Teleport yourself or friends or I duno figure it out yourself itse APL :D <3
Players now
3
Servers
9
Rating
100%
1 votes
Subscribers
-
3,337 downloads
Busiest servers running it 9 in total
All serversPlayers on servers with it
daily, last 30 days
Details
- Author
- joshargh
- Version
- 1.0.0
- Size
- 12.8 MB
- Licence
- APL
- Game version
- 1.6.0.76
- Likes
- 0 / 0 dislikes
- Published
- 26 Nov 2025
- Updated
- 10 months ago
- Workshop ID
- 66F4B5793CA7E709
Recent adoption
30 days: +20 −12 ↑0
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Required by
10Often used with
8Version history
1-
v1.0.0 12.8 MB 26 Nov 2025
Description from the Workshop
Fast Travel / Teleport Advanced (Reforger) A lightweight, plug-and-play fast-travel system that lets players teleport to a random destination. Includes optional fade-to-black, FX, sounds, and per-player cooldown tracking. Included Files FastTravelRandomAction.c – core action script with origin checks, random destination selection, cooldowns, fade, and FX hooks. TP_Action.et – prefab wired to the action (3 m use radius, default UI text, fade on). TPl_Destination.et – simple replicated marker used as the teleport landing point. tptest.ent + default.layer – example scene showing two linked teleporters. Setup Guide Place TP_Action.et wherever players should activate fast travel and rename it as needed. In the FastTravelRandomAction attributes on that prefab: m_FastTravel_Origin (optional): set the origin’s entity name if you want to restrict the action. m_FastTravel_Destinations: list of destination entity names (one is chosen at random). m_Cooldown: required seconds between player teleports. m_EnableFade / m_FadeDuration: enable/adjust fade-to-black. m_TeleportStartFX / m_TeleportArrivalFX / m_TeleportSound: optional audio/particle hooks. Place one TPl_Destination.et (or any entity) for each landing spot. Rename each one to match your destination list and move them to where players should arrive. Test in-game: Player lands 1 m offset from the marker. Teleport skips if the player is already within 1.5 m of the destination. All configured FX/fade are applied automatically. Cooldown is tracked per player. Notes Fade prefers SCR_ScreenEffectsManager; if missing, it loads ScreenEffects.layout. Point this to your own layout or disable fade if your mod doesn’t include it. All logs are prefixed with [FastTravel] for easy debugging. You can tweak radius, prompts, and other UX settings in the ActionsManagerComponent inside TP_Action.et. any isues please reach out https://discord.gg/X7CATG6EUA