي تؤثر على أداء الفرقة بشكل كبير. الوعي بالمعركة وغريزة البقاء هما أمران أساسيان لهذا الدور. بالإضافة إلى بندقية هجومية، يأتي مجهزًا بعدة قنابل دخانية، وعلبة إسعافات أولية، وإبر الإيبينيفرين، وقطع الضمادات. إنه العدة الوحيدة القادرة على سحب زملاء الفريق المصابين. +* ![](../assets/kit_icons/kit_heavy_assault_outline.png)**رجل الرشاش التلقائي \(AR\)**. محدود بواحد في كل فرقة. مجهز ببندقية رشاشة خفيفة، يعتبر رجل الرشاش التلقائي، مقنصل أقل حركة وأقل تنوعًا \(لا توجد لديه قنابل يدوية\) يوفر، من ناحية أخرى، قوة نيران فائقة. تخصصه هو إطلاق نار قاهر دقيق وقاتل، والذي يكون أيضًا فعالًا للغاية في تقييد حركة الأعداء. +* ![](../assets/kit_icons/kit_mountaineer_outline.png)**المقتحم**. محدود بواحد في كل فرقة. هو أخصائي تفجيرات يعمل أيضًا كرجل أمامي في اقتحام المباني. تشمل تجهيزاته بندقية هجومية، وخطاف تسلق لتسلق العقبات، وبندقية ذات غلقة وبعض كميات متفجرات C4 للتفجيرات التكتيكية. +* ![](../assets/kit_icons/kit_at_outline.png)**مكافح الدبابات الخفيف \(LAT\)**. محدود بواحد في كل فرقة وبـ **8 في كل فريق**. مكافح الدبابات الخفيف مقنصل مجهز ببندقية هجومية ونظام سلاح مضاد للدبابات الخفيف المحمول. يكون دوره الرئيسي هو العمل كعنصر مكافح للدبابات فائق الخفة، بقدرته على ردع وتعطيل المركبات الخفيفة والمركبات ذات الدروع الخفيفة. **ومع ذلك، فإنه غير فعال ضد المركبات ذات الدروع الثقيلة أو الدبابات.** +* ![](../assets/kit_icons/kit_grenadier_outline.png)**القناص**. محدود بواحد في كل فرقة وبـ **8 في كل فريق**. عادةً ما يكون مجهزًا بقاذف قنابل تحت السبطانة مرتبط ببندقيته الهجومية. يكون العمل الرئيسي له هو استهداف المناطق ذات الرؤية المنخفضة حيث يُشتبه في وجود العدو، بالإضافة إلى مضايقة المركبات الخفيفة. إنه مفيد بشكل خاص للمواجهات عن بُعد ولمحاربة الأعداء المحاصرين داخل المباني. + +أطقم الاختصاصيين + +بالإضافة إلى الأطقم القياسية الموصوفة أعلاه، توجد في PR مجموعة واسعة من **أطقم الاختصاصيين** قادرة على أداء مهام متخصصة للغاية. تشمل بعض هذه الأطقم القاذف الثقيل للدبابات، ومهندس القتال، والرامي الماهر، والقناص، أو رامي الدفاع الجوي، بين آخرين. + +لا يمكن الظهور مباشرة بأحد هذه الأطقم المحدودة والمتخصصة. للحصول عليها، يحتاج اللاعب إلى طلبها من صناديق الإمدادات أو الآليات المتحالفة وفقًا لإجراء موصوف [أدناه](kits.md#kit-request). علاوة على ذلك، واعتمادًا على عدد اللاعبين في الفريق، تكون **هذه الأطقم محدودة بعدد معين منها لكل فريق**. في الجدول التالي، يتم تلخيص هذه القيود: + +| الطقم | 1-7 لاعبين | 8-15 لاعبًا | 16-23 لاعبًا | 24-31 لاعبًا | 32- 50+ لاعبًا | +| --- | --- | --- | --- | --- | --- | +| **قاذف الرشاش** | 1 | 2 | 3 | 3 | 4 | +| **الرامي الماهر** | 1 | 2 | 3 | 3 | 4 | +| **رامي الدفاع الجوي** | 1 | 2 | 3 | 3 | 4 | +| **المراقب** | 0 | 1 | 1 | 2 | 2 | +| **مهندس القتال** | 0 | 1 | 1 | 2 | 2 | +| **رامي الدفاع الجوي** | 0 | 1 | 1 | 2 | 2 | +| **القناص** | 0 | 1 | 1 | 2 | 2 | +| **القاذف الثقيل للدبابات** | 0 | 1 | 1 | 1 | 1 | + +علاوة على ذلك، يتطلب فريقك أيضًا عددًا أدنى من اللاعبين قبل أن تتمكن من طلب هذه الأطقم: + +| الطقم | الحد الأدنى لحجم الفريق | +| --- | --- | +| **قاذف الرشاش** | 6 | +| **الرامي الماهر** | 6 | +| **رامي الدفاع الجوي** | 4 | +| **المراقب** | 2 | +| **مهندس القتال** | 3 | +| **رامي الدفاع الجوي** | 3 | +| **القناص** | 3 | +| **القاذف الثقيل للدبابات** | 3 | + +نظرًا للطبيعة المقيدة لهذه الحقائب ، يُوصى **بشدة** بعدم استخدامها من قبل اللاعبين الجدد وغير المتمرسين. إذا فعلوا ذلك ، فإنهم يخاطرون بإهدار وفقدان هذه الأصول الفريقية الحاسمة ، مما يترك الفريق في موقف تحت المراقبة. **تذكر دائمًا أن تطلب إذن قائد الفريق قبل استخدام أي من هذه الحقائب المتخصصة**. + +وهنا يتبع وصف مفصل لكل حقيبة متخصصة: + +* ![](../assets/kit_icons/kit_mg_outline.png)**رامي الرشاش \(MG\)**. على الرغم من كونه نسخة أثقل وأكثر سخونة من رامي البندقية التلقائية \(AR\), إلا أنه بفضل قوته النارية الأكبر، يعتبر رامي الرشاش جنديًا فتاكًا قادرًا على تثبيت فرق كاملة ولا يضاهى في المواجهات على مسافات بعيدة. +* ![](../assets/kit_icons/kit_marksman_outline.png)**رامي القنص**. يتفوق رامي القنص في توفير نيران منخفضة السرعة وعالية الدقة لفريقه. إنه مُبارز ماهر عند التعامل مع الأهداف أو الأعداء خارج نطاق الجندي العادي. +* ![](../assets/kit_icons/kit_claymore_outline.png)**رامي البنادق المضادة للأفراد \(AP\)**. يأتي رامي البنادق المضادة للأفراد مزودًا بألغام قوية مضادة للأفراد مجهزة بمفجرات عن بعد. إنه مفيد للغاية في التحضير للكمائن أو استخدام متفجراته للدفاع عن الأهداف التكتيكية. +* ![](../assets/kit_icons/kit_sniper_outline.png)**قناص**. يتألق القناص أثناء المهام الاستطلاعية وتوفير المعلومات للفريق بشأن حركة العدو ومواقعه. مجهز ببندقية قنص عالية الدقة، كما أنه قادر على مواجهة الأعداء من مسافات بعيدة جدًا. نظرًا لقيوده البالغة 2 لكل فريق، في PR، يُعتبر أمرًا مستهجنًا بشدة استخدام عدة القناص للمهام الفردية الأركادية. +* ![](../assets/kit_icons/kit_spotter_outline.png)**مرشد**. يأتي المرشد مزودًا بخطاف تسلق ومناظير، مما يمكنه من تحديد مواقع استراتيجية لجمع المعلومات الرئيسية من ساحة المعركة. كما أنه قادر على استخدام جهاز توجيه الليزر الخاص به لتحديد الأهداف لضربات جوية. يتضمن دوره عادة دعم عناصر الدبابات والدعم الجوي القريب، بالإضافة إلى القناصين. +* ![](../assets/kit_icons/kit_engineer_outline.png)**مهندس قتالي**. متخصص في المتفجرات والتدمير. مجهز بألغام أرضية مضادة للمركبات، وهو الشخص المعين لإنشاء حقول الألغام أو تفكيكها. تذكر أن الألغام تُنشط من قبل الحلفاء والقوات العدو! كما أنه يأتي أيضًا مع عدة متفجرات للتدمير ويمكنه إصلاح المركبات الخفيفة. +* ![](../assets/kit_icons/kit_aa_outline.png)**رامي الدفاع الجوي \(AA\)**. يأتي مجهزًا بنظام سلاح دفاع جوي محمول، مما يجعله الشخص المناسب لردع وإسقاط عناصر الجو العدو. تقييده بـ 2 لكل فريق يجعله أصولًا حرجًا للغاية. لا تهدر هذه العدة! +* ![](../assets/kit_icons/kit_ataa_outline.png)**مدمر الدروع الثقيل \(HAT\)**. يُعتبر مدمر الدروع الثقيل تهديدًا فعالًا ضد الدروع ويمكنه تدمير المركبات بحسم حتى على مسافات بعيدة. تقييده العالي بـ \(**1 لكل فريق**\) يجعل هذه العدة حرجة للغاية. فقدانها أو إهدارها يمكن أن يغير مجرى المعركة. لهذا السبب، يُطلب بشدة من اللاعبين الذين ليس لديهم الخبرة اللازمة الابتعاد عنها. + + +## _أطقم التمرد_ {#insurgency-kits} + +فريدة من نوعها لبعض القوات الغير منتظمة و/أو وضع اللعبة التمردية هي عدد من الأطقم للاستخدام في أنماط الحرب غير المتماثلة. غالبًا ما تكون أقل تطورًا من العتاد الصادر عن الجيش من حيث القدرة، حيث يتم توزيع أطقم المتمردين مزيجًا متنوعًا من الأسلحة النارية ومجموعة متنوعة من الأدوات المحلية للمساعدة في التخفيف من الفجوة المذكورة في القدرة. يُلاحظ بشكل خاص التمرد العراقي حيث إن جدول أسلحة الجنود العاديين لديهم يختلف بشكل كبير عن جميع الفصائل الأخرى وبالتالي يبرز الحاجة إلى فحص أقرب: + +**أطقم شاشة الإنتاج العراقية للمتمردين** +* ![](../assets/kit_icons/kit_officer_outline.png)**قائد الخلية**. النسخة العراقية من طقم الضابط. +* ![](../assets/kit_icons/kit_carbine_assault_outline.png) + ![](../assets/kit_icons/kit_battle_rifle_assault_outline.png) + ![](../assets/kit_icons/kit_insurgent_assault_outline.png) + ![](../assets/kit_icons/kit_rifle_outline.png)**المتمرد**. نموذج فئة الجندي العادي للمتمردين. لا تتميز جميعها بالذخيرة الإضافية، وتستخدم الألغام العبوية أو القنابل المضادة للدبابات بدلاً من ذلك. تتنوع مجموعتهم من أنظمة الأسلحة من بنادق الصيد إلى رشاشات الرصاص الفردية إلى بنادق الهجوم أو القتال. +* ![](../assets/kit_icons/kit_specops_outline.png)**مهندس الطرق**. فئة دعم أخرى. يعمل مهندسو الطرق كمزيج من مهندس القتال وفئة الجندي العادي المضاد للدروع. الغرض الرئيسي منهم هو إعداد كمائن ضد الجنود الأعداء والمركبات، فضلاً عن منع المنطقة. لديهم وصول محدود إلى الأسلحة النارية ويجب أن يبتعدوا عن المعركة لأنهم لا يمرون كمدنيين وهم أهداف قانونية. ليس لديهم وصول إلى مفتاح ربط كما هو الحال مع مهندس القتال الحقيقي. +* ![](../assets/kit_icons/kit_medic_outline.png)**المتعاون**. تتميز هذه الفئة الفريدة بعناصر من فئة الطبيب مع أسلحة شخصية خفيفة، ولكن يمكنهم أيضًا الاختيار من الذهاب بدون سلاح إلى الصراع باستخدام تحميلة الطقم البديلة. خارج إعادة الإحياء والشفاء للأصدقاء أو المساعدة في استخدام خطافهم، الغرض الرئيسي منهم هو تغذية المواقع العدائية ومعلومات أخرى للفريق مع البقاء كشاهد لا يشتبه به في الصراع. قتل المتعاون تحت ظروف معينة يشكل انتهاكًا لقواعد الاشتباك، مع عقوبة للقاتل وفريقه. لذلك يجب على القوات التحالفية كبح أنفسها عن إطلاق النار على الجميع عند الرؤية. من ناحية أخرى، المتعاونون مصادر قيمة لنقاط المعلومات لأن قدرتهم على الدفاع عن أنفسهم ضد الاعتقال محدودة للغاية على أفضل تقدير وغالبًا ما يكون لعبة صيد الفأر بين المنازل والأسطح. يُسمح بوجود اثنين فقط من هؤلاء في فريق في أي وقت. + +أطقم الانتفاضيين لالتقاط الأسلحة + +لا يمكن للمتمردين العراقيين، في معظم الأحيان، الوصول إلى بعض أسلحتهم الثقيلة من قائمة الظهور. بدلاً من ذلك، يقومون بالتقاطها أو طلبها من محطة إصلاح المركبات في القاعدة الرئيسية أو من مخزن نشط. تنشأ مخازن الانتفاضيين العراقيين عددًا من البنادق الآلية التي لا يمكن الوصول إليها بواسطة فرقة من المتمردين. في قواعدهم الرئيسية، يمكن التقاط أعداد محدودة من أطقم القناصين، والقناصين، والمهندسين، والقاذفات الصاروخية أيضًا. + +الفئة الأخيرة الفريدة للقوات الانتفاضية هي المدني: عند إسقاط طقم، يتم تزويد اللاعب بطقم وهمي. تحصل بعض الفصائل غير النظامية على تأثير حالة المدني عند استخدامه لمدة 2 دقيقة أو أكثر. يعمل طقم المدني، تمامًا مثل المتعاون المذكور أعلاه، ككشاف وعامل ردع ضد الهجمات العسكرية، لكنه ليس لديه وسائل لمساعدة الفريق من حيث المعدات الأخرى للدعم. + +يمكن العثور على شرح أعمق حول المتعاون والمدنيين في قسم منفصل من الدليل [هنا](the_civilian.md#the_civilian). +## أطقم المركبات + +بالإضافة إلى الأطقم الموصوفة بالفعل، هناك بعض الأطقم الخاصة للوصول إلى المركبات العسكرية الكبيرة والطائرات؛ وتسمى هذه الأطقم **الطاقم** (للمركبات المدرعة) و**الطيار** (للطائرات). بدونهم، يصبح من المستحيل الوصول إلى وظائف مفتاحية في هذه المركبات وسيتم عرض شاشة سوداء فقط عند دخول السائق، والمدفعي، والمساعد، وبعض المقاعد الأخرى في المركبة. + +إنهما من بين الأطقم القليلة التي ليس لها قيود على عدد الأشخاص الذين يجب أن يكونوا في الفرقة لطلبها وعلى عدد الأطقم التي يمكن إصدارها لكل فرقة بشكل عام. كأطقم متخصصة، فإن اختيار أسلحتهم محدود للغاية، حيث تصدر عدد قليل من الفصائل بنادق لطواقمها، ويتلقى الطيارون فقط مسدسات. كونهما نوعًا من الأطقم المتخصصة، فإنه ليس من الممكن أن يتم إنشاؤهما مباشرة ويجب طلبهم كالمعتاد (انظر [أدناه](kits.md#kit-request)). ومع ذلك، ليس هناك أي قيود على عدد الأطقم التي يمكن أن تكون في الفريق في نفس الوقت وبالتالي يمكن اعتبارها أيضًا أطقمًا غير محدودة. + +* ![](../assets/kit_icons/kit_pilot_outline.png)**الطيار**. الطيار هو الأطقم الوحيد القادر على تشغيل المروحيات والطائرات ذات الأجنحة الثابتة. يأتي مجهزًا بسلاح جانبي ومظلة وقنبلة دخان إشارة. لا تحاول تشغيل الطائرات بدون تجربة مناسبة. +* ![](../assets/kit_icons/kit_crewman_outline.png)**الطاقم**. هو الأطقم الوحيد القادر على تشغيل المركبات المدرعة. يتم تجهيز الطاقم بسلاح مدمج للدفاع عن النفس وبناظير لدراسة ساحة المعركة. عادةً ما يحتاج السائق والمدفعي في المركبة المدرعة إلى أطقم الطاقم. + +إجراء طلب الطقم + +بمجرد الظهور، وإذا تم تحقيق بعض الشروط، يمكنك طلب طقم جديد (سواء كان قياسيًا أو متخصصًا) من صندوق إمدادات حليف أو مركبة مدرعة. عادةً ما يجب تحقيق الشروط الثلاثة التالية لطلب طقم: + +- **الإذن**. يجب أن يكون لديك إذن قائد الفرقة. هو من يقرر من يحصل على ما. +- **الموقع**. يجب أن تكون في المكان المناسب لطلب الطقم - بجوار صندوق إمدادات حليف أو مركبة مدرعة. +- **الأعداد المطلوبة**. يجب أن تكون جزءًا من فرقة تحتوي على الحد الأدنى المطلوب من الأعضاء. + +يمكن أن تقيد الإجراءات التالية حقك مؤقتًا في طلب الطقم: + +| الشرط | العقوبة الزمنية | +| --- | --- | +| إما أن تظهر، أو تطلب وتحصل على، طقم محدود | غير قادر على طلب طقم لمدة 2 دقيقة | +| تغيير الفرق | محظور لمدة +2 دقيقة | +| قتل زميل (قتل الفريق) يحمل طقم محدود | محظور لمدة +3 دقائق | +| إرسال طلبات عديدة للطقم في وقت قصير | محظور لمدة +30 ثانية | +| قتل مدني ينتهك قواعد الاشتباك (التمرد) | محظور لمدة +10 دقائق | +لطلب مجموعة، يجب اتباع تسلسل مفتاح معين: + +| تسلسل المفاتيح لطلب مجموعة | +| --- | +| 1. اضغط واستمر في الضغط على **مفتاح الراديو الثانوي (T)** (سيظهر _Commo Rose_), | +| 2. باستخدام الماوس، حدد الخيار المركزي في Comm Rose (**REQUEST / DROP KIT**) واضغط عليه بالزر الأيسر. سيتم فتح قائمة بجميع المجموعات فيها | +| 3. حرك الماوس لتحديد المجموعة المرغوبة. سيعرض العنصر المميز على الشاشة الرئيسية بعد ذلك STD و ALT للسماح بطلب تحميل مجموعة قياسي أو بديل. انقر بالزر الأيسر على النسخة المميزة التي تختارها لطلب المجموعة | +| 4. إذا تم تلبية جميع الشروط، سيتم اختيار المجموعة المطلوبة تلقائيًا، مع التخلص من المجموعة الحالية الخاصة بك في العملية | + +إذا تم رفض طلبك، سترى رسالة نصية صفراء تشرح السبب: + +إذا طلبت المجموعة في الموقع الخطأ: + +* **"يجب أن تكون قريبًا من صندوق إمداد صديق أو APC لطلب هذه المجموعة"**, أو +* **"يجب أن تكون قريبًا من صندوق إمداد صديق أو مركبة لطلب هذه المجموعة"** + +إذا فشلت الفرقة التي تنتمي إليها في متطلبات الفرقة: +* **"غير متاح بسبب قيود الفرقة"** + +إذا تم منح جميع المجموعات المسموح بها بالفعل للفريق: + +* **"تم منح جميع هذه المجموعات"** + +أسباب أخرى محتملة: + +* **"غير متاح لقواتك"** +* **"لا يمكنك الحصول على مجموعة محدودة أخرى بعد وقت قصير من آخر طلب"** +* **"أنت جديد في هذه الفرقة، قدم الطلب مرة أخرى بعد دقيقة"** + +## _إجراء إسقاط المجموعة_ {#drop-kit} +في بعض الحالات ، قد ترغب في التخلص من حقيبتك. عادة: + +* اخترت عدوًا بشكل متعمد أو غير متعمد \(الذي سيقتلك بعد 30 ثانية ما لم تتخلص منه\), +* أنت طبيب جراح مصاب وترغب في إعطاء حقيبتك لشخص آخر حتى يتمكنوا من علاجك، +* ترغب في تبديل الحقائب مع شخص أكثر خبرة أو مهارة منك، +* تريد أن تصبح مدنيًا أثناء اللعب في وضع الثورة. + +ما عليك سوى اتباع هذا التسلسل: + +| تسلسل مفاتيح للتخلص من حقيبتك | +| --- | +| 1. اضغط واستمر في الضغط على **مفتاح الراديو الثانوي \(T\)** | +| 2. حدد الخيار الأوسط في _Commo Rose_ \(**طلب / إسقاط الحقيبة**\) وانقر بزر الفأرة الأيمن عليه. سيتم إسقاط حقيبتك القديمة تحتك ، وسترتدي حقيبة غير مسلحة غير مرئية. | + +يرجى ملاحظة أن الحقيبة على الأرض ستختفي بعد حوالي 5 دقائق طالما لم يتم اختيارها في الوقت الفاصل. تصبح الحقائب التي تختفي في النهاية والتي تكون متاحة بشكل محدود للفرق أو الفرق قابلة للطلب مرة أخرى من مجموعة الحقائب للفرقة أو الفريق عندما تختفي. + +تظهر الحقيبة المسقطة على الأرض على شكل حزمة من الملابس العسكرية مع بعض الإضافات ، اعتمادًا على الفصيل ، قد تكون العناصر على سبيل المثال في نمط التمويه لتلك الفصيلة ، إلخ. يمكن للاعبين الآخرين التقاط الحقيبة \(على الرغم من أن الزملاء فقط قادرون على استخدامها لفترات طويلة\) عن طريق الذهاب بالقرب من العناصر والضغط على **\(G\)** لتبديل الحقيبة مع حقيبتهم الحالية. طالما أن حقيبتك التي تم التخلص منها سابقًا لم تختفي ، يمكنك دائمًا الذهاب والتقاطها مرة أخرى. diff --git a/ar1/operating_vehicles.md b/ar1/operating_vehicles.md new file mode 100644 index 0000000..1bab7a0 --- /dev/null +++ b/ar1/operating_vehicles.md @@ -0,0 +1,143 @@ +# Operating Vehicles + +## _General Vehicle Information_ {#general-vehicle-information} + +* Light vehicles, trucks and boats & most jeeps \(except light armored ones\) 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. For ground vehicles you then require a **Crewman** kit. For aircraft & helicopters it’s the **Pilot** kit. These are either requestable by the vehicle or by a supply crate. +* External views for vehicles have been removed. But for certain vehicles there are custom cameras, like the trucks which can watch behind them and the jeeps with their side mirrors\(**C**\). +* You can **aim down the sights** of static and vehicle-mounted MGs by pressing the alternate fire key\(**Right Mouse Button**\). +* Vehicle-mounted automatic weapons often have **overheating**. Watch the heat-HUD element on the lower right corner. ![](../assets/overheat.png) +* Vehicle-mounted MGs use ammunition belts. They are in limited number and can be reloaded \(**default: R**\). +* Vehicles can be **resupplied & repaired** at the supply depot. Or use the repair station that any logistics truck can deploy for quick repairs in the field. Aircraft and Helicopters are automatically repaired and rearmed at their spawn location. +* Insurgents have **suicide vehicles** like an orange dumpster truck or small civilian cars packed with C4. You can detonate these with the alternative fire key\(**Right Click**\). +* When exiting a moving ground vehicle you’ll take damage depending on its speed. You’ll be severely wounded if you exit a burning vehicle. +* When vehicles take a lot of damage they may become **disabled**: unable to move or traverse their turret until fully repaired. +* Vehicles that **fire wire-guided missiles** need to be stationary for about 7 seconds before they can fire their weapon. +* Switching vehicle-weapons \(ammo type\) will usually cause a delay before you can fire. +* You can use **Left CTRL+Mouse movement** to freelook when operating most vehicles such as helicopters, jets, jeeps, boats and trucks. APCs and IFVs do not have this feature as they use dedicated cameras. +* On public servers \(not in local gamemodes\) you can quickly switch to the next available free seat in a vehicle by pressing **F8**. +* When in a vehicle, you can see the information on the occupied seats in the bottom left of the the HUD. It shows only important crew seats as squared markers. This includes driver and gunner positions. Passenger seats do not have such markers and are shown as a seperate counter. +* Drivers of APCs, IFVs and some transport vehicles can **deploy ammo boxes** \(500 ammo points\) by selecting them with Scroll Wheel and pressing the alternative fire key\(**Right Mouse**\). +* Vehicles have different icons on the map \(for more go to [Vehicle Icons](vehicle_icons.md)\). +* Some maps feature expanded airspace for CAS vehicles. **Off-map airbases** are used for taking off and landing air assets like jets and helicopters. Reaching an off-map airbase requires you to get close to a yellow airport sign, located near the commander post \(ACV\) in your main base and wait a few seconds to be teleported. + +{% figure "../assets/off_map_airbase.png" %} +Off-map airbase sign. +{% endfigure %} + +## _Armored Vehicles_ {#armored-vehicles} +* Tanks and IFVs have separate driver & gunner seats. To use the gunner's position a driver or cupola gunner must be present. After switching to the gunner seat you must wait 30 seconds before you can aim the cannon \(AKA turret warm-up\). +* The driver and gunner in a vehicle must be in the same squad. +* Tank drivers and certain APC/IFVs have a **commander view mode** which provides a 360° view around the turret. This can be accessed by pressing 2. +* Drivers and gunners can **zoom** their view by pressing **X**. Some tank drivers must first change to the commander view. +* Most tanks and IFVs can use **thermal optics** in addition to their normal views. You can switch to the thermal mode by using secondary radio menu \(**T**\) and selecting **“DAY / THERMAL”.** Some will also allow you to switch between thermal variations like WHOT/BHOT. + +{% figure "../assets/thermalz.png" %} +Thermal Vision. +{% endfigure %} + +* Armored vehicles have no warning sound when they are targeted by rocket launchers or when missiles are fired at them. +* Armored vehicles have realistic materials. This means that front and turret armor is stronger than the one in the rear and top of the vehicle. Sides of vehicles and the tracks usually have the middle ground when it comes to armor strength. +* Tanks and IFVs usually have up to 4 types of ammunition: + * **Armor-piercing \(AP\):** For attacking enemy armored vehicles. + * **High Explosive \(HE\)** \(loaded by pressing 2\): Effective against soft targets \(jeeps, houses, helicopters, covered infantry, etc.\) + * **Anti-tank missiles** \(loaded by pressing 3\): Used against heavy armor. + * **Co-axial MG** \(switched to by pressing **F**\): Used against infantry. +* Certain jeeps can **deploy smoke** by pressing the alternate fire key. +* APC, IFV and Tank gunners can deploy smoke by selecting its weapon slot \(usually **3** or **5**\) and pressing the fire key to launch a volley of smoke bombs. Gunners can fire 2 quick volleys before having to wait 60s for the second set \(totalling 4 opportunities to cloak your position or movement with smoke\). +* For certain vehicles the smoke will be **IR-blocking**, meaning it will also block on thermal vision. For other \(older vehicles\) you will be able to see through the smoke on thermal vision. + +{% figure "../assets/vehiclesmoke.png" %} +Vehicle deployed smoke. +{% endfigure %} + +## _Helicopters_ {#helicopters} + +* Helicopters have a **warm-up time** of around 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 6, 7, 8 and 9 keys which you can map to a joystick POV HAT Switch. To look forwards again press 1 or select any other weapon your aircraft has. +* The rudder controls are mostly effective at low speeds. At higher speeds you need to bank the helicopter to turn. +* Players using **the pilot kit cannot occupy any of the passenger seats** of an aircraft. This is to stop players using the pilot kit as some kind of SF paratrooper assault kit because it has a parachute. If you have had to bail out of your aircraft and then receive a pickup from another aircraft, ensure you drop your pilot kit before entering the aircraft’s passenger seat otherwise you will be forced out of the helicopter. +* The pilot of Heavy Attack Helicopters aka Gunships can fire the **unguided rockets** while the gunner controls the cannon and guided missiles. +* Gunners in attack helicopters can zoom their weapons camera by pressing the cycle camera key \(**C**\) or by pressing the F9 to F11 keys. They can also switch to a thermal imaging mode by using the secondary radio menu \(**T**\) and selecting **“DAY / THERMAL”** to toggle between the two. +* The attack-helicopter's **gunner** has 4 different modes to choose from: + - First-person view in the cockpit, + - Gun-camera which controls the helicopter's gun. + - **Laser-guided fire mode \(LG\)** allows a semi-manual targeting mode, where you can click on the target and the missile will guide itself towards it and click again to update the targets location to the missile in flight. + - **Laser-targeted fire mode** **\(LT\)** \(fire-and-forget\) locks the missile onto a laser target provided by ground troops or a scout helicopter. The laser targeted mode is the best choice if a spotter can designate the target. It allows minimal exposure of the helicopter. The laser guided mode allows the best tracking of moving targets. However if the target hasn’t been “lazed” correctly or badly, or simply for some reason the missile can’t see the target after launch like if a building gets in the way, the missile may miss. +* Helicopter crews need to be in the same squad. +* Helicopters must return to the helipad and land to be **rearmed/repaired**. On Carriers you can only reload on the “ramp” of the carrier - off the runway, this doesn't include the lifts. +* To successfully **drop supplies** from a transport helicopter the pilot needs to conduct the drop from an altitude under 30m / 100 feet by pressing the alternate fire key, otherwise the supply crate may break upon contact with the ground. +* **Countermeasure flares** are limited and need to be rearmed when expended. Every time you deploy flare\(**X**\) one flare will be deployed. + +## _Fixed Wing Aircraft_ {#fixed-wing-aircraft} + +* 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 which you can map to a joystick POV HAT Switch. To look forwards again press 1 or select any other weapon your aircraft has. +* To slowly **taxi** on the ground keep the throttle neutral and push the stick forward or press the up arrow key, to slowly move in that direction. Pull the stick back or press the down arrow key to reverse. To steer left and right use the rudder controls \(**A & D**\). +* Your maximum altitude is 10km. +* 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 shoot the currently selected weapon, such as cannons and missiles. +* To **re-arm and repair** you do need to land the aircraft at your airbase and taxi to the “ramp” or on some very few maps, on the runway. It takes quite some time to rearm completely. On Carriers you can only reload on the “ramp” of the carrier, off the runway. This doesn't include the lifts. +* Most fixed wing aircraft feature **ejection seats** when you press E. It will automatically deploy the parachute when below 750m. +* **Air-to-ground weapons** in single seat aircraft need an established laser lock to hit a target. The recommended procedure for an attack with them is explained below: + 1. Ground troops find a suitable target for an air attack. + 2. The troops contact the pilot either directly through mumble/text chat and/or by placing a CAS marker. ![](../assets/marker.png) + 3. The pilot informs the ground troops of his approach using the **“ON THE WAY”** command from his main radio menu and/or through mumble/text chat. + 4. As the pilot approaches the target, the ground troops mark the target with a laser coming from a **GLTD**, if the laser is slightly off from the target, the missile may miss. + 5. When the target is locked-on the pilot receives a sound cue. He may now release the bomb/missile. +* **Two-seater aircraft** allow the weapons systems officer \(WSO\) to identify and engage targets by himself while using the TV targeting mode. The targeting modes work in the same way as in attack helicopters. +* Aircrafts don't have a nose camera but you can still look back by pressing the cycle camera key \(**C**\) or F11 to look back, and F9 or a weapon key to look forwards again. +* **Flares** are triggered individually\(**X**\) 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. + +### Landing Your Aircraft +To land in PR:BF2 you need to plan ahead much longer than in BF2. Here are some tips on how to make your first landings easier: +1. You need to reduce your speed in advance until you can just stay level without falling out of the sky \(about 40% power\) with the stall airspeed being different for each aircraft. \(You can find the stall speed of your aircraft yourself by just going up high and slowing your aircraft down until it starts to lose control and fall, but doing it up high will mean you can regain control by opening up the throttle and pointing your nose down, then just stay above that stall speed while landing, until your wheels hit the ground.\) +2. When you are at this speed you should start your approach. +3. Imagine a point on the map by extending the runway by about 1km. +4. Fly to this point and turn towards the runway. +5. When you are about 200m from the runway cut your throttle. +6. Once you have touched the ground pull back on the stick to slow down, the planes all handle individually. + +## _Fire Control Systems_ {#fire-control-systems} +Vehicles in Project Reality use an authentic ballistic system for vehicle projectiles. Depending on the vehicle several variations of Fire Control Systems \(FCS\) computers can be used by the gunner. In principle, the FCS can calculate required adjustments to fire at the target exactly where you want to. Not only does the firing solution consider the drop of the projectile due to gravity, it also includes friction slowing down projectiles. Further it can account for the offset between the operator camera and barrel, the height difference to the target, banking of the vehicle as well as speed of the vehicle. Just as their real life counterparts, not every vehicle will have the same capabilities for their FCS. This section will delve deeper into some of the use-cases of our FCS implementations. + +### Ground Vehicles +* In short, there are 3 types of FCS for ground vehicles: + * Static sight: You have to rely on range markings in the sight. + * Adjusting sight: The crosshair moves to show where to aim. + * Adjusting barrel: The barrel moves to hit where you are aiming. +* The vehicle gunner‘s view \(the sight in the HUD\) will greatly vary from vehicle to vehicle depending on their specifications. Some vehicles, mostly older generation ones, but not limited to age, simply offer a graticule overlay with lines indicating the necessary point of aim for a given distance. +The markings on the scope itself will usually clarify which lines are to be used for which type of armament specifically. The gunner then has to correctly estimate the range to the target and adjust the gun’s pitch in order to hit. +* Other vehicles come with the ability to set up the gun sight’s zero to indicate the point of aim for the intended point of impact. By holding the commo-rose **\(default: Q\)**, the gunner can dial into the desired range by increasing or subtracting the indicated range. He can also reset the gun into neutral position, which is indicated by the display of **- - - -** in the HUD as range setting. + +{% figure "../assets/fcs_manual.png" %} +Using the commo-rose to manually change the set range. +{% endfigure %} + +* The most sophisticated setup found on most modern vehicles comes with access to a fully automated FCS, complete with a laser range finder. They will show the icon for the laser as active:![](../assets/fcs_cap_laser.png). +* After aiming the crosshair at the desired target\(distance\), on vehicles that have it, the laser range finder can be used with the change camera key **\(default: C\)** which will set the gun automatically to be set in the correct position to fire at the center crosshair. +* In the bottom right of the HUD the current set range and available capabilities of your vehicle is shown. + +{% figure "../assets/fcs_main.png" %} +The set range and FCS capability icons being shown in the bottom right of the HUD. +{% endfigure %} + +* The icons in the gunner view on vehicles using an FCS show a number of icons in either white or grey scale. These icons each indicate a certain type of aiming correction the FCS will account for when setting the gun up correctly. The corrections account for the following aiming inaccuracies: + * ![](../assets/fcs_cap_velocity.png) Speed compensation: Compensating for the vehicle’s own movement. Does NOT correct the lead on a moving enemy target vehicle. + * ![](../assets/fcs_cap_height.png) Height compensation: Compensates for the difference in altitude between your vehicle and the target. + * ![](../assets/fcs_cap_parallax.png) Parallax compensation: Compensating the mismatch between gun position and gunner camera position. + * ![](../assets/fcs_cap_roll.png) Roll compensation: Compensates the vehicle sitting at an angle. +* When switching to the coaxial machine gun, the gun’s pitch will automatically raise to fire the machine gun at the center. The same will happen when switching to other types of munitions. To switch between main gun and coaxial MG use the switch weapon key **\(default: F\)**. +* Although the desired mode of operation is for the weapon to be set automatically, the gunner has also the ability to dial manually. This will however not correct for aiming mismatches \(see below\). +If the distance to the target is greater than physically achievable by the selected weapon, the HUD will display a red lettering of the current range setting or **^ ^ ^ ^** as the error indication. +* A small number of vehicles will utilize a laser range finder to receive the correct distance to the target, but instead of shifting the gun to aim in the center crosshair, the position of the crosshair within the scope will change. Changing to the coaxial machine gun or other types of ammunition will change the crosshair position automatically again. Just like above, manually dialing is also possible. +* There is a very, very brief period after lasing and the gun entering the correct position. If you’re too hasty you may end up missing. +* The laser range finder has a cool down period of about one second in between uses, indicated by the icon turning red. +* It cannot be used to set up the gun for distances under 150m. Lasing at such a low distance or into the horizon will revert the gun to settle into neutral position, with the range indicator showing **v v v v**. +* The laser has an error of around ± 5m. +* The game will memorize the last setting of the gunner, regardless of whether he left it or was killed in it. +* The gun’s warm up phase does not prevent the gunner from using the laser range finder or the manual range dialing. +* The FCS on SPAAA \(Self-Propelled Anti-Aircraft Artillery\) vehicles is always active and does not require any additional input from the player. +* When crewing an SPAAA with radar equipment, the FCS will display a circle indicating the correct target lead after aquiring a lock on the target. The enemy aircraft can deploy flares to break the lock, which removes the aiming circle temporarily. + +### Fixed Wing Aircraft +The FCS is not limited to ground vehicles, fixed wing aircraft have their own versions for \(automated\) firing solutions. As such, modern jets utilize Constantly Computed Impact Point \(CCIP\) which will show where bombs will land on the ground. Additionally ground attack jets will also utilize CCIP to show the impact of their main gun. Fighter jets supporting radar targeting will be able to lock onto aircraft with their guns to show a marker predicting where to aim and hit the target. This radar locking will also trigger the victims radar warning receivers and can be countered using flares. \ No newline at end of file diff --git a/ar1/replays.md b/ar1/replays.md new file mode 100644 index 0000000..c858a1e --- /dev/null +++ b/ar1/replays.md @@ -0,0 +1,70 @@ +# تتبع وتسجيل المعارك + +في PR:BF2 هناك نوعان من التسجيلات: +1. 2D، نظرة عامة من الأعلى على ساحة المعركة بأكملها \(تسمى **Tracker**، بامتداد **.prdemo**\). +2. 3D، كاميرا لعبة قابلة للتحكم \(**Battle Recorder** \(**BR**\), بامتداد **.bf2demo**\). يجب عليك تنزيلها من موقع الخادم. يمكنك طلب الرابط على Discord الخاص بالخادم. \(الروابط متوفرة في قناة **#server-hosts** على [خادم الدردشة الرسمي لـ Project Reality Discord](https://discord.me/projectreality "PR:BF2 Official Discord")\). + +بعض الخوادم توفر ملفات Tracker وBR معًا بطريقة سهلة الوصول توفر اسم الخريطة، الطبقة، وضع اللعبة والوقت. بالنسبة لأولئك الذين لا يفعلون ذلك، الحصول على التسجيلات يتطلب بعض الجهد. + +### Tracker {#tracker} +يمكنك بسهولة العثور على التسجيل المطلوب حيث تحتوي هذه الملفات على الوقت، الخريطة، وضع اللعبة والطبقة المضمنة في اسمها. + +{% note %} +تذكر أن الخادم قد يكون في منطقة زمنية مختلفة وأن التاريخ في الملفات قد يكون مختلفًا قليلاً عن توقعاتك. +{% endnote %} + +بعد تنزيل ملف .prdemo، افتح [هذا الموقع](https://yossizap.github.io/realitytracker/ "Tracker Website")، انقر على *اختيار ملف* وابحث عن الملف الذي قمت بتنزيله. + +مثال على كيفية تشغيل Tracker: + +{{ "Tracker Example" | youtube("JiBxdTpJDIA") }} + +### Battle Recorder {#battle-recorder} +إذا لم يتم توفير BR مع Tracker، يصبح الأمر أكثر صعوبة حيث أن اسم ملف هذا التسجيل يحتوي فقط على التاريخ. أسهل طريقة للعثور على الملف المطلوب هي العثور أولاً على ملف Tracker مقابله. ملفات Battle Recorder أكبر بكثير من ملفات Tracker ونتيجة لذلك، الوقت المضمن في اسمها عادة هو الوقت في اسم ملف Tracker +5 دقائق \(أكثر أو أقل\). + +بعد تنزيل ملف .bf2demo، يجب وضعه في: + +``` +%UserProfile%\Documents\ProjectReality\Profiles\Default\demos +``` + +تذكر أن **قد تحتاج إلى إنشاء دليل 'demos' يدويًا**. بعد وضع ملف BR في الدليل الصحيح، يمكنك تشغيل اللعبة. إذا كانت اللعبة قيد التشغيل بالفعل، يجب عليك إعادة تشغيلها — وإلا لن يظهر ملف BR في القائمة. يمكن العثور على التسجيل في **REPLAYS** في القائمة الرئيسية. اختر الملف المطلوب في قسم مكتبة Battlerecorder ثم انقر على تشغيل الملف. + +{% note %} +يجب أن تتطابق إصدار اللعبة الذي تم تسجيل BR فيه مع الإصدار الذي قمت بتثبيته لتشغيله. وإلا ستتوقف اللعبة مع خطأ 'Networkables already added'. +{% endnote %} + +مثال على كيفية تشغيل Battle Recorder: + +{{ "BattleRecorder Example" | youtube("CMF5swC4qaw") }} + +### إنشاء ملفات BR {#recording} +يمكنك أيضًا إجراء تسجيلات خاصة بك، ولكن فقط أثناء وجودك في خادم محلي. للقيام بذلك، افتح الوحدة مع **`** \(المفتاح فوق Tab وعلى يسار 1\) واكتب: + +``` +demo.recorddemo file +``` + +حيث **file** سيكون اسم تسجيلك. + +لإيقاف التسجيل اكتب: + +``` +demo.stoprecording +``` + +في هذه الحالة ستجد file.bf2demo في: + +``` +مجلد تثبيت PR:BF2 الخاص بك\mods\pr\Demos +``` + +#### التحكم {#battlerecorder-controls} +عندما تكون في تسجيل، يمكنك التبديل بين كاميرا اللاعب والتجوال الحر باستخدام **النقر بالزر الأيمن** أو الضغط على **T** والضغط على زر Player Cam / Free Cam. اضغط على **Space** للتبديل بين اللاعبين. + +تغيير السرعة باستخدام الأرقام \(**1-9**\)، بالإضافة إلى الاستمرار في الضغط على **Q** واختيار السرعة التي تريدها. + +لرفع الكاميرا اضغط على **Z**، للتحرك إلى الأمام بسرعة اضغط مرتين على **W**. لتبطئ الحركة اضغط على **Shift** أثناء التحرك. أثناء كونك في كاميرا اللاعب، يمكنك استخدام عجلة التمرير للتكبير والتصغير. + +للعودة إلى بداية التسجيل يمكنك الضغط على زر **Restart** عندما تكون في قائمة **Q**. + diff --git a/ar1/set-up.md b/ar1/set-up.md new file mode 100644 index 0000000..77bc070 --- /dev/null +++ b/ar1/set-up.md @@ -0,0 +1,238 @@ +# الإعداد + +## _متطلبات النظام_ {#systemreq} + +* **نظام التشغيل:** Windows 10 أو أحدث. +* **وحدة المعالجة المركزية (CPU):** مطلوب Intel 4th gen أو AMD Ryzen zen1 @3GHz ، موصى به Intel 9th gen أو AMD Ryzen zen2 @4GHz. +* **الذاكرة:** 6 جيجابايت من ذاكرة الوصول العشوائي (RAM) مطلوبة ، 8 جيجابايت من ذاكرة الوصول العشوائي (RAM) موصى بها. +* **التخزين:** 14 جيجابايت من مساحة القرص الصلب المجانية \(يُوصى باستخدام SSD\). +* **وحدة معالجة الرسومات (GPU):** مطلوب AMD Radeon HD 6000 series ، Intel Iris Pro 6200 ، Nvidia GTX 550Ti أو ما يماثله*. يُوصى باستخدام Vega 6 ، Intel Xe G4 ، AMD Radeon RX 550 ، Nvidia GT 1030 أو ما يماثله. بالنسبة لوحدة معالجة الرسومات المخصصة ، يُطلب 1 جيجابايت من ذاكرة الوصول العشوائي الظاهرية (VRAM). +* **الصوت:** جهاز صوت متوافق مع DirectX 9. يُوصى باستخدام بطاقة صوت مخصصة تدعم EAX لتجربة أفضل. +* **البرنامج:** .NET Framework 4.7.2. +* **اختياري:** ميكروفون (يُوصى بشدة للتواصل الصوتي) ، يد تحكم. + +_* لوحدة معالجة الرسومات على هذا المستوى من الأداء ، قم بتعطيل 'استخدام الظلال المتقدمة' في خيارات الرسوميات لمشغل PR Launcher._ +## _تثبيت اللعبة_ {#game-installation} + +مع PR:BF2 لم يعد من الضروري تثبيت Battlefield 2. يعمل PR:BF2 كلعبة مستقلة. إذا كان لديك إصدار من PR:BF2 مثبتًا قبل v1.3 ، فيجب عليك إلغاء تثبيته قبل تثبيت الإصدار الحالي من PR:BF2. + +يجب عليك تنزيل مثبت PR:BF2 الكامل من موقعنا على الويب. لن يكون هناك حاجة لتثبيت Battlefield 2. + +[**تحميل الإصدار الأحدث**](http://www.realitymod.com/downloads) + +**1\) تنزيل** + +نوصيك بتنزيل الإصدار التورنت ، ولكن هذا ليس التثبيت الكامل. يمكنك استخدام ملف .torrent الصغير مع عميل BitTorrent لتنزيل العميل التثبيت الكامل. نوصي باستخدام [qBittorrent](http://www.qbittorrent.org/download.php). بمجرد تنزيل التورنت من خلال البرنامج التورنت الذي تم اختياره ، سيتم عرض مجلد يحتوي على جميع ملفات التثبيت (حوالي 13 جيجابايت) ، انتقل إلى الخطوة 2 بعد اكتمال تنزيل التطبيق. + +**2\) التثبيت** + +المجلد الذي تم تنزيله الآن سواء من خلال تنزيل التورنت يدويًا أو من خلال أحد مرايا البرامج لدينا يحتوي على ملف _setup.exe_. قم بتشغيل هذا الملف لبدء عملية التثبيت. + +بعض النقاط الإضافية: + +* لا يمكن تثبيت PR:BF2 في نفس الدليل الذي يحتوي على Battlefield 2. +* إذا كان لديك BF2 مثبتًا ، يمكنك الاستمرار في لعبه وكذلك تعديلات BF2 الأخرى. لا يتداخل PR:BF2 معها طالما يتم تثبيت PR:BF2 في دليلها الخاص والمنفصل. +* يتضمن PR:BF2 **أداة تحديث تلقائية.** لذا بمجرد تثبيت PR:BF2 ، يمكنك استخدام الأداة لتحديث لعبتك تلقائيًا إلى أحدث إصدار عندما يتم إصداره. +* يتضمن PR:BF2 PR Mumble في تثبيته. لذا ليس هناك حاجة لتنزيل هذا بشكل منفصل. +* إذا كنت لا ترغب في استخدام التورنت ، ستجد مرايا للتنزيل المباشر عبر HTTP في قسم التنزيلات على موقعنا على الويب. +إنشاء حساب PR + +نظرًا لأن DICE و EA قامتا بإزالة الدعم عن BF2 في مايو 2014، نستخدم الآن خدمة حساب خاصة بنا لـ PR:BF2. لم يعد بإمكانك استرداد حسابات BF2 القديمة الخاصة بك (قبل PR:BF2 v1.2). قبل استخدام PR Launcher، ستحتاج إلى إنشاء حساب PR للعب عبر الإنترنت. هذا الحساب فريد لك. لا يتطلب اللعب دون اتصال بالإنترنت حساب PR. نحن نستخدم خدمات طرف ثالث لربط والتحقق من حساب PR. حاليًا ندعم فقط Steam. ستحتاج إلى وجود حساب Steam موجود أو إنشاء واحد جديد على الرابط التالي: https://steamcommunity.com/ لربطه بحساب PR الخاص بك. عندما تقوم بتشغيل Project Reality:BF2 للمرة الأولى، ستظهر لك النافذة التالية: + +{% figure "../assets/creating_profile_1.png" %} +مربع تسجيل الدخول إلى ستيم. +{% endfigure %} + +اضغط على زر تسجيل الدخول إلى Steam لفتح صفحة ويب حيث ستحتاج إلى تسجيل الدخول إلى Steam للمتابعة. سيُطلب منك بعد ذلك من متصفح الويب الخاص بك السماح لـ PR Launcher بتسجيل الدخول. اعتمادًا على متصفحك، ستبدو هذه العملية مشابهة للصور أدناه. اضغط على الزر الذي يسمح لك بالمتابعة. بعد ذلك يمكنك إغلاق الصفحة الإلكترونية. + +{% figure "../assets/creating_profile_2.png" %} +متصفحات الويب تطلب التأكيد. +{% endfigure %} + +سيتم تعيين مستوى حساب PR الخاص بك. يحدد هذا المستوى مدى شرعية حسابك وعدم كونه حسابًا مرتجلًا. لدى مسؤولي الخادم الخيار في اختيار المستوى الأدنى المطلوب للعب على خادمهم. من أجل تحديد مستوى حساب PR الخاص بك، سيحتاج حساب Steam الخاص بك إلى أن يكون عامًا جزئيًا. يمكنك القيام بذلك في [إعدادات الخصوصية في Steam](https://steamcommunity.com/my/edit/settings). +يرجى التأكد من أن إعدادات _تفاصيل اللعبة_ مضبوطة لتكون عامة. + +{% figure "../assets/creating_profile_3.png" %} +إعدادات ملف التعريف على ستيم +{% endfigure %} + +لا يجب أن يكون ملفك الشخصي على Steam عامًا أثناء لعب PR:BF2. فقط عند حساب مستوى الحساب PR. يتم ذلك مرة واحدة تلقائيًا عند تسجيل الدخول الأول وبعد ذلك فقط عند الحساب يدويًا. يمكنك العثور على إشعار الخصوصية الخاص بنا [هنا](https://hq.realitymod.com/account/privacy.html). إذا لم يكن مستوى حسابك كافيًا للعب على معظم الخوادم عبر الإنترنت، سيتم عرض تحذير على شاشة الإطلاق الرئيسية لـ PR الذي يبدو مثل الصورة أدناه. + +{% figure "../assets/creating_profile_4.png" %} +الصفحة الرئيسية للمشغل الرئيسي مع تحذير مستوى الحساب. +{% endfigure %} + +لإعادة حساب مستوى حساب PR الخاص بك، انتقل إلى قائمة **الدعم** وافتح علامة _الحساب_. هناك يمكنك العثور على معرف حساب PR الفريد الخاص بك بالإضافة إلى مستوى حساب PR الحالي وزر لإعادة حسابه مرة أخرى. لا يمكن أن ينخفض مستواك بعد الحساب. ستحتفظ دائمًا بأعلى مستوى لديك. + +سيكون مستوى حساب PR الخاص بك أعلى من خلال جمع نقاط تجربة لبعض المؤشرات. هذه تشمل على سبيل المثال عدم وجود حظر Steam VAC الحالي، وامتلاك ألعاب مشتراة من متجر Steam في مكتبتك ووقت اللعب في تلك الألعاب. **التبرعات لفريق Project Reality لا تؤثر على مستوى حساب PR الخاص بك.** + +إذا كنت لا ترغب في إنشاء حساب PR للعب عبر الإنترنت، يمكنك اختيار اللعب فقط دون اتصال على شاشة تسجيل الدخول الأولية. + +## _إنشاء ملف شخصي_ {#إنشاء-ملف-شخصي} + +لديك حساب PR واحد فقط وهو فريد. ومع ذلك، يمكنك إنشاء عدة ملفات تعريفية تحت هذا الحساب PR. يحتوي كل ملف تعريفي على اسم فريد في اللعبة بالإضافة إلى إعدادات وضوابط منفصلة تم حفظها على جهاز الكمبيوتر الخاص بك. يمكنك استرداد الملفات التعريفية التي تم إنشاؤها سابقًا أيضًا. يمكن استرداد الملفات التعريفية القديمة التي تم إنشاؤها بعد PR:BF2 v1.2 وقبل v1.6 أيضًا عن طريق تقديم اسم الملف التعريفي وكلمة المرور. + +يمكنك الوصول إلى إعدادات الملف الشخصي عن طريق تحريك المؤشر فوق زر PLAY في PR Launcher واختيار _اختيار ملف شخصي_ ثم _إدارة الملفات التعريفية_. لديك خيار إنشاء ملفات تعريفية دون اتصال أيضًا. إذا لم تقم بتسجيل الدخول من خلال حساب PR الخاص بك عبر الإنترنت، يمكنك فقط إنشاء واستخدام ملفات تعريفية دون اتصال. + +{% figure "../assets/creating_profile_5.png" %} +صفحة إدارة الملفات الشخصية. +{% endfigure %} + + +{% figure "../assets/creating_profile_6.png" %} +إنشاء صفحة ملف شخصي. +{% endfigure %} + + +بعد التثبيت سيتم توفير اختصار لـ Project Reality: BF2 على سطح المكتب، انقر مرتين على هذا الرمز لفتح PR Launcher. + +{% figure "../assets/launcher_1.png" %} +الصفحة الرئيسية لـ PR Launcher. +{% endfigure %} + +All main options are displayed on the right. + +* **العب:** سيبدأ هذا اللعبة. إذا قمت بالنقر على السهم الأسفل إلى اليمين، لديك الخيار للتحقق من التحديثات أو اختيار ملف تعريف مختلف. إذا كان هناك تحديث، سيتم عرضه تلقائيًا إذا قمت بالنقر على زر اللعب. سيتم تنزيل هذا التحديث تلقائيًا وتثبيته. سيتم عرض تقدم التحديث والتثبيت أثناء تشغيله. +* **الخيارات:** في هذا القائمة يمكنك تحرير إعدادات الفيديو والرسومات والصوت. كما تتوفر بعض الخيارات الأخرى بالإضافة إلى تكوين مفاتيح PR Mumble. يمكن العثور على الخيارات المتعلقة بتخطيط لوحة المفاتيح بمجرد فتح اللعبة. +* **الدعم:** هذا مفيد عندما تواجه مشاكل. يوفر العديد من الأدوات مثل مسح المجلدات المخبأة أو تقديم عرض مفصل لمواصفات جهاز الكمبيوتر الخاص بك. يكون هذا مفيدًا عند الاتصال بفريق الدعم الخاص بنا. كما يحتوي على معلومات حول حساب PR الخاص بك بالإضافة إلى خيار إعادة حساب مستوى حساب PR الخاص بك. +* **الاعتمادات:** هنا يمكنك رؤية فريق PR:BF2 بأكمله الذي عمل على هذه اللعبة. +* **التبرع:** رابط مباشر إلى صفحة التبرع عبر الإنترنت لدينا. يطور فريق Project Reality هذا التعديل بالكامل مجانًا لمجتمعه لتنزيله واللعب به. إذا كنت ترغب في تقديم الدعم، يرجى النظر في [التبرع لفريقنا](https://www.realitymod.com/forum/misc.php?do=donate). +* **الخروج:** استخدم هذا الزر لإغلاق PR Launcher والعودة إلى نظام التشغيل Windows. + +توفر القائمة الرئيسية للمشغل أيضًا شريط أخبار في الأسفل مميز باللون الأزرق أو الأحمر أو الأصفر مع إعلانات عن الأحداث القادمة وتقدم التطوير ومدونات المطورين من مجتمع PR:BF2. بالإضافة إلى ذلك، يمكنك العثور على روابط إلى حساباتنا على وسائل التواصل الاجتماعي في الزاوية اليسرى العلوية. + +التنقل في قائمة اللعبة + +- **التعاونية:** تسمح لك بلعب PR:BF2 مع جنود AI متحكمين بالكمبيوتر على كلا الفريقين. هذا الوضع مفيد جدًا لفهم ميكانيكيات اللعبة والمعدات قبل الانضمام إلى المعارك الجماعية عبر الإنترنت. +- **اللاعبون المتعددين:** الوضع الرئيسي للعب في Project Reality. هنا ستجد معارك مكثفة مع ما يصل إلى 100 لاعب بشري. +- **إعادة اللعب:** تتيح لك هذه القائمة الوصول إلى إعادة اللعب باستخدام Battlerecorder. +- **الخيارات:** هنا يمكنك تكوين خيارات الصوت وكذلك تخطيط لوحة المفاتيح. يجب تغيير خيارات الفيديو في PR Launcher. +- **الخروج:** استخدم هذا الزر للخروج من اللعبة والعودة إلى ويندوز. + +PR Mumble + +في اللعبة، Mumble هو البرنامج الذي نستخدمه للتواصل مع بعضنا البعض في PR:BF2، والذي يحل محل نظام Voice-Over-IP (VOIP) في BF2 الأصلي. الميزة الفريدة الرئيسية لـ PR Mumble هي أن طريقة التواصل الأساسية لديها تنقل ثلاثي الأبعاد، وهي قائمة على الاتجاه والقرب. يُطلق عليها اسم Local. ما يعني ذلك هو أن جميع اللاعبين في فريقك يمكنهم التحدث مع بعضهم البعض إذا كانوا قريبين، ويمكنك سماع اتجاه الحديث منهم، وبالمثل يمكنك تقدير مدى بعدهم، تمامًا كما في الحياة الحقيقية. + +بعد الانضمام إلى فرقة، تحصل على وصول إلى شبكة الراديو الخاصة بتلك الفرقة، والتي تسمح لك بالتواصل مع لاعبين آخرين في فرقتك بغض النظر عن مكان وجودك على الخريطة. يحصل قادة الفرق أيضًا على وصول إلى شبكة راديو إضافية تسمح لهم بالتواصل مباشرة مع القائد، وعلى نطاق عالمي مع جميع قادة الفرق الآخرين، ومباشرة مع قائد فرقة فردية. عند استخدام شبكة الراديو، سيتم سماع إشارة انتقال عند تنشيط وإلغاء تنشيط الراديو (يمكن تنشيط أو تعطيل هذه الإشارات القصيرة في خيارات الصوت في اللانشر). المفاتيح الافتراضية للتحدث عبر mumble هي كما يلي: + +- **الحديث المحلي (V أو H):** تتحدث مع اللاعبين في الفضاء ثلاثي الأبعاد من حولك. +- **راديو الفرقة (B أو Num 0):** تتحدث مع فرقتك، بغض النظر عن مكان وجودك. +- **راديو القائد لجميع قادة الفرق الأخرى (\*):** تتحدث مع جميع قادة الفرق في نفس الوقت. هذه الشبكة اللاسلكية متاحة أيضًا للقائد لاستخدامها بنفس الاختصار. +- **راديو القائد لقائد فرقة معين (Num 1-Num 9):** تتحدث مع قائد فرقة محدد في فريقك. هذه القنوات على الشبكة متاحة أيضًا للقائد لاستخدامها بنفس الاختصار. +- **راديو القائد للقائد (numpad /):** تتحدث مع القائد بشكل خاص. + +يأتي PR Mumble مثبتًا مع PR:BF2. يعمل جنبًا إلى جنب مع تثبيت اللعبة ويقوم بجميع المهام على الجانب العميل تلقائيًا مثل بدء التشغيل والاتصال بك بالخادم الصحيح لـ mumble. يحصل اللاعبون على الخيار لتكوين إعدادات الاتصال حسب رغبتهم تمامًا مثل الإصدار السابق. ويشمل ذلك أجهزة الإدخال والإخراج، ومستويات الصوت، واختصارات لوحة المفاتيح. المفاتيح الأكثر أهمية هي الافتراضية: القناة المحلية (H) وشبكة راديو الفرق (Numpad 0). + +يمكن تحرير هذه الاختصارات في لانشر PR من خلال قائمة الخيارات، ثم علامة PR Mumble. من المستحسن أيضًا التحقق من لوحة الإعدادات الرئيسية مباشرة داخل تطبيق mumble للتأكد من تكوينها بشكل صحيح. للقيام بذلك، انقر على الزر *Launch* لفتح واجهة mumble. ثم ابحث عن *Configure* في الأعلى، بعد ذلك الإعدادات وسيظهر لوحة حيث يمكنك تكوين أجهزة الصوت الخاصة بك وتغيير المزيد من اختصارات لوحة المفاتيح وإعدادات أخرى. + +يمكنك أيضًا تشغيل PR Mumble عندما تكون في خادم عن طريق العثور على PR Dogtags في علبة النظام بجوار ساعة نظام Windows والنقر الأيسر على الرمز لفتح واجهته. + +{% figure "../assets/mumblelogo.png" %} +أيقونة مومبل في علبة النظام لنظام ويندوز. +{% endfigure %} + + +تدعم PR Mumble أيضًا عرض HUD لـ BF2. خلال اللعبة، سترى أسماء اللاعبين الذين يتحدثون، حيث يُعرض لون كل لاعب على القناة التي يُبث عليها، والتي تُعرض في الزاوية السفلية اليسرى من الشاشة. في الزاوية السفلية اليمنى، يُشير Mumble أيضًا إلى القناة التي تُبث عليها بلون مختلف يعتمد على القناة التي تستخدمها. كما يُظهر ما إذا كان ميكروفونك أو سماعاتك مصمتة، وإذا كانت هناك مشاكل في الاتصال مع عميل Mumble. +{% figure "../assets/mumble_1.png" %} +مثال على حديث اللاعبين في اللعبة. +{% endfigure %} + +{% figure "../assets/mumble_2.png" %} +حالة أيقونات مامبل: البث، السماعات مكتومة، مكتوم ومنقطع الاتصال، على التوالي. +{% endfigure %} + + + +## _حل المشاكل_ {#troubleshooting} + +* PR:BF2 لديها التحقق الخاص بها من الملفات قبل بدء اللعبة. لن تتمكن من اللعب عبر الإنترنت باستخدام ملفات معدلة. يمكنك استخدامها دون اتصال بالإنترنت. +* يجب بدء PR:BF2 باستخدام PR Launcher. لن يعمل بدء تشغيل BF2.EXE أو PRBF2.EXE. +* بالإضافة إلى متصفح الخوادم المدمج، يمكنك استخدام [PRSpy](https://www.realitymod.com/prspy/) القائم على الويب لتصفح والانضمام إلى خوادم PR:BF2. يتضمن PRSpy أيضًا قائمة أصدقاء تجعل عملية العثور على أصدقائك أسهل بكثير. +* إذا كانت الخادم الذي ترغب في الانضمام إليه ممتلئًا، يمكنك الآن استخدام خيار النشر التلقائي. حدد الخادم، انقر على "معلومات الخادم" ثم "النشر التلقائي". ستفتح نافذة توضح الخطوات المتبقية. ببساطة اجلس وانتظر حتى يتاح مكان للانضمام. +* يمكن أن يكون قائمة الدعم في PR Launcher مفيدة للغاية. يمكنها جمع جميع معلومات النظام الخاصة بجهاز الكمبيوتر الخاص بك لتتمكن من نسخها ولصقها في منتديات الدعم الخاصة بنا عندما تحتاج إلى مساعدة. يمكنه أيضًا توفير هاش الرقم التسلسلي الخاص بك. + +إليك بعض الروابط من realitymod.com للاستخدام لأسباب شائعة مختلفة: + +* [PR:BF2 Bugs](https://www.realitymod.com/forum/forumdisplay.php?f=26) منتدى فرعي للإبلاغ عن الأخطاء. +* [PR:BF2 Feedback](https://www.realitymod.com/forum/forumdisplay.php?f=252) منتدى فرعي لنشر تعليقاتك حول PR:BF2. +* [PR:BF2 Support](https://www.realitymod.com/forum/forumdisplay.php?f=27) منتديات لجميع مشاكلك المتعلقة بتشغيل وتثبيت اللعبة والأخطاء التي تواجهها. +* [الدعم الفني العام](https://www.realitymod.com/forum/forumdisplay.php?f=360) لجميع أسئلتك التقنية. +* [استراتيجيات وتكتيكات PR داخل اللعبة](https://www.realitymod.com/forum/forumdisplay.php?f=137) ستساعدك أكثر من هذا الدليل في اتقان جميع عناصر PR:BF2 مع الأدلة والبرامج التعليمية التي كتبتها المجتمع. + +ضبط اللعبة الافتراضي + +
+التحكم العام + +| **المفتاح** | **الوظيفة** | +| --- | --- | +| **Caps Lock/Home** | اختيار الطقم، اختيار الفريق وقوائم الخريطة | +| **Tab** | عرض الجدول النتيجة | +| **Print Screen** | التقاط لقطة شاشة | +| **M** | عرض/إخفاء تراكب الخريطة | +| **N** | تبديل مستوى التكبير للخريطة الصغيرة | +| **Q** | عرض القائمة الرئيسية للراديو | +| **T** | عرض القائمة الثانوية للراديو | +| **Left alt** | عرض/إخفاء علامات ثلاثية الأبعاد (فقط مرئية ضمن 75 مترًا) | +| **C** | تبديل BUIS / تغيير الكاميرا | +| **End/grave** | وحدة التحكم | + +
+الأسلحة + +| **المفتاح** | **الوظيفة** | +| --- | --- | +| **G** | التقاط عدة | +| **زر الفأرة الأيسر** | إطلاق النار | +| **زر الفأرة الأيمن** | إطلاق نار بديل أو تبديل النقاط | +| **R** | إعادة تحميل | +| **F** | تبديل الأسلحة | +| **1-9** | اختيار السلاح | +| **زر الفأرة الأيسر** | التركيز | + +
+الحركة + +| **المفتاح** | **الوظيفة** | +| --- | --- | +| **E** | دخول / خروج من السيارة أو الموقع | +| **WASD** | حركة أساسية | +| **Left Ctrl** | الانحناء (استمرار) | +| **Z** | تبديل الاستلقاء | +| **Space** | القفز | +| **Left Shift** | الركض / تعزيز السيارة | + +
+المركبات + +| **المفتاح** | **الوظيفة** | +| --- | --- | +| **F1-F8** | تبديل موقع المركبة | +| **X** | زيادة تكبير الزووم / الفوانيس | +| **6-9** | مواقع الكاميرا \(المروحيات والطائرات فقط\) | +| **R** | إعادة تحميل | +| **F** | تبديل الأسلحة | +| **1-9** | اختيار السلاح | + +
+التواصل + +| **المفتاح** | **الوظيفة** | +| --- | --- | +| **J** | دردشة نصية لجميع اللاعبين | +| **K** | دردشة نصية لفريقك فقط | +| **L** | دردشة نصية لوحدتك فقط | +| **Page Up** | قبول الطلب | +| **Page Down** | رفض الطلب | +| **V أو H** | PR Mumble Proximity Local Channel | +| **B أو 0 \(لوحة المفاتيح الرقمية\)** | PR Mumble Squad Radio Channel | +| **1-9 \(لوحة المفاتيح الرقمية\)** | PR Mumble Individual Squad Leader Radio Channel | +| **\* \(لوحة المفاتيح الرقمية\)** | PR Mumble All Squad Leader Radio Channel | +| **/ \(لوحة المفاتيح الرقمية\)** | PR Mumble Commander Radio Channel | + +
+مفاتيح الممتمتة + +{% figure "../assets/mumblekeys.png" %} +تخطيط لوحة المفاتيح لمفاتيح الاتصال. +{% endfigure %} diff --git a/ar1/summary.md b/ar1/summary.md new file mode 100644 index 0000000..ab4932b --- /dev/null +++ b/ar1/summary.md @@ -0,0 +1,21 @@ +# ملخص + +* [حول](README.md) + +### التثبيت +* [الإعداد](set-up.md) + +### الأساسيات +* [أوضاع اللعب](game_modes.md) +* [الأساسيات](the_basics.md) +* [الأسلحة والمعدات](weapons_and_equipment.md) +* [الأطقم](kits.md) +* [قائد الفرقة](the_squad_leader.md) +* [تشغيل المركبات](operating_vehicles.md) +* [رموز المركبات](vehicle_icons.md) +* [القائد](commander.md) +* [المدني](the_civilian.md) +* [متتبع ومسجل المعارك](replays.md) + +### المساعدة +* [توسيع الدليل](help_manual.md) diff --git a/ar1/the_basics.md b/ar1/the_basics.md new file mode 100644 index 0000000..82aca8f --- /dev/null +++ b/ar1/the_basics.md @@ -0,0 +1,462 @@ +# The Basics + +Most importantly you should **join a squad**. Some servers even enforce it up by kicking solo players after a warning period. The game is far more enjoyable when playing 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 a microphone will not give you the full experience so it’s a wise investment. 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 navigating the in-game menus such as scoreboard, map and kit selection. To get acquainted with PR's interface you can start up an offline match by clicking on Co-operative or Multiplayer, then Create Local, click on Add Map and then Deploy. + +## _Kit selection & spawning_ {#kit-selection-and-spawning} + +* 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 \(default: **Caps Lock**\), a supply crate \([see Logistics](the_basics.md#logistics)\) 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 \(RP\)** is a green circle surrounding a spawn point with your squad’s number adjacent to it. Depending on the location of your squad’s RP in relation to a team’s FOB will determine its longevity. Note: If you spawn on another squad’s rally point, you will automatically spawn at 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 not available to every faction. \([see Deployable Structures](the_squad_leader.md#deployable-structures)\) + +{% figure "../assets/rally.png" %} + A rallypoint. +{% endfigure %} + +* **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 a squad leader and 4 squadmates are in the vicinity of the CO. On the map this will be a rally point with a “C” next to it. +* **Deployable forward operating base \(FOB\) or hideouts** can be used by the entire team to spawn at, but must be constructed before becoming operational. On the map it will show as a spawn point with a green triangle. It comes online 90 seconds after being built. It becomes unspawnable for 30 seconds if 1 enemy is within 10m, 2 enemies within 50m, 4 enemies within 100m or 8 enemies within 150m. [\(see Deployable Structures\)](the_squad_leader.md#deployable-structures) +* 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 too close, similar to the FOB. + +{% figure "../assets/fob.png", "../assets/hideout.png", "../assets/cache-weapon.png" %} +FOB, Hideout & weapon cache. +{% endfigure %} + + + +* **Your team's headquarters, main base or permanent FOB.** This is the only spawn point that is always available. + +{% figure "../assets/acv.png" %} +Armored Command Vehicle (ACV) found in mainbases only. +{% endfigure %} + +* Some maps feature **parachute spawns** where an airborne assault is simulated. These will be visualized by moving spawn markers on the minimap. Choose one and you will spawn with an automaticly deployed parachute. + +## _In-game interface \(HUD\)_ {#hud} +* 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. +* Direct messages from server administrators and some types of game notifications will appear in orange text near the center of the screen. Some of these are just informative while others, especially messages from server administrators, may require your attention. +* If you missed a message or announcement, like the result of a map vote, you can view them again by holding Tab, right clicking once to activate your cursor and left clicking the **Notifications tab**. +* 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 \(see [the weapons chapter](weapons_and_equipment.md#buis)\). +* **Most 3D icons 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. \([see Health Management](the_basics.md#health-management)\) +* **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\(hold: **Q**\) and see a visual indicator of the amount of ammo left. + +{% figure "../assets/ammo_check.png" %} +Ammo indicator. +{% endfigure %} + +* **The medic** can see how far he is done healing a soldier with the HUD just above the compass. Infantry can watch the same way how long until deployable is finished shoveling. + +{% figure "../assets/heal_build_bar.png" %} +Healing/Building indicator bar. +{% endfigure %} + +* 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 air vehicles and some armor drivers 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 with squad/kit menu. +* Using the little arrow \(left of timer\) will show you the **current map asset info overlay** of all vehicles that are on the map including the respawn timers of friendly vehicles as well as whether or not they spawn with a delay or respawn upon destruction. Off Map Mortar or Artillery, also known as Area Attacks, are usually limited to 3 or 4 uses, and can only be used after relatively long waiting periods. + +{% figure "../assets/assets.png" %} +Current map asset info overlay. +{% endfigure %} + +* **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 become blurred, like it is shaking. This effect simulates the reduced capability to return effective fire while being suppressed by the enemy. + +{% figure "../assets/suppression.png" %} +Normal view of the game (left) and suppresion effect in action (right). +{% endfigure %} +* Located on the lower left hand side of the screen is a stamina bar. Sprinting and jumping will reduce the stamina available, not sprinting or jumping will slowly replenish it. When stamina has been reduced to 50% or lower, indicated by blinking, sprinting is no longer possible, jumping however still is. +* When a player is **dead** \(commonly reffered to as dead-dead\), he will not revivable and black screen with an appropriate message will be displayed instead of seeing their surroundings. +* Your weapon will deviate and become inaccurate to shoot based on the amount of movement you make. When aiming down sights, a **deviation indicator** will appear above your compass, showing your weapon’s current level of deviation. The wider the indicator, the higher the spread; if the two dots collapse into one, your weapon has reached low deviation, but it might take one or two more moments for the weapon to reach its maximum accuracy still. +* **The automatic map spotting system** has been removed from infantry. Air vehicles can still be spotted from within a vehicle. +* 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 **“RELOADING / CEASE FIRE”** tells the people around you that you are changing magazines, while a right click tells them to stop shooting. The same principle applies to **“GO, GO, GO / FALL BACK”** and other such menu items. + +{% figure "../assets/commorose.png" %} +Commo-rose when pressing Q. +{% endfigure %} +* 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. 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. + +## _Health Management_ {#health-management} + +Weapons in Project Reality are highly lethal and it is only a matter of time until you are shot and start bleeding. Although the HUD in PR doesn’t contain a health bar, once your health drops below 75% there will be visual cues to warn you such as a periodically darkening screen with a tunnel vision effect. At less than 25% HP, you’ll hear coughs and heavy breathing, at 10 HP you’ll lose your stamina and cannot regain it unless you heal above at least those 10 HP. Whilst bleeding, the tunnel vision and screen darkening effect will get stronger and stronger, limiting your combat effectiveness further and further. + +### Healing + +Once in bleed status, you’ll continue to lose HP over time until you eventually pass out. 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. The patch itself does not stop bleeding however. Should your HP, after applying the patch, still be below 75%, you’ll continue to bleed and have merely bought yourself some time, you thus have to apply more field dressings if available, scavenge hostile bodies if necessary. + +The vast majority of kits are only issued a single field dressing for emergency use, players heavily rely on their squad’s or team’s medics to heal back to full HP. The Medic and the Collaborator roles are the only ones issued a first aid kit for treating friendlies without the need for field dressings. When injured, either use mumble or the commo rose \(“Q”\) call option “Medic ” to get your medic’s attention. However, unlike in BF2, the medic can’t just throw the first aid kit on the ground but instead must hold it in their hands, be in touching distance to the injured player and then hold down the left mouse button while looking towards them. 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. + +{% figure "../assets/fielddressing.png", "../assets/kit.png", "../assets/epipen.png" %} +Field dressing, first aid kit & epipen. +{% endfigure %} + +### Reviving + +If you are unable to be healed in time, you will become unconscious and the screen will say you’ve been 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 \(Numpad 0\).** You can also click **Call Medic** to become temporarily marked on the map of every medic in the team. + +In order to revive you, the medic will select the **epipen** from their weapon selection \(default: **5**\) and with the epipen in hand, inject and administer the epinephrine shot to the central mass area of the unconscious player's torso by clicking and holding down left mouse button. The player will then become conscious but 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 on uneven ground or in a bad position for reviving, it is required to drag the wounded body into a better position first. To drag a body as medic you need to be in the crouched position and stay in it. Then you can use the **drag** weapon slot\(default: **2**\) to start dragging. You can drag in all directions including backwards. + +{{ "Video Tutorial - Reviving" | youtube("auBgiI8IxWE") }} + +### 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, click **Give up** 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. + +### 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** +* Friendly weapons cache destroyed: **300 seconds** + +To select a spawn point, bring up the spawn map\(default: **Enter**\) and select an applicable location marked by a white dot. Once you’re happy with that spawn location, you must click the **Spawn** button in the lower right corner of the map screen to re-spawn into the game. + +## _Logistics_ {#logistics} + +Whether you're running low on ammunition and need to rearm, want a new kit or simply want to build deployables: logistics keep your team alive. + +### Ammunition {#ammunition} + +To be able to rearm yourself, you'll need to get closer to one of several sources of ammo, which will then automatically re-fill your weapons. These sources are: + +* **Ammo bags** - These can be found in the rifleman, militant, warrior and some insurgent kits and must be thrown \(left click\) on the ground, for you or other soldiers be able to rearm, or on deployables \(tow, aa, mortars\) to rearm them. +* **Ammo boxes** - Dropped by light transport vehicles, APCs and IFVs. +* **Light/Heavy supply crates** - Dropped primarily by transport or supply trucks \(also known as Logis\) and transport helicopters. For more information see [Supply Crates](the_basics.md#crates). +* **Weapons caches** - Available only for insurgents. +* **Vehicle depot** - Present in all main bases, it also heals you. + +{% figure "../assets/ammobag.png", "../assets/supplycrate.png", "../assets/inscrate.png", "../assets/cacahe.png", "../assets/depott.png" %} +Ammunition bag, Coalition forces ammo crate, Insurgent forces ammo crate, weapon cache & Vehicle depot. +{% endfigure %} + +Be aware that with the exception of **Weapons caches** and **Vehicle depot** all other ammo sources are **limited**. Eventually these sources will deplete and disappear. It is even possible ammo sources deplete before you're completly rearmed. +**Ammo bags**, **ammo boxes** and **supply crates** use **supply points** to determine how long they can be used. You can find out the remaining supply points of **supply crates** and **ammo boxes** by looking at it for a second. It will then appear next to the compass. +The various weapons available in PR require different ammounts of supply points to be replenished. Utility items such as the grappling hook, tripflares and field dressings cost less to resupply per use than explosive ordnance such as anti-tank rockets/missiles, fragmentation grenades and mines. See below tables for the resupply cost of the corresponding weapon category and type: + +
+

Firearms

+ +| **Type** | **Supply points cost** | +| --- | --- | +| **Pistols low capacity** | 15 | +| **Pistols high capacity** | 30 | +| **PDW** | 30 | +| **SMG** | 45 | +| **Shotgun primary** | 50 | +| **Shotgun breacher** | 25 | +| **Rifle** | 60 | +| **Sniper** | 40 | +| **LMG** | 150 | +| **GPMG** | 200 | + +
+

Grenade Launcher/Rifle Grenades

+ +| **Type** | **Supply points cost** | +| --- | --- | +| **Anti-Tank x1** | 70 | +| **Anti-Tank x2** | 140 | +| **Flare** | 60 | +| **Fragmentation low capacity** | 80 | +| **Fragmentation high capacity** | 120 | +| **Smoke** | 60 | + +
+

Items & Utilities

+ +| **Type** | **Supply points cost** | +| --- | --- | +| **Ammo box** | 200 | +| **C4 low capacity** | 45 | +| **C4 high capacity** | 75 | +| **Tripflare** | 20 | +| **Grappling hook** | 40 | +| **Epipen** | 60 | +| **Field dressing x1** | 30 | +| **Field dressing x3** | 75 | +| **Field dressing x6** | 120 | +| **Field dressing x12** | 180 | + +
+

Heavy ordnance & munitions

+ +| **Type** | **Supply points cost** | +| --- | --- | +| **Fragmentation grenade x1** | 60 | +| **Fragmentation grenade x2** | 120 | +| **Fragmentation grenade x4** | 240 | +| **Smoke grenade low capacity** | 40 | +| **Smoke grenade high capacity** | 60 | +| **Signal smoke grenade** | 30 | +| **Anti-personel mine x2** | 140 | +| **Anti-personel mine x3** | 210 | +| **Conventional mine** | 420 | +| **Insurgent mine** | 160 | +| **Light IED** | 60 | +| **Heavy IED** | 80 | +| **Anti-air missile x1** | 100 | +| **Anti-air missile x2** | 170 | +| **Light anti-tank x1** | 70 | +| **Light anti-tank x2** | 140 | +| **Light anti-tank x3** | 210 | +| **Light anti-tank x4** | 280 | +| **Medium anti-tank x1** | 80 | +| **Medium anti-tank x2** | 160 | +| **Medium anti-tank x3** | 240 | +| **Heavy anti-tank x1** | 90 | +| **Heavy anti-tank x2** | 180 | +| **Guided anti tank** | 120 | + +Note that on a local server the resupply system will not work as described. Every weapon slot will require 100 supply points to refill regardless of item type. + +Requesting a kit costs 250 supply points. Be aware that re-arming an ammo bag at, for example, an ammo box or light/heavy supply crate will cost 200 points. +The amount of supply points for the supply sources are: + +* **Ammo bags :** 205 \(will only count for 43 supply points when used by an asset emplacement like a TOW or mortar for example\). +* **Ammo boxes :** 500. +* **Light supply crates :** 1500. +* **Heavy supply crates :** 3000. + +{% note %} +Resupplying is not instant but takes a few seconds, depending on the ammo source, as well as the amount of ammo you need to resupply. Additionally if you're not rearming, confirm that the Light/Heavy supply crate is indeed yours, rearming from enemy supply crates is not possible. +{% endnote %} + +### Supply Crates{#crates} + +There are two types of supply crates in PR:BF2 - Light Supply Crate and Heavy Supply Crate. While both allow to ressuply players and build deployables a Light crate is the equivalent of half of the Heavy Supply Crate, meaning that you will need 2x light supply crates where only 1x heavy supply crate is needed. To learn more about deployable emplacements see the +[Deployable Structures chapter.](the_squad_leader.md#deployable-structures) + +{% figure "../assets/largecrate.png", "../assets/smallcrate.png" %} +Here you can see the heavy supply crate on the left and the light version on the right. +{% endfigure %} + +Just like rearming, requesting kits from crates will deplete the supply crates. Each kit will cost 250 points, with light crates having 1500 \(6x kits\) and heavy ones 3000 \(12x kits\). + +{% note %} +Requesting kits from a crate that does not have enough points will still grant you the kit but the crate will be destroyed in the process. +{% endnote %} + +Light Supply Crate can be transported by: + +* Light Helicopters such as the Huey, Lynx and Zhi-9B \(One Crate\) +* Transport trucks \(One Crate\) + +While, Heavy Supply Crate can be transported by: + +* Medium Lift Helicopters such as the Black Hawk, Mi-17 and NH-90 \(One Crate\) +* Heavy Lift Helicopters such as the Chinook, Zhi-8KA and MV-22 \(Two Crates\) +* Logistic trucks \(Two Crates\) + +The ownership of the crate is depicted by the flag display on top of the crate. + +### 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. + +{% figure "../assets/reapir.png" %} +Repair drop. +{% endfigure %} + +## _Score_ {#score} + +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** + +## _Mortars_ {#mortars} + +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. + +Once mortars are constructed they need to be armed with ammo bags, provided by the rifleman or similar class. Then you can use the mortar’s calculator \(press **3** to select\). The distance to the target and the difference in elevation can be entered into the calculator by clicking on the numbers in the **“Range”** and **“Height”** fields. To get the range make sure your SL’s marker is on the target, then open the map and you’ll find the range listed under the map. Once you are done just click the **“Calculate”** 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. The Airburst and Impact rounds share the same ammunition pool. + +{% figure "../assets/mortars.png" %} +The mortar calculator interface. +{% endfigure %} + +## _Destroying Bridges_ {#destroying-bridges} + +Just like BF2, in PR you can destroy bridges. This is done with high capacity C4 or similar calibre explosives, carried by engineers or sapppers. + +When bridges get damaged particles and sound of falling sand can be observed when close by. Damaged further, segments of the bridge will collapse and neither infantry nor vehicles will be able to cross it. + +Unlike BF2, in PR once a bridge is destroyed, it can't be repaired. Therefore you should only destroy bridges that will change enemy team's routes in your favour - whether this is for delaying future movement or funneling enemy troops into a different part of the map. + +{% figure "../assets/bridge_built_and_destroyed_small.png" %} +A bridge before and after being destroyed. +{% endfigure %} + +On some destroyed bridges you can deploy a CSB, which will help you cross it \(covered in the [next chapteer](the_basics.md#close-support-bridges)\). + +## _Close Support Bridges \(CSB\)_ {#close-support-bridges} + +When in need to cross small rivers or damaged bridges, conventional forces can deploy CSBs using their logistic trucks - which carries two of them. In Project Reality CSBs can only be used to fill the gaps of destroyed bridges and in predetermined locations identified by \(obvious\) small heaps of sand positioned across a natural obstacle, like a river. + +{% note %} +CSBs are very narrow, so drive carefully when crossing them. +{% endnote %} + +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 front or 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. + +{{ "Video Tutorial - CSB Deployment" | youtube("Vn66KbNrVJA") }} + +{% figure "../assets/csb.png" %} +CSB from truck being deployed. +{% endfigure %} + +In some cases multiple CSBs are required to span the complete distance. In such situations, you're required to drive to the end of the incomplete bridge and deploy a new CSB and repeat until its finish. + +You may encounter different scenarios when it comes to bridges and CSB deployment, shown in the next image: +1. This large concrete bridge is destroayble and a CSB can be deployed on it \(marked by a single bridge icon\). +2. This small rock bridge is destroyable but CSBs can't be deployed on it \(no bridge marking\). +3. And lastly at this location a double CSB can be deployed \(double bridge marking\). + +{% figure "../assets/bridges2.png" %} +Different types of bridges (icons are not to scale). +{% endfigure %} + +## _Battlefield Navigation_ {#battlefield-navigation} + +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. + +{% figure "../assets/target.png", "../assets/build.png", "../assets/observe.png", "../assets/defendmarker.png", "../assets/demolish.png", "../assets/move.png" %} +Targe, build, observe, defend, demolish and move marker, respectively. +{% endfigure %} + +1. 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 _**“Enemy spotted NE 75° degrees 200 meters out”**_**.** + * 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°.![](../assets/compass.png) + * Underneath the compass notches is a triangle which indicates your current bearing. If you are in a Squad, your Squad Leader’s last/currently issued order shows as a chevron as well. If you line up the chevron with the triangle, you’re looking at the location of the order mark. +2. 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\, which would be pronounced as Delta 6, keypad 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 +3. **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. + + +{% figure "../assets/grid.png" %} +{% endfigure %} + +## _Basic Vehicle Information_ {#basic-vehicle-information} + +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 how to use vehicles see the [Operating Vehicles chapter](operating_vehicles.md#general-vehicle-information). + +There are many vehicle types in PR:BF2 used as classification. This isn’t always directly in line with their Real 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. + +![](../assets/jeep.png) + +* **Civilian vehicles:** PR:BF2’s insurgent forces have access to a range of civilian cars and technicals 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. + +![](../assets/civiliancars.png) + +* **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. + +![](../assets/truck.png) + +* **Armored Personnel 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 vehicle types at assisting infantry. Can fit 2 crewman \(driver and gunner\) and up to 6 soldier passengers. + +![](../assets/apc.png) + +* **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. + +![](../assets/ifv.png) + +* **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. + +![](../assets/atm.png) + +* **Tank:** Our heaviest of armored vehicles. They come equipped with AP, HE and COAX weaponry. + +![](../assets/tank.png) + +* **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. + +![](../assets/aavehicles.png) + +* **Boat:** PR:BF2 has a variety of boats, both armed and un-armed. + +![](../assets/boats.png) + +* **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](the_basics.md#crates) to read on which variant has which crates available to it. + +![](../assets/transheli.png) + +* **Attack Helicopters:** These helicopters come equipped with machine-gun pods and a variety of rockets and missiles. There are light, medium and heavy variants. Under this category also fall recon helicopters with the ability to laze targets and use their thermal cameras. They are not always armed. + +![](../assets/attackhelis.png) + +* **Jets:** PR:BF2 has a wide variety of jets. There are light and heavy attack jets, fighter jets, bombers and fighter-bombers. + +![](../assets/jets.png) + +* All friendly vehicles are marked on the map with unique icons for easy identification \(See [Vehicle Icons](vehicle_icons.md)\). +* 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. + +{% figure "../assets/entrypoints.png" %} +Vehicle entry points can differ per vehicle. Look for hatches. +{% endfigure %} + +* Normal soldiers are allowed to drive small unarmored vehicles such as jeeps, trucks and 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 \(default: **X**\). Some of them even offer thermal optics \(default: hold **T**\). +* 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 an APC’s/IFV’s 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. +* On public servers \(not in local gamemodes\) you can quickly switch to the next available free seat in a vehicle by pressing **F8**. +* When in a vehicle, you can see the information on the occupied seats in the bottom left of the the HUD. It shows only important crew seats as squared markers. This includes driver and gunner positions. Passenger seats do not have such markers and are shown as a seperate counter. + +{% figure "../assets/seaticons.png" %} +Important crew members are shown as squared markers. Passengers use a total counter above the vehicle icon. +{% endfigure %} + diff --git a/ar1/the_civilian.md b/ar1/the_civilian.md new file mode 100644 index 0000000..d9407e0 --- /dev/null +++ b/ar1/the_civilian.md @@ -0,0 +1,62 @@ +# The Civilian + +When playing on the Iraqi insurgent, Hamas or Taliban faction, players can choose to play as the Civilian. This role’s primary focus is to gather intelligence on Coalition forces and to run interference for the insurgent Cell Leaders. This kit does not come equipped with any weapons but has a wide variety of equipment and tools. Civilians can use their cellphones to spot enemy troops for their team by placing a marker on the map. + +{% figure "../assets/civiii.png" %} +A civilian. +{% endfigure %} + +Civilians are bound by particular **rules of engagement** \(ROE\), explained [below](the_civilian.md#roe). Coalition forces cannot fire against civilians that are outside the rules of engagement, risking heavy penalizations. Instead they must **arrest** them or wait untill they're a legit target. + +In order for a player to arrest a civilian, it must use the restrainers or the Shotgun with a buckshot round. Civilians that decide to commit suicide are also counted as arrested. + +If you shoot a civilian outside the ROE, 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 + +In the other hand, shooting a civilian inside the ROE will cause: + +* The civilian to have an additional 120 seconds in the respawn time +* Your team gains 10 intelligence points + +Running over civilians in a vehicle or shooting those climbing on ropes will also result in a penalty if done outside of the ROE. + +## _Rules Of Engagement_ \(ROE\) {#roe} + +A civilian is considered inside the ROE and therefore can be killed if any of these conditions are met: + +* Spawned... +* Have picked up a kit with a weapon... +* Used a vehicle... +* Used an epipen... + +...less than 2 minutes prior to the engagement. Or he must have an armed insurgent next to him, within 5m horizontally or 1.5m vertically. + +## _Becoming a civilian_ + +For you to become a civilian you must first either spawn as a non-armed soldier or to simply drop your kit \(Press **T** and then **Right Click** on the "REQUEST / DROP KIT" option\). Secondly, as mentioned in the previous section, you must wait 2 minutes after you spawn or dropping your kit and stay away from other Insurgents who are outside the ROE. + +## _Civilian vehicles_ {#civilian-vehicles} + +Non armed-vehicles, including ammo techies and "Fake Garys" \(term used for dump or semi-trailer trucks\), must not be destroyed by Coalition forces. + +A vehicle is considered civilian and therefor cannot be destroyed if: + +* Is empty +* Does not have a gun +* Was last used more than 1 minute ago +* Has no enemies nearby \(3 meters\) + +Failing to comply to this ROE will result: + +* Loss of 5 intel points for the team +* Loss of 50 points for the player + +{% figure "../assets/dumpster_trucks.png" %} +Different types of civilian trucks. +{% endfigure %} + +In the image above, the difference between a normal truck (left and midle) and a suicide truck (right) can be identified by whether it's loaded with explosive barrels and other suspicious objecs or not. diff --git a/ar1/the_squad_leader.md b/ar1/the_squad_leader.md new file mode 100644 index 0000000..9432542 --- /dev/null +++ b/ar1/the_squad_leader.md @@ -0,0 +1,214 @@ +# The Squad Leader + +## _Guiding Squad_ {#guiding-squad} + +As explained in the Battlefield Navigation section \(see [here](the_basics.md#battlefield-navigation)\), the Squad Leader \(or SL\) can place markers on the map for his squad members to follow. They will find a marker on their compass to follow as well as an icon on the map. The Squad Leader should use these as often as possible and can also use this to easily get the distance towards a target. He can do this from the mini-map\(**Caps Lock**\) by right clicking it and placing the marker or by pressing the **secondary radio key \(T\)** and point at the target and using one of the buttons to place the marker. + +* ![](../assets/target.png) **Target** +* ![](../assets/build.png) **Build** +* ![](../assets/observe.png) **Observe** +* ![](../assets/defendmarker.png) **Defend** +* ![](../assets/demolish.png) **Demolish** +* ![](../assets/move.png) **Move** + +The commander can also order you. If you accept the order \(**PAGE UP**\) your marker will be replaced with the commander’s order. + +## _Spotting Enemies_ {#spotting-enemies} + +The **Squad Leader** in PR:BF2 has many functional abilities. He is able to mark enemy units on the map and forward contact reports to the team's commander with the ability to mark a target on the team's map. To perform these functions follow these steps: + +1. Mark a position either via the minimap or via the secondary commo rose \(**T**\). +2. Select the radio/cellphone item issued to Officer/Spotter/Cell Leader or Collaborator kits and use the **alternate fire key \(RMB\)** to activate it. +3. While looking closely in the direction of Squad Leader marker, press and hold the primary commo rose key\(**Q**\), hover over the correct type of hostile forces, vehicle or equipment category and press either left click or right click to place the corresponding map mark. + +Note that steps 1 and 2 can be done in either order. + +{% figure "../assets/spotting.png" %} + +Spotting Commo Rose +{% endfigure %} + +{{ "Video Tutorial - Marking" | youtube("XNDb2yMuoho") }} + +## _The Ground Laser Target Designator_ {#gtld} + +The Squad Leader kit and Spotter kit used by conventional forces are equipped with the **GLTD \(Ground Laser Target Designator\)**. This piece of equipment has better zoom then the regular binoculars, includes a range-finder and allows you to paint enemy targets which can be targeted by friendly \(and enemy!\) air unit's bombs or missiles. + +With the GLTD equipped, you can right-click to increase the zoom level and left-click to toggle the on/off state. While on, the GLTD will emit a laze, that you **must** keep on your target until the bomb/missile hits it \(unlike previous versions where the laze would "stick" to the target even without line of sight\). + +Additionally, while the lase is ON, you can access the main radio menu \(Q\) to request close air support \(CAS\) or call fire mortar missions. Doing so will automatically transmit a text message to your team detailing the request and add a target marker to the map. + +## _Rally Points_ {#rally-points} + +A Squad Leader has the ability to set **Rally Points \(RP\)**. This allows fallen squad members to regroup in a safe area with the rest of their squad. To place a RP you need to press **the secondary radio key \(T\)** 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 are equipped with the officer kit. +* You need to have 2 squad members close to you. +* Enemy is further than 50m away on 1x1km maps or 125m on 2x2km and 4x4km maps. + +The rally point automatically disappears after 60 seconds unless: + +* It is within 2x large map grid squares of a friendly FOB +* It is within 2x large map grid squares of a friendly APC or IFV. Only those of which you can request kits from. + +An enemy that comes within 50m on 1x1km maps or 125m on 2x2km and 4x4km maps from the rally point will disable it. On larger maps it is 600m. + +A rally point rearms every 1 minute. Unless it has become overrun, in which case you need to wait 5 minutes. Alternatively you can rearm an RP by getting close \(25m\) to a **friendly and active** FOB, vehicle depot or ACV. + +## _Requesting Support_ {#requesting-support} + +The 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 \(T\).** 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”** request behaves a bit different from the rest. On some maps conventional forces can use this command to request an **artillery barrage**. If your request is approved by the team's commander, the attack will strike after about one minute. After loading a new map or executing an area attack it takes 30 minutes until it is available again. Similarly unconventional factions have access to a mortar barrage every 20 minutes on most maps. + + +{% figure "../assets/support.png" %} +Requesting support through radio. +{% endfigure %} + +## _Construction Work_ {#construction-work} + +Constructing assets is an essential functionality of the Squad Leader, which the team's Commander also possesses. When deploying and constructing a Forward Operating Base \(FOB\) a Squad Leader needs to have an officer kit and 1 heavy supply crate \(or 2 light supply crates which offer the same capabilities\) within a 50m radius of his vicinity. Insurgents, Taliban and the Hamas can only deploy hideouts, mortars and anti-tank positions for their team which do not require supplies to build these structures. To perform this function either a cell leader or collaborator kit is necessary. Unlike requesting kits from supply crates, building structures does not deplete any supply points from the crates used. + +{% figure "../assets/buildcomo.png" %} +Building assets through radio. +{% endfigure %} + +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. +3. Once you deploy it, press the **secondary radio menu key \(T\).** +4. Left click your mouse on **DEPLOY / REMOVE ASSET.** +5. Select the structure you want to build from the list. + +{% figure "../assets/shovel.png" %} +Shovel needed to build up deployables. +{% endfigure %} + +Players currently standing where the deployable is being placed will die. So make sure your squad knows where you intend to build. Soldiers need to use **the entrenching tool** to build assets. Construction is complete once the digging stops. + +Place the deployables on open terrain and non obstructed area to avoid undesirable effects and unwanted placement locations. The deployable will only appear if its placement location isn't too far above or below your position. + +To dismantle a built structure the Squad Leader is able to right-click **DEPLOY / REMOVE ASSET** through the commo rose menu whilst pointing towards the object no more than 5m away, to completely remove it repeat the steps. Squad members can also use the entrenching tools right click to destroy fortifications. + +Deployable Emplacements weapons can be rearmed by dropping ammunition bags next to them. Several bags are needed to completely rearm an emplacement. + +{% figure "../assets/deploy.png" %} +Unbuild and build examples of a foxhole. +{% endfigure %} + +## _Deployable Structures_ {#deployable-structures} + +Here is a list of the deployable structures and the requirements for building them. Deployable assets can be either dismantled with a shovel or alternatively destroyed with C4, IEDs, tank shells, APC shells, mortar shelling, or any other form of heavy ordnance. Deployables can also be completely destroyed by continuing to damage the base of the emplacement. Forward outposts and hideouts can be destroyed as well by ordnance or C4 plastic explosives and TNT. + +An important note on the requirements and limitations listed below is that all values about distance to an FOB and the maximum amount of assets per FOB are doubled on the CNC gamemode \(except for the amount of mortars\). Also remember that 2 large supply crates can also be replaced by 4 small supply crates or 1 large and 2 small crates. To learn more about logistics and crates see [the logistics chapter](the_basics.md#logistics). + +**Forward Operating Base \(FOB\):** The forward operating base, also known as a forward outpost, serves as a defensive spawn position for the team. It comes online 90 seconds after being build. It becomes unspawnable for 30 seconds if 1 enemy is within 10m, 2 enemies are within 50m, 4 enemies within 100m or 8 enemies within 150m. Requirements and limitations: + +* Must be constructed within 50m of a friendly large 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 and the team's HQ. +* Must be constructed at least 10m away from the map border \(200m on CNC\). + +{% figure "../assets/fobb.png" %} +{% endfigure %} + +**Hideout:** Insurgents use hideouts as a spawn location. If 2 or more enemies are close by \(within 50m\), spawning is disabled until 90 seconds after they leave or die. Requirements and limitations: + +* The team may have up to 6 hideouts at the same time. +* Requested further than 200m from the closest hideout and the insurgent HQ. +* Must be constructed at least 10m away from the map border. + +{% figure "../assets/hideoutt.png" %} +{% endfigure %} + +**Heavy MG:** A deployable heavy machine gun. Requirements and limitations: + +* Must be placed within 200m of a FOB / hideout and at least 200m away from the team's CO-Post and 50m away from Vehicle Depot. +* 2 large supply crates must be within 200m. +* Only 2 MG’s per FOB and within 200m radius. +* The team can have up to 12 heavy MGs. + +{% figure "../assets/hmg.png" %} +{% endfigure %} + +**Anti-Tank \(ATGM\):** A deployable anti-tank missile launcher. This weapon features thermal imaging and 1 fixed level of magnification. Reloading takes 15s. Requirements and limitations: + +* Must be placed within 200m of a FOB / hideout and at least 200m away from the team's CO-Post and 50m away from Vehicle Depot. +* 2 large supply crates must be within 200m. +* No other anti-tank emplacement may be within 200m distance and on that FOB. +* The team can have up to 3 anti-tank positions at the same time. + +{% figure "../assets/tow.png" %} +{% endfigure %} + +**Anti-Tank \(unconventional forces\):** The SPG9 AT-launcher only has a narrow range of traverse. It can shoot two types of ammunition and takes 10s to reload. Requirements and limitations: + +* Must be placed within 200m of a FOB / hideout and at least 200m away from the team's CO-Post and 50m away from Vehicle Depot. +* 2 large supply crates must be within 200m \(only for the militia and Syrian Rebels\). +* No other anti-tank emplacement may be within 200m distance and on that FOB. +* The team can have up to 3 anti-tank positions at the same time. + +{% figure "../assets/spg.png" %} +{% endfigure %} + +**Anti-Air:** A deployable surface-to-air missile launcher. Requirements and limitations: + +* Must be placed within 200m of a FOB / hideout and at least 200m away from the team's CO-Post and 50m away from Vehicle Depot. +* 2 large supply crates must be within 200m. +* No other anti-air emplacement may be within 200m distance and on that FOB. +* The team can have up to 6 anti-air emplacements. +* Unconventential forces get a DShK machine gun on a tripod as anti-air emplacement. + +{% figure "../assets/aaa.png" %} +{% endfigure %} + +**Foxhole:** A sandbag fortified foxhole provides cover against small arms and artillery strikes. Requirements and limitations: + +* Must be placed within 200m of a FOB / hideout and at least 200m away from the team's CO-Post and 50m away from Vehicle Depot. +* 2 large supply crates must be within 200m. +* A maximum of 9 other foxholes, sandbags or segments of razor wire are within 200m and on that FOB. +* The team can have up to 60 foxholes, sandbag-walls, segments of razor wires in total. + +{% figure "../assets/foxhole.png" %} +{% endfigure %} + +**Sandbag-wall:** A sandbag wall is a small 5m long wall made of sandbags to hide behind and use as cover against small arms. Requirements and limitations: + +* Must be placed within 200m of a FOB / hideout and at least 200m away from the team's CO-Post and 50m away from Vehicle Depot. +* 2 large supply crates must be within 200m. +* A maximum of 9 other foxholes, sandbags or segments of razor wire are within 200m and on that FOB. +* The team can have up to 60 foxholes, sandbag-walls, segments of razor wire in total. + +{% figure "../assets/sandbagwall.png" %} +{% endfigure %} + +**Razor wire:** A 10m wide road block of razor wire and tank traps. Requirements and limitations: + +* Must be placed within 200m of a FOB / hideout and at least 200m away from the team's CO-Post and 50m away from Vehicle Depot. +* 2 large supply crates must be within 200m. +* A maximum of 9 other foxholes, sandbags or segments of razor wire are within 200m and on that FOB. +* The team can have up to 60 foxholes, sandbag-walls, segments of razor wires in total. + +{% figure "../assets/razorwire.png" %} +{% endfigure %} + +**Roadblock \(unconventional forces\):** A 5m or 10m \(right or left click\) wide road block of garbage. Requirements and limitations: + +* Must be placed 200m away from the team's CO-Post and 50m away from Vehicle Depot. +* A maximum of 9 other roadblocks, razorwires, foxholes and sandbags can be within 200m. +* The team can have up to 100 roadblocks in total. + +{% figure "../assets/roadblock.png" %} +{% endfigure %} + +**Mortar:** 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. Requirements and limitations: + +* Must be placed within 200m of a FOB / hideout and at least 200m away from the team's CO-Post and 50m away from Vehicle Depot. +* 2 large supply crates must be within 200m \(only needed for conventional forces, militia and Syrian Rebels\). +* The team can have up to 2 mortar positions at the same time. +* Both mortar positions must be placed within 50m of each other. + +{% figure "../assets/mortarss.png" %} +{% endfigure %} diff --git a/ar1/vehicle_icons.md b/ar1/vehicle_icons.md new file mode 100644 index 0000000..1fcd79d --- /dev/null +++ b/ar1/vehicle_icons.md @@ -0,0 +1,168 @@ +# Vehicle Icons + +To learn more about them you can visit the [PR Icon-to-Assets Index](https://realitymod.github.io/PR-Assets-Indexes/icon-to-asset_index.html) where you can see exactly which vehicles are represented by a given icon. + +
+ + + +
+ aav_light + aav_medium + aav_heavy + jep_aa +
+

Anti-Air Vehicles

+ +

+ +
+ ahe_heavy_hind + ahe_heavy_hind_alt + ahe_light_50 + ahe_light_hd + ahe_light_hf + ahe_medium_50 + ahe_medium_hd + ahe_scout_50 + ahe_scout_hd + ahe_scout_hf +
+

Attack Helicopters

+ +

+ +
+ apc_light + apc_medium + apc_medium_ + box_heavy_mk19 + box_light + box_medium + atm_medium +
+

Armored Personnel Carriers

+ +

+ +
+ civ_car + civ_car_bomb + civ_dirtbike + civ_forklift + civ_truck + civ_truck_bomb + civ_truck_semi + civ_truck_semi_bomb + zastava_supp +
+

Civilian Vehicles

+ +

+ +
+ jet_1_attack + jet_1_strikefighter + jet_2_antiship + jet_2_asf + jet_2_attack + jet_2_strikefighter + jet_4_asf + jet_4_attack + jet_4_strikefighter + jet_6_attack + jet_7_attack + jet_8_attack + jet_9_attack +
+

Fixed Wing Aircraft

+ +

+ +
+ ifv_light + ifv_medium + ifv_heavy +
+

Infantry Fighting Vehicles

+ +

+ +
+ rec_light + rec_medium + rec_medium_scorpion +
+

Reconaissance

+ +

+ +
+ shp_light + shp_medium + shp_heavy + shp_lcvp +
+

Ships and Boats

+ +

+ +
+ tnk_light + tnk_medium + tnk_heavy +
+

Tanks

+ +

+ +
+ tec_ammo + tec_rocket + tec_spg +
+

Technicals

+ +

+ +
+ the_heavy_chinook + the_heavy_osprey + the_light + the_light_escort + the_medium + the_medium_escort + the_scout +
+

Transport Helicopters

+ +

+ +
+ rec_supp + trk_supp + trk_logi + trk_logi_small + box_logi + tec_logi + shp_lcvp_logi + zastava_logi +
+

Transport Trucks and Logistical Vehicles

+ +

+ +
+ jep_supp + jep_atgm + jep_mg + jep_mk19 + jep_rws_mg + jep_rws_mk19 + tec_50 +
+

Light Vehicles

\ No newline at end of file diff --git a/ar1/weapons_and_equipment.md b/ar1/weapons_and_equipment.md new file mode 100644 index 0000000..21737e4 --- /dev/null +++ b/ar1/weapons_and_equipment.md @@ -0,0 +1,112 @@ + +# الأسلحة والمعدات +## _الأسلحة والمعدات العامة_ {#general-weapons-equipment} + +تحتاج الأسلحة بعد فترة طويلة من الحركة أحيانًا إلى لحظة لكي تكتسب الدقة وتطلق النار بدقة على الأهداف على مسافات بعيدة. لن تتأثر المواجهات على مسافات قريبة بالانحراف الناتج عن الحركة. يتيح هذا للاعبين إجراء تصحيحات موضعية صغيرة دون تعرضهم لعدم دقة السلاح. الاضطجاع يقلل بشكل كبير من دقة اللاعب لبضع لحظات ولكن يوفر أعلى دقة لاستهداف الأهداف على مسافات بعيدة بمجرد استعادة توجيه اللاعب. + +تكون معظم الأسلحة مضبوطة على التشغيل شبه الآلي افتراضيًا. + +عند التصويب باستخدام الأسلحة غير المنظارية، يمكنك الضغط على **Shift** لتركيز توجيهك، مما يوفر لك تكبيرًا صغيرًا على حساب الرؤية الجانبية. + +تحتاج الأسلحة إلى إعادة تحميل يدويًا (افتراضيًا: **R**). لا يتأثر انحراف الأسلحة بوجود بصريات أو نقاط تصويب من الحديد. لاحظ أن مؤشرات انخفاض الرصاص الموجودة في بعض البنادق ذات المنظار هي مجرد عرض ولا تعمل؛ يبدأ تأثير انخفاض الرصاص بما يكفي ليكون مرئيًا من مركز الشبكة فقط عند مسافات معتدلة عالية (500 متر وما فوق) وهو أكثر لطفًا بكثير مما يشير إليه العلامات على المدى. نقطة الهدف تقع في وسط الشبكة، بغض النظر عن أي مؤشرات مدى قد تشير إليها النطاق الفعلي للعسكريين. تصنف الأسلحة في PR:BF2 إلى فئات مختلفة، غالبًا ما تكون مرتبطة بالحقائب التي يتم استخدامها بها: + +![cuserswouterdesktop1.png](../assets/cuserswouterdesktop1.png)**بنادق الهجوم** عادة ما تكون متوفرة في عدة متغيرات مع نقاط تصويب مختلفة. يتمتع التصويب بالبصريات المكبرة بميزة دقة ولكن يعوقه تقليل كبير في الرؤية الجانبية مقارنة بنقاط البصر العاكسة أو نقاط التصويب من الحديد. + +القنابل اليدوية تحت السلاح \(UGL\) تُركب على الجانب السفلي من بنادق الاقتحام وتُستخدم ضد مجموعات من الأعداء أو أفراد لا يمكن ضربهم بالنيران المباشرة. كما أنها فعالة ضد المركبات غير المحمية ويمكن استخدامها بشكل فعال على مسافات تتجاوز 200 متر. تحتاج القنابل إلى السفر 28 مترًا قبل أن تنشط أو لن تنفجر. يمكن للقنابل اليدوية أيضًا إطلاق قنابل دخانية تُستخدم لتعتيم رؤية العدو. يمكن تعيين مدى المُطلق باستخدام نظرة سلمية مرفقة بالسلاح. أثناء التصويب بهذه النظرة، يمكن استخدام القائمة الرئيسية للراديو \(الافتراضي: **Q**\) لتعيين المدى إلى مسافة الهدف [\(انظر تغيير مدى الرؤية\)](weapons_and_equipment.md#altering-sighting-range). عند استهداف أهداف أعلى أو أقل من المسافات المحددة مسبقًا، من المهم تعويض ذلك. في الخرائط الليلية، سيكون لدى القناص الوصول أيضًا إلى قذائف إضاءة. +> _Kits: Grenadier_ + +الأسلحة الجانبية تُستخدم تقليديًا من قبل قادة الفرق في القوات التقليدية كوسيلة احتياطية وعلامة على السلطة. كما يتم تجهيز القناصة بسلاح جانبي للدفاع عن النفس أثناء الانتقال. بعض المتمردين الذين لا يمتلكون سلاحًا رئيسيًا يستخدمون سلاحًا جانبيًا بدلاً من ذلك. +المجموعات: القناص + +الأسلحة الجانبية تستخدم تقليديًا من قبل قادة الفرق في القوات التقليدية كوسيلة احتياطية وعلامة على السلطة. يتم تجهيز القناصة أيضًا بسلاح جانبي للدفاع عن النفس أثناء الانتقال. بعض المتمردين الذين لا يمتلكون سلاحًا رئيسيًا يستخدمون سلاحًا جانبيًا بدلاً من ذلك. البنادق القناصة قاتلة عند استخدامها في المسافات القريبة. يمكن استخدامها أيضًا لاختراق الأبواب والبوابات المغلقة. يمكن اعتقال المدنيين المتمردين باستخدام طلقات البكشوت التي تحاكي تعطيل معلوماتي بطلقات مطاطية. تستخدم بعض البنادق القناصة طلقات الاختراق التي يمكن استخدامها فقط لاختراق الأبواب المغلقة. تستخدم البنادق القناصة أيضًا لتدمير صناديق العدو (لصناديق كبيرة، اضرب اللوح الخشبي للحصول على أقصى تأثير). + +> _الأطقم: الرامي البندقية على القوات التقليدية. مجموعات متنوعة من الثوار / حماس / طالبان / ميليشيا_ + +![cuserswouterdesktop5.png](../assets/cuserswouterdesktop5.png)**بنادق القنص المعينة \(DMR\)** تُستخدم لاستهداف الأهداف الرئيسية البعيدة بنيران دقيقة. يمكن نشرها لزيادة دقتها بشكل كبير على حساب القدرة على التنقل. يؤثر وضع اللاعب على دقة الأطوال البعيدة أثناء نشر بندقية القنص المعينة، والموضع الأمثل لإطلاق النار هو الاستلقاء. عند إطلاق النار على أهداف تزيد عن 500 متر، يبدأ الرصاص بالهبوط. قم برفع البندقية قليلاً فوق نقطة الاصطدام المقصودة إذا كان الرصاص لا يزال يصطدم منخفضًا، وقم بضبطه حسب الحاجة وحاول مرة أخرى. من الضروري لا يزال تعويض الأهداف المتحركة على مسافة بعيدة. لزيادة الدقة، يجب على الرامي الانتظار حوالي ثانية واحدة لكل طلقة مطلقة. + +> _الأطقم: الرامي_ + +![cuserswouterdesktop6.png](../assets/cuserswouterdesktop6.png)**بنادق القنص** تُستخدم لاستهداف الأهداف ذات الأولوية العالية على مسافات بعيدة. معدل إطلاق النار لديها بطيء نظرًا لاستخدامها بنظام الإغلاق بالمسمار. يؤثر وضع اللاعب على دقة البندقية القنص على المسافات البعيدة. إنها النوع الأكثر دقة من الأسلحة التي يحملها الجنود وتصيب في مخروط صغير جدًا بمجرد استقرار الانحراف. تمامًا مثل بنادق DMR، ليس من الضروري تعويض الهبوط الناتج عن الرصاص ما لم تتجاوز مسافة الهدف حوالي 500 متر، ولكن الاستهداف لصدر العدو الذي يقف بشكل مستقيم عند مسافة أعلى من المعتاد من المرجح جدًا أن يصل إلى منطقة البطن، مما سيجعله عاجزًا. ستحتاج فقط إلى استهداف الأهداف البعيدة، التي عادة ما تكون وراء الغطاء أو في وضع الاستلقاء، لتستوجب عليك استهداف فوق الصدر أو الرأس لتحقيق الإصابة. تتم الحصول على أقصى درجات الدقة من خلال الانتظار لمدة حوالي 8 ثواني بعد الحركة و 4 ثواني بعد الإطلاق. إذا كنت على مسافة بعيدة ولم تستطع رؤية تأثير الرصاص بسبب التشغيل اليدوي مع المسمار، بدلاً من ترك زر النقر الأيسر عند الإطلاق، اضغط عليه لإيقاف التشغيل اليدوي. + +> _الأطقم: رجل الطاقم، الرامي المضاد للدروع، الدبابة الثقيلة المضادة للدبابات، قائد الفرقة، الرامي البندقية على القوات غير التقليدية_ + +![cuserswouterdesktop8.png](../assets/cuserswouterdesktop8.png)**الرشاشات الخفيفة \(LMG\)** تُستخدم لقمع العدو ويمكن أن تدمر فرق العدو عند استخدامها في المدى المتوسط أو في حالات الكمين. يمكن نشرها لزيادة دقتها واستقرارها ومداها بشكل كبير. عند استخدام رشاش LMG المنتشر، تزيد الدقة ولكن فقط عندما تكون القابلية للحركة دنياً ولا تصلح للاستخدام عند التنقل. يقلل الوضع المنتشر أيضًا من عدم الدقة الناتجة عن إطلاق النار ويسمح للمستخدم بإطلاق نيران متقطعة لفترات أطول بدقة أكبر من جميع الأسلحة التلقائية المحمولة الأخرى. اعتمادًا على المسافة إلى العدو، فإن إطلاق نيران متقطعة تتراوح بين 3 إلى 7 طلقات مع فترات قصيرة هو الطريق المثالي لاستخدام هذه الأسلحة بأقصى كفاءة. تحتوي الرشاشات LMG التي تعمل بحزام عادة على 100 طلقة، وبعضها أكثر، ولكن يستغرق إعادة تعبئتها وقتًا طويلاً، مما يعني أن الرشاشات التي تعمل بالمجلة أسرع في هذا الصدد ولكن يجب على المستخدم أن يكون أكثر وعيًا بعدد الطلقات التي أطلقها من المجلة الحالية. يؤثر وضع اللاعب على دقتها عن بعد، والوضع الأمثل لإطلاق النار هو الاستلقاء. في هذا الوضع، ستحصل على أعلى دقة عند المدى البعيد. يُستخدم الوضع غير المنتشر عندما يكون اللاعب متنقلًا ويحتاج إلى الرد على النيران دون تأخير في المدى القصير. + +> _الأطقم: رجل البندقية التلقائية_ + +![cuserswouterdesktop9.png](../assets/cuserswouterdesktop9.png)**الرشاشات المتوسطة \(MMG\)** هي نسخة متوسطة من رشاش الرشاشة. تستخدم طلقة أكبر بقياس 7.62 ملم والتي يمكن أن تكون لها تأثيرات مدمرة في بعض الحالات وتكون ممتازة لقمع العدو على مسافات بعيدة، ولكنها محدودة بأنها تعمل فقط في وضعية النشر بسبب الوزن. بعد فترات طويلة من الحركة، تستغرق حوالي 7 ثوانٍ للوصول إلى أقصى دقة لإطلاق النار. على الرغم من أنها ليست بنفس القدر، يمكن للرشاشات المتوسطة، تمامًا مثل نظرائها الصغيرة، إطلاق نيران متقطعة طويلة من النار التلقائية أو النار السريعة مع عقوبة دقة أقل وارتداد أقل من الأسلحة التلقائية الأخرى. نظرًا لزيادة الضرر الذي تحمله وسعتها العالية، فإنها تستخدم أيضًا عادة لإلحاق الضرر بمركبات العدو غير المصفحة وركابها. على عكس الرشاشات الخفيفة، فإن الرشاشات المتوسطة جميعها تعمل بحزام وبالتالي تتطلب بعض الوقت لإعادة التعبئة. + +القنابل اليدوية لها نصف قطر انفجار كبير ولكنها غير دقيقة عند رميها أثناء التحرك أو القفز ومداها قصير نسبيًا. يستغرق حوالي 5 ثوانٍ حتى تنفجر. بعض القنابل مثل قنابل RGO و RKG تنفجر عند الاصطدام. القنبلة RKG هي أيضًا مثال على قنبلة مخصصة للاستخدام ضد المركبات. لتحذير حلفائك قبل رمي قنبلة يمكنك استخدام مفتاح الراديو الرئيسي (الافتراضي: Q) أثناء حمل القنبلة لتصرخ بتحذير، أو استخدام Mumble بديلاً. الضغط على زر الماوس الأيمن مع قنبلة في يدك سيسقطها عند قدميك (استخدم بحذر)، بينما الضغط المستمر سيسمح لك بتوجيهها (استخدم إبهامك كمرجع) وترك زر الماوس الأيمن سيقذف القنبلة كالمعتاد. + +يمكن للقوات غير التقليدية استخدام الحجارة، التي لا تسبب سوى إصابات طفيفة عند ضرب لاعب واحد ولكن عدة ضربات قد تكون قاتلة. + +السكاكين والسكاكين البيونيت قاتلة على الفور إذا ضربت العدو. يُعتبر قتل المقاتلين المتمردين الأعداء بالسكين عملية اعتقال. تستغرق الهجمات القتالية غير المسلحة حوالي 5 ضربات لقتل العدو. + +قاذفات الدبابات الخفيفة (LAT) تستخدم ضد الأهداف غير المدرعة والمدرعة بشكل خفيف. ليست فعالة ضد الدروع المتوسطة أو الثقيلة. يستغرق بعض الوقت لإعداد القاذف للإطلاق عند التبديل إليه، ويستغرق الأمر بعض الوقت لتثبيته بعد التحرك أيضًا. تستخدم العديد من القاذفات نقاط الرؤية الحديدية مع خيار التعديل. للتعديل، اضغط واستمر في الضغط على مفتاح الراديو الرئيسي (الافتراضي: Q)، ثم حدد المدى عبر النقر الأيسر [\(انظر تغيير مدى الرؤية\)](weapons_and_equipment.md#altering-sighting-range). تأتي القاذفات الأخرى مزودة بنقطة رؤية بعلامات مدى عمل فعالة وبالتالي لا تحتاج إلى توجيه. أخيرًا، تستخدم مجموعة صغيرة من الأنظمة نطاقًا ولكن يجب توجيهها قبل الإطلاق. عند استهداف الأهداف بين المدى المحدد، يمكنك تعويض زاوية الهجوم يدويًا عن طريق رفع هدفك أو خفضه للحفاظ على ضربة فعالة على الهدف. + +_Kits: Rifleman AT, Militia / Taliban / Hamas Anti Tank_ + +![cuserswouterdesktop13.png](../assets/cuserswouterdesktop13.png)**المُطلقات الثقيلة للدبابات \(HAT\)** تُستخدم لاستهداف المركبات المدرعة. يمكنها تدمير الدروع الخفيفة والمتوسطة بضربة واحدة. ومع ذلك، يمكن للدبابات الرئيسية \(MBTs\) تحمل ضربات متعددة من الجهة الأمامية ويُوصى بالإطلاق فقط عندما يكون بإمكانك ضرب الجوانب أو الخلف أو الجزء العلوي من الدبابة، حيث يُنصح بالإطلاق من الجهتين الجانبيتين أو الخلفية للقضاء على الدبابة بضربة واحدة خارج بعض رؤوس الحرب المحددة. لتجهيز السلاح للإطلاق، يجب أولاً تثبيت السلاح لفترة زمنية كبيرة، تقدر بحوالي 10 ثوانٍ. على عكس الأسلحة القتالية المضادة للدبابات الخفيفة \(LATs\)، فإن معظم المُطلقات الثقيلة للدبابات \(HATs\) باستثناء تلك المستخدمة من قبل القوات غير التقليدية تأتي مجهزة بنطاق يحتوي على علامات المدى على الأقل. قد تكون بعضها بدون علامات مدى وبدلاً من ذلك تكون لديها القدرة على أن تكون موجهة من قبل المشغل بعد الإطلاق، مما يجعلها نظام صواريخ موجهة مضادة للدبابات \(ATGM\) بدلاً من مجرد مُطلق صواريخ. + +عند استخدام نظام الصواريخ الموجهة مضادة للدبابات \(ATGM\)، يجب على المشغل الضغط على مفتاح الإطلاق حتى يتم إطلاق الصاروخ \(الوقت يتفاوت اعتمادًا على نظام الصاروخ\). يُشار إلى أن الصواريخ تمتلك مدى توجيهي يبلغ حوالي 600 متر قبل أن ينقطع السلك المستخدم لإرسال أوامر التحكم إلى الصاروخ، حيث يبدأ الصاروخ بالدوران بشكل لا يمكن التحكم فيه ومن غير المرجح أن يصيب الهدف. تعتمد الصواريخ على السلك أيضًا للتحكم في الصاروخ مما يجعل من المستحيل توجيه الصاروخ حول زوايا المباني والأجسام الصلبة من أي نوع. كما تسافر الصواريخ في حركة دائرية طفيفة حول نقطة الهدف، مما يتطلب من المشغل إعطاء الصاروخ بعض المساحة للتحرك. قد لا يمكن إطلاق بعض هذه الأنظمة السلاحية من وضع الاستلقاء، حيث محاولة الإطلاق ستجعل النظام السلاحي غير قابل للتشغيل تمامًا. إذا حدث ذلك، يجب إسقاط الطقم، مما يؤدي إلى اختفائه بعد بضع دقائق. [\(انظر إلى قسم إجراءات إسقاط الطقم\)](kits.md#drop-kit) + +نظام الصواريخ الموجهة مضادة للدبابات \(ATGM\) قليلة العدد تحتوي على وضع هجوم على الجزء العلوي يتم تنفيذه تلقائيًا يمكن تحديده قبل الإطلاق عبر مفتاح القائمة الرئيسية \(الافتراضي: Q\) عند التصويب بالنظام السلاحي. يزيد وضع الهجوم على الجزء العلوي من فرص الضرب بنجاح على درع الجزء العلوي الأضعف للهدف، ولكن يستغرق المزيد من الوقت للصاروخ للارتفاع إلى الارتفاع المطلوب والانغماس نحو الهدف، كما أنه يزيد من المسافة الدنيا التي يمكن استخدام السلاح فيها إلى حوالي 150 مترًا، لذا قد يرغب المشغل في اختيار وضع العمل المباشر بدلاً من ذلك لتقليل وقت الرحلة للصاروخ والمسافة الدنيا. يرجى ملاحظة أن هذه الصواريخ "ذكية" ولا تعتمد على التحكم بالأسلاك لتوجيهها، بل توجه بناءً على نقطة الاصطدام المختارة. + +بسبب أسباب اللعبة، فإنها ليست قادرة على الاستهداف والنسيان بقدرات التوجيه مثل نظرائها في الحياة الواقعية. + + +_Kits: القوات التقليدية مكافحة الدبابات_ + +![cuserswouterdesktop14.png](../assets/cuserswouterdesktop14.png)**الصواريخ الجو-أرض \(SAM\)** تُستخدم لإسقاط الطائرات العدو. لتحقيق ذلك، تحتاج إلى اكتساب الهدف بصريًا من خلال تتبعه في الجو. بمجرد تحديد المسار، ستسمع صوتًا منخفضًا، وبعد بضع ثوانٍ عند تحقيق القفل ستسمع صوتًا عاليًا ثانويًا، وفي هذه النقطة يمكنك النيران. تعوق التدابير الوقائية مثل الشرارات من تدمير هدفك بشكل فعال، لذا زاوية الهجوم الخاصة بك بالنسبة لاتجاه سير المركبة أمر حاسم لتحقيق الإصابة. سيتلقى الطيارون الأعداء صوت تحذير بعد بضع ثوانٍ من تعرضهم للقفل بواسطة صاروخ جو-أرض مما يمنحهم الوقت للتحرك بعيدًا عن التهديد. بعض الفصائل القديمة مثل فصائل جزر الفوكلاند مع الـ Blowpipe لن تمتلك أسلحة مضادة للطائرات مع قفل الهدف وستحتاج إلى توجيه يدوي. + +_Kits: مضادة للطائرات_ + +![cuserswouterdesktop15.png](../assets/cuserswouterdesktop15.png)**المتفجرات التي يتم تفجيرها عن بعد** هي متفجرات يتم تفجيرها بواسطة جهاز تحكم عن بعد يتم تشغيله بواسطة الشخص الذي وضع المتفجرات وعادةً ما تُستخدم للكمائن والدفاع. **الألغام المضادة للأفراد** \(كلايمور\) تستغرق 5 ثوانٍ للتفجير بعد وضعها. عند تشغيل المفجر، سيشير صوت عند انتهاء هذا الوقت. إذا تم تفجير المتفجرات مبكرًا، فلن تنفجر على الإطلاق. لا تحتوي المتفجرات العابرة عن هذا الحماية. يجب تثبيت معظم المتفجرات وأنت في وضع الاستلقاء. يمكن للاعب وضع ما يصل إلى 4 ألغام مضادة للأفراد و 5 حزم C4 أو IEDs في نفس الوقت. يمكن لبعض الجنود وضع مجموعتين مستقلتين من المتفجرات التي يمكن تفجيرها بشكل فردي. يمكن تفجير هذه المتفجرات جميعًا بمفتاح الرباط الخاص بالمهندس القتالي. بعد وضع المتفجر، ستضع اللعبة رمزًا على الخريطة ليروه الأصدقاء. ومع ذلك، لن يتلقوا مؤشرًا بصريًا عن هذه في واجهة المستخدم الخاصة بهم على عكس BF2 عندما يكونون على مقربة منها. يمكن للمهندسين الانتحاريين وضع علامات حجرية لتحذير الأصدقاء من المتفجرات المدفونة ولكن قد تُبلغ أيضًا القوات التحالفية بأن تكون حذرة منها. إذا لم تعمل عملية وضع العلامة التلقائية على الخريطة، يمكنك الضغط والاستمرار على **Q**، ثم النقر الأيسر عند اختيار سلاح نوع IED لوضع ما يصل إلى 3 علامات للألغام يدويًا. + +_Kits: ألغام مضادة للأفراد: جندي مشاة AP \| متفجرات الهاون، TNT IEDs: مهندس Sapper \| حاوية مياه IED: مهندس Sapper ومهندس غير تقليدي_ + +![cuserswouterdesktop16.png](../assets/cuserswouterdesktop16.png)**المتفجرات التي تنفجر في وقت محدد** هي متفجرات على مؤقت تنفجر بعد وضعها بوقت قصير وتُستخدم أساسًا لتدمير الأصول الثابتة مثل قواعد النيران العدو، ومخازن الذخيرة والمركبات العدو المهجورة. النوعان الرئيسيان للمتفجرات المؤقتة هما **شحنات C4 الكبيرة والصغيرة**. الـ Large C4 أكثر قوة بقليل من الـ Small C4 ومتاحة فقط لطقم المهندس القتالي للقوات التقليدية بينما يحمل الـ Small C4 كل من طقم المهندس القتالي للقوات التقليدية وطقم الكسّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّّ + +الحقائب: مهندس قتالي + +تعيد **الضمادات الميدانية** 25 نقطة صحة. يتم رميها على الأرض لعلاج اللاعب الذي يقف أقرب إلى الضمادة. تتم اختيار الضمادات الميدانية عن طريق الضغط على مفتاح 8 أو 9. **علبة الإسعاف الأولي** يمكنها شفاء اللاعب بالكامل وتستخدم عن طريق الضغط على زر النار مع التوجيه نحو الشخص الذي يجب علاجه. لم يعد يتم إسقاط علب الإسعاف الأولي ويستغرق بعض الوقت لشفاء اللاعب المصاب بشدة. يمكن للطبيب علاج نفسه باستخدام اللصقات المقدمة. يتم شفاء اللاعبين داخل مركبة مع طبيب تلقائيًا مع مرور الوقت. **الإبرة الإنعاشية** تُستخدم بعد ذلك لإحيائهم. يحتاج الجنود الذين تم إحياؤهم حديثًا إلى علاج طبي فوري لمنعهم من النزيف. يُستخدم **السحب** لنقل لاعب مصاب قبل إعطاء حقنة الأدرينالين. يجب أن تكون في وضع الجلوس قبل أن تتمكن من استخدام هذا. + +الحقائب: ضمادات ميدانية: جميع الجنود \| علبة الإسعاف الأولي، السحب، الإبرة الإنعاشية: طبيب قتالي / طبيب بحري / طبيب متمرد + +**الذخيرة الإضافية** يمكن استخدامها عندما ينفد اللاعب من الذخيرة. عادة ما توفر حقيبة الذخيرة الواحدة عدة مجلات وقنبلة أو اثنتين. يمكن أيضًا استخدام حقيبة الذخيرة لإعادة تسليح الأسلحة القابلة للنشر مثل الرشاشات الثقيلة، ومطلقات مكافحة الدبابات، ومواقع الهاون. + +الحقائب: جندي بندقية ومجموعة متنوعة من حقائب جندي المتمردين + +**أداة التحصين** تُستخدم لبناء هياكل قابلة للنشر للفريق. لا يمكن استخدامها بشكل هجومي. لبناء هيكل، تحتاج إلى توجيه النظر نحوه والضغط على زر النار حتى يتوقف تحريك الحفر. الخيار البديل للـ commo-rose يسمح لقادة الفرق بتدمير الحفر الصديقة وحواجز الأسلاك الشائكة. + +**مفتاح الإصلاح/الإصلاح** يُستخدم لتعطيل وإزالة المتفجرات مثل الألغام البرية، والمتفجرات المحمولة، وأسلاك الفخ، وفخ القنبلة. يمكنه أيضًا إجراء إصلاحات لمركبات خفيفة معينة عندما تتعرض لأضرار. يمكن أيضًا استخدامه لبناء هياكل. كل من المجرفة والمفتاح الإصلاحي قادرة على إصلاح كاش. + +> _الأدوات: أداة الحفر: الجميع باستثناء الضابط، الطبيب العسكري / العامل الطبي، القناص، الطيار، قائد الخلية والمدنيون من حماس_ + +> _مفتاح ربط: مهندس قتالي في القوات التقليدية_ + +تستخدم **قنابل الدخان** لإخفاء حركة القوات أو للإشارة إلى الطائرات الصديقة. يستغرق إنشاء الشاشة الدخانية حوالي 30 ثانية للتكامل والملء. تدوم الغطاء لأكثر من دقيقة قبل أن يتبدد. + +> _الأدوات: قنبلة دخان: معظم الأدوات \| قنبلة إشارة: الضابط، القناص في القوات التقليدية، الطيار_ + +تسمح **المناظير** للجنود برصد الأعداء البعيدين وتحديد جهات اتصال غير معروفة. يمكن للضباط وقادة الخلايا أيضًا استخدام مناظيرهم لطلب ضربات الهاون. يتم استخدام **جهاز تحديد الأهداف بالليزر على الأرض** (GLTD) لوضع علامات على الأهداف للتورط من قبل الطائرات الصديقة ومواقع الهاون. + +> _الأدوات: منظار: طاقم السفينة، القناص ومعظم الأدوات في الفصائل غير التقليدية \| GLTD: الضابط والمراقب للقوات التقليدية_ + +**الراديو والهواتف الخلوية** تستخدم للإبلاغ عن جهات اتصال معادية لبقية الفريق. يمكن أيضًا استخدامها من قبل قادة الفرق لطلب الدعم من وحدات أخرى ووضع هياكل يمكن نشرها. + +> _الأدوات: الضابط، قائد الخلية، المراقب، المدني_ + +**خطاف الربط** يستخدم للعبور فوق الجدران، المباني أو للوصول إلى قمة الهياكل للسماح لأعضاء الفريق الرئيسيين بالحصول على ميزة الارتفاع. بعد أن يتصل الخطاف بنجاح بسطح ما، يمكن لأي لاعب الصعود عبر الحبل عن طريق الضغط على مفتاح "الدخول / الخروج" (الافتراضي: E) والتقدم للصعود والرجوع للانزلاق على الحبل. يبقون في الموقع لمدة 3 دقائق ويمكن استرجاعهم بواسطة اللاعب باستخدام مفتاح الاستلام (الافتراضي: G). إذا تعرضت للإصابة أثناء تسلق الحبل - ستموت، ولن تكون قابلة للإنعاش (تمامًا مثل تسلق السلم). + +المظلات تستخدم من قبل الطيارين والمظليين. يتم نشرها تلقائيًا عند الظهور في فصيل يستخدم المظلات. عند الخروج من طائرة ذات أجنحة ثابتة، سيتم نشر مقعد الخروج تلقائيًا أيضًا. يمكن أيضًا نشرها يدويًا في حالات أخرى (الافتراضي: 9). يجب فتح المظلات في وقت كافٍ قبل الوصول إلى الأرض لتجنب الإصابة أو حالة خفيفة من الموت. بعد وصول قائد الفريق إلى الأرض في الخريطة التي تدعم الهبوط الجوي، يظهر صندوق إمداد خاص بجانبه. يمكن استخدام هذا الصندوق فقط لطلب الحقائب. + +> _حقائب: طيار، أي حقيبة يمكن استخدامها من قبل فريق يحتوي على نقطة هبوط جوي_ + +## _منظار الحديد الاحتياطي (BUIS)_ + +**منظار الحديد الاحتياطي (BUIS)** مصمم لتوفير طريقة بديلة للمشغل لاستهداف الهدف اعتمادًا على الوضع. بفضل تجهيز السلاح بـ BUIS، سيتمكن اللاعب من التبديل بين النظارات الاحتياطية والبصريات باستخدام **مفتاح تبديل الكاميرا الحالي (C)**. في الزاوية السفلية اليمنى يوجد رمز صغير (S للنطاق، B لـ BUIS) يعرض الطريقة المحددة حاليًا للعرض. من الممكن تغيير الطريقة التي تستخدمها عند التصويب، مما يزيد من قدرتك على إما تحديد مواقع الأعداء أو التصويب بدقة بسرعة. + +## _تغيير مدى الرؤية_ + +{{ "درس فيديو - تغيير مدى الرؤية" | youtube("cLfdH1EHWPA") }} diff --git a/langs.md b/langs.md index 77f8ea2..6f8fe74 100644 --- a/langs.md +++ b/langs.md @@ -7,4 +7,4 @@ * [Brazilian Portuguese - v1.6.4](br/) * [Spanish / Español - v1.7](es/) * [Italian - v1.7](it/)--> -* [Arabic / العربية - v1.7](ar/) \ No newline at end of file +* [Arabic / العربية - v1.7](ar1/) From a90a55f5408ad9e4d5cf5a595591885d3bad6ab5 Mon Sep 17 00:00:00 2001 From: Abdullah-Khawahir Date: Tue, 20 Aug 2024 22:39:28 +0300 Subject: [PATCH 08/15] copyed old commander traslation --- ar1/commander.md | 72 ++++++++++++++++++++---------------------------- ar1/summary.md | 2 +- 2 files changed, 31 insertions(+), 43 deletions(-) diff --git a/ar1/commander.md b/ar1/commander.md index 5001a49..e166421 100644 --- a/ar1/commander.md +++ b/ar1/commander.md @@ -1,70 +1,58 @@ -# The Commander +# الرائد -## _Leading the Troops_ {#leading-the-troops} +## _قايدة القوات_ {#قيادة-القوات} -The primary task of the commander is to **coordinate** the team and to give guidance and direction to those operating under his command. His role is to monitor situations and engagements and the overall scope to the battlefield to effectively determine a strategy. He can also grant or deny requests sent by Squad Leaders. These include contact reports and area attacks. +المهة الأساسية للرائد هي **تنظيم و تنسيق** الفريق و أعطائهم أوامر و أرشادهم تحت قيادته. دوره هو مراقبة الحالة العامة لأرض المعركة و التمعن في محاور الأشتباك لإيجاد أفضل أستراتيجية. لديه القدرة علي قبول او رفض طلبات الضباط. التي تتضمن بلاغات مواقع قوات العدو او الدعم المدفعي. -The commander can **transmit directly to a specific Squad Leader** by using the **Direct Squad Radio Net** - by holding down the corresponding squad number, **1 - 9** digit on the keyboard numpad. +**التواصل مباشرة مع الضباط** يمكن للرائد التواصل مع الضباط باستخدام **شبكة الراديو المباشرة** باستخدام الأرقام علي يمين لوحة المافتيح الا و هي الكيبورد و يتواصل مع كل فرقة بالضغط علي الرقام من 1-9 حسب رقم الفرقة. -The Commander can **confirm or deny request of area attack**. If a Squad Leader calls in a request for artillery, the commander can right click the icon and accept or deny it. After which the order will be confirmed to the team. The area-attack reload is 30 minutes. For insurgents and similar to them forces, a mortar strike is instead available, usually with 20 minutes between possible strikes. To see when artillery/mortars are available again you can look at the top left in the commander window \(**default: Caps Lock**\) and see the bar with “**AREA ATTACK**” in it. +بمكن للرائد **قبول او رفض طلب الدعم المدفعي** هذا اذا قام احد الضباط بطلبه, بعد ذلك بمكن للفريق رؤية تأكيد الطلب. الدعم المدفعي يمكن طلبه كل 30 دقيقة, بالنسبة للمتمردين الموضوع مشابه لكن بدلا من المدفعية يمكنهم طلب دعم مدافع الهاون كل 20 دقيقة. لتعرف ما أذا كان دعم المدفعية/الهاون متاحاً انظر الي اقصي اليسار في الجزء العلوي من شاشة الرائد يوجد شريط يسمي **AREA ATTACK** اي الدعم المدفعي. -To keep the team cohesive it is the commander’s sole focus to **deliver orders** to each squad. He can alternatively assist team members by keeping them well informed of situations outside their area of operations \(AO\) confirming intelligence on the map using a variety of markers by right clicking the map: - -* **Commands** - * **Destroy**: Remove friendly FOBs. - * **Remove Marker:** Remove unwanted friendly markers from the map. - * **UAV:** Deploy reconnaissance drone at the position. - * **Waypoint:** Place a waypoint marker. You can place up to 7 of them. Each one is identified with a letter. These do not disappear. - * **Request Mortars:** Request the mortar crew to bring mortar fire to this position. +لأبقاء الفريق متماسكا دور الرائد الوحيد و الأهم هو **أعطاء الأومر** لكل فرقة تحت قيادته. يمكنه التناوب في مساعدة اعضاء الفريق بإبقائهم علي دراية بالوضع الحالي خارج محيط عملياتهم بتأكيد المعلومات الاستخباراتية علي الخريطة باستخدام العلامات عن طريق النقر علي الخريطة بالزر الايمن: +* **الأوامر** +* **Destroy** ألا و هي التدمير لتدمير قاعدة عمليات امامية الصديقة و المنشأات المحيطة بها. + * **Remove Marker** لأزالة اي علامات غير مرغوب فيها من علي الخريطة. + * **UAV** طلب أنزال طائرة استطلاع بدون طيار لكشف مواقع العدو. + * **Waypoints** اي نقاط الاحداثيات او الاهداف الاستراتيجية يمكن وضع 7 علامات ولا تختفي إذا وضعت. + * **Request Mortar** اي طلب دعم من فريقة الهاون لقصف موقع معين. + * **Target Laze**هو وضع علامة بالليزر علي موقع معين ليتم قصفه منقبل الدعم الجوي. {% figure "../assets/commands.png" %} Possible commands, squad orders and icons commander can use. {% endfigure %} - -* **Squad Orders** - * Same markers are available to Squad Leaders. When you select a squad in the left menu you can give them orders. If they accept \(**PAGE UP**\) it will replace thats squad’s marker. + **اوامر الفرق** : +**بعض العلامات يمكن أستعمالها مع الضباط يمكن اختيار فرقة من القائمة التي علي اليسار و من ثم اعطائهم الأوامر , اذا قبلو (PAGE UP) ستبدل العلامة التي وضعها قائد الفرقة بعلامتك انت.** {% figure "../assets/build.png", "../assets/observe.png", "../assets/defendmarker.png", "../assets/demolish.png", "../assets/move.png" %} The build, observe, defend, demolish and move markers, respectively. {% endfigure %} -* **Infantry \| Vehicles \| Emplacements \| Misc.** - * Various markers that can be placed to mark enemy infantry, assets and deployed assets. - -Markers cannot be placed all the time. At the top left there is a bar showing “**MARKER**”, indicating how long it takes until the next marker can be placed. - -{% figure "../assets/commander_right_click.png" %} -Size of circles change depending on map size. Pictured above is Muttrah City(2km). -{% endfigure %} - -When right clicking on the commander screen the commander can also estimate distances using the circles. - -If the Squad Leaders believe the Commander is not efficient in his duties, then they have the option to start a **mutiny**. If it succeeds, a new player can take this position. - -### Commander Rally Point -The **Commander Rally Point** can be used by the entire team. To establish this RP the Commander needs at least 5 team mates near him \(one of them must be a squad leader\) to place the RP. This RP is not available in the skirmish mode and at least 12 players must be on the commander's team. The RP will stay active as long as the commander is within 100m radius of the rally point. All other rules described in the Squad Leader chapter about rally points also apply for the commander rally point \(see [here](the_squad_leader.md#rally-points)\). +** المشاة\| مواقع التمركز \| المركبات \| غيرها ** + علامات مختلفة يمكن استخدامها لرصد قوات العدو علي الخارطة للفريق كله و تكةن باللون الاحمر. +لا يمكن وضع العلامات طوال الوقت. في الجزء العلوي الأيسر يوجد شريط يوضح «* * MARKER * *» كم تبقي من الوقت لوضع علامة جديدة. +إذا كان قادة الفرقة يعتقدون أن الرائد غير كفء في اوامره، فعندئذ لديهم الاختيار لبدء تمرد بزر **mutiny** و اذا وافق الاغلبية يتم ازالته +**نقطة تجمع الرائد** **Commander Rally Point** يمكن استخدامها من قبل الفريق بأكمله. لإنشاء النقطة هذه، يحتاج الرائد إلى 6 لاعبين على الأقل بالقرب منه \(يجب أن يكون أحدهم ضابط \) لوضعها. لا تتوفر هذه في وضع المناوشة ويجب أن يكون هناك 12 لاعبًا على الأقل في فريق القائد. سيظل نقطة التجمع نشطة طالما أن القائد موجود ضمن مسافة 100 متر من نقطة التجمع. جميع القواعد الأخرى الموضحة في فصل الضابط حول نقاط التجمع تنطبق أيضًا على نقطة تجمع القائد. -## _UAV_ {#uav} +## طائرة استطلاع بدون طيار (uav) {#uav} -The Commander of conventional forces and the militia are able to control an **Unmanned Aerial Vehicle \(UAV\)** from his team's command post or armored command vehicle \(ACV\). The UAV in PR:BF2 does not reveal enemy positions automatically but gives the commander the means to observe the battlefield visually from a bird’s eye point of view. The commander can control the UAV's camera while it cruises at a constant altitude. +يستطيع الرائد قوات الميليشيا التحكم في ** \(uav\)** من مركز قيادة فريقه أو مركبة القيادة المدرعة \(ACV\). لا تكشف الطائرة بدون طيار في PR:BF2 عن مواقع العدو تلقائيًا ولكنها تمنح الرائد وسيلة لمراقبة ساحة المعركة بصريًا. يمكن للرائد التحكم في كاميرا الطائرة بدون طيار أثناء طيرانها على ارتفاع ثابت. -At the start of a round there is a **5 minute delay** before the UAV can be fueled. After that, it can be launched by placing the UAV marker on the command map. This can be done by pressing the UAV icon on the top left of the commander screen or by right clicking on the map and placing the UAV icon. Then to operate it you have to enter the ACV vehicle at the main-base of your team. +يتم إطلاق الطائرة بدون طيار عن طريق وضع علامة UAV على الخريطة. يمكن القيام بذلك عن طريق الضغط على أيقونة UAV في الجزء العلوي الأيسر من شاشة التحكم أو عن طريق النقر بزر الماوس الأيمن على الخريطة ووضع أيقونة UAV. ثم لتشغيلها عليك دخول مركبة ACV الموجودة في القاعدة الرئيسية للفريق. {% figure "../assets/acvv.png" %} Armored Command Vehicle. {% endfigure %} +**الطائرة بدون طيار لن تبقى في الخدمة إلى الأبد.** تفقد الطائرة بدون طيار 0.2% من الوقود/ثانية أثناء السفر، و0.1% من الوقود/ثانية أثناء التشغيل وتتزود بالوقود بنسبة 0.2% من الوقود/ثانية عند القاعدة. يمكنك مراقبة مستوى الوقود من خلال مشاهدة شريط "الوقود" الموجود أعلى يسار شاشة التحكم. -**The UAV won’t be up forever.** The UAV loses 0.2% fuel/sec while travelling, 0.33% fuel/sec while operating and refuels at the same rate at base. You can monitor the fuel by watching the “FUEL” bar on the top left of the commander screen. +يمكن إعادة الطائرة بدون طيار إلى القاعدة في أي وقت ** للتزود بالوقود **. العودة إلى القاعدة لا تستهلك أي وقود. يمكنك القيام بذلك عن طريق النقر بالزر الأيمن على أيقونة UAV في الجانب العلوي الأيسر من شاشة القائد. -The UAV can be sent back to base at any point to **refuel**. Returning to base does not consume any fuel. You can do this by right clicking the UAV icon on the top left side of the commander screen. +يعتمد الوقت المستغرق لنشر الطائرة بدون طيار على مسافة السفر. تتحرك الطائرة بسرعة 50 م/ث. -The time it takes to deploy the UAV depends on the travel distance. It travels to its destination at 40m/s. It takes 1 minute for the UAV to complete its orbit over the position it's surveiling \(around 21m/s\). The UAV takes 30 seconds to take off/land. +**تتمتع كاميرا الطائرات بدون طيار** بثلاثة مستويات من التكبير مع إمكانيات الرؤية الحرارية. توفر الطائرة بدون طيار التابعة للميليشيا مستويين فقط من التكبير/التصغير بدون رؤية حرارية. -**The UAV camera** has three levels of magnification \(**Right Click**\) with thermal vision capabilities \(hold **T** and **Right Click** "DAY / THERMAL BHOT"\). The Militia’s and similar forces' UAVs only offer two zoom levels with no thermal vision. +يمكن نقل الطائرة بدون طيار على الفور عن طريق تعيين موقع جديد لها على الخريطة. تعمل الطائرة بدون طيار فقط على خرائط بطول 2 كم و4 كم نظرًا لكونها قوية جدًا بالنسبة للخرائط الصغيرة. -The UAV can be **relocated** by assigning it a new position on the map. Travelling does not prevent you from operating its camera. The UAV only operates on 2km and 4km maps due to it being too powerful for small maps. - -{% figure "../assets/uav2.png" %} +{% figure "../assets/uav.png" %} The commander’s UAV Camera. -{% endfigure %} \ No newline at end of file +{% endfigure %} diff --git a/ar1/summary.md b/ar1/summary.md index ab4932b..79597d2 100644 --- a/ar1/summary.md +++ b/ar1/summary.md @@ -13,7 +13,7 @@ * [قائد الفرقة](the_squad_leader.md) * [تشغيل المركبات](operating_vehicles.md) * [رموز المركبات](vehicle_icons.md) -* [القائد](commander.md) +* [القائد](commander.md) * [المدني](the_civilian.md) * [متتبع ومسجل المعارك](replays.md) From e5b33b87f22a9d999757947976f1c12ef38fd0e1 Mon Sep 17 00:00:00 2001 From: Abdullah-Khawahir Date: Tue, 20 Aug 2024 22:52:36 +0300 Subject: [PATCH 09/15] traslated vehicals_icons --- ar1/summary.md | 2 +- ar1/vehicle_icons.md | 31 +++++++++++++++---------------- 2 files changed, 16 insertions(+), 17 deletions(-) diff --git a/ar1/summary.md b/ar1/summary.md index 79597d2..f7c914f 100644 --- a/ar1/summary.md +++ b/ar1/summary.md @@ -12,7 +12,7 @@ * [الأطقم](kits.md) * [قائد الفرقة](the_squad_leader.md) * [تشغيل المركبات](operating_vehicles.md) -* [رموز المركبات](vehicle_icons.md) +* [رموز المركبات](vehicle_icons.md) * [القائد](commander.md) * [المدني](the_civilian.md) * [متتبع ومسجل المعارك](replays.md) diff --git a/ar1/vehicle_icons.md b/ar1/vehicle_icons.md index 1fcd79d..6db7ef0 100644 --- a/ar1/vehicle_icons.md +++ b/ar1/vehicle_icons.md @@ -1,7 +1,6 @@ -# Vehicle Icons - -To learn more about them you can visit the [PR Icon-to-Assets Index](https://realitymod.github.io/PR-Assets-Indexes/icon-to-asset_index.html) where you can see exactly which vehicles are represented by a given icon. +أيقونات المركبات +لمعرفة المزيد عنها يمكنك زيارة [فهرس أيقونات الموارد العامة](https://realitymod.github.io/PR-Assets-Indexes/icon-to-asset_index.html) حيث يمكنك رؤية بالضبط أي المركبات تمثلها أيقونة معينة.