Summary
Deployed radio backpacks can teleport a group of players to any base its faction owns: pick a destination, wait out the countdown, and arrive at chosen base.
Description
Radio Backpack Teleporter turns the deployed radio backpack into a group teleporter. Set up the radio in the field, choose one of your faction's bases and enjoy your journey to destination.
HOW IT WORKS
1. Deploy a radio backpack as usual.
2. Its action list gets two new entries: "Teleport..." and "Check teleport cooldown". Choosing "Teleport..." switches the list to the destinations — "Teleport: <base>" for every base your faction owns.
3. Hold the destination action. The countdown starts (default 60 s).
4. In the last seconds a capsule appears(*) at the radio and at the destination. Whoever from your faction/squad(**) is inside the radius is invulnerable(*) and will travel. Step out and you lose protection and stay; step in and you join.
5. Teleport. Travellers land around the centre of the destination base in the same layout they had at the radio. A few seconds of invulnerability after arrival.
(*) if enabled in settings
(**) depending on settings choice, except those who got cooldown and except anyone sitting in a vehicle
While the countdown runs, everyone who steps into the radius gets a killfeed message: "Teleportation in N s", or the remaining cooldown if they will stay behind. Stepping out of the radius is announced too.
CANCELLING
Only the initiator can cancel during the countdown (hold 3 s). The teleport is also cancelled when the radio is dismantled or destroyed, or when the destination base changes hands or is removed. The initiator's death does not cancel it — the others still go.
COOLDOWN
A player who has teleported does not travel again for a while (default 30 minutes). A player in cooldown may still start a teleport for the others, but stays behind. Death and reconnection will not reset that timer. AI has no cooldown. "Check teleport cooldown" on a deployed radio shows your remaining time in the killfeed.
RANK AND XP
Starting a teleport requires a minimum rank (default Sergeant) and costs XP (default 100), taken at the start and refunded if the teleport does not happen. Paying may cost you a rank, but never drops you to Renegade. In game modes without an XP system both are ignored.
RADIO RESPAWN
The vanilla respawn point on deployed radios stays available by default. Turn it off to make radios teleport-only (Radio spawn enabled = off); their respawn actions (info, storage, loadouts) are then hidden as well. Don't use the game mode's vanilla switch for deployable spawn points for this — it stops radios from being deployed at all, so there would be nothing to teleport from.
CONFIGURATION
Scenario authors: place Prefabs/RBT/RBT_TeleportSettings.et in the world (attribute category "Teleport"). Without it the defaults apply.
Teleport enabled - on (adds "Teleport..." to deployed radios)
Radio spawn enabled - on (off: radios are teleport-only, respawn actions hidden)
Squad only - on (off: everyone of the radio's faction in range travels)
Required rank - Sergeant (ignored without an XP system)
XP cost - 100 (taken at start, refunded if the teleport does not happen)
Countdown - 60 s (from choosing a destination to the jump)
Cooldown - 1800 s (per player after a teleport; 0 = none)
Radius - 5 m (also the capsule size)
Protection before - 3 s (capsule and invulnerability before the jump)
Protection after - 3 s (invulnerability after arrival; the capsule fades out)
Capsule visible - on (off: no capsule at all; radius and protection still apply)
Capsule density - on (off: the capsule stays almost transparent)
Capsule protection - on (off: no invulnerability before or after the jump).
Server owners can override the scenario values from config.json via missionHeader:
"missionHeader": {
"m_RBT_Settings": {
"m_iTeleportEnabled": 1,
"m_iRadioSpawnEnabled": 1,
"m_iSquadOnly": 1,
"m_sRequiredRank": "SERGEANT",
"m_iXPCost": 100,
"m_fCountdown": 60,
"m_fCooldown": 1800,
"m_fRadius": 5,
"m_fProtectionBefore": 3,
"m_fProtectionAfter": 3,
"m_iCapsuleVisible": 1,
"m_iCapsuleDensity": 1,
"m_iCapsuleProtection": 1
}
}
- Omitted fields, -1 or "" keep the scenario value. On/off values: 0 or 1.
- Rank by name: PRIVATE, CORPORAL, SERGEANT, LIEUTENANT, CAPTAIN, MAJOR.
Note! Deploying radios still needs deployable spawn points enabled in the game mode — that is the vanilla switch for placing radios at all.
COMPATIBILITY
- Works with every radio backpack built on the vanilla Radio_Deployable_Base prefab (US, USSR and FIA radios, and mod radios that inherit from it).
- The prefab is extended, not replaced: RBT only adds its own entries to the radio's action list, so other mods changing the same prefab keep their changes.
- Destinations are the game's military bases.
* If you have any comments or suggestions, you can find me on the official Arma Discord as @CichyLaslo.License
Arma Public License Share Alike (APL-SA)