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STW Parachute Spawn Point

Bring a little vertical ambition to Arma Reforger by Bohemia Interactive. This STW mod creates faction-safe airborne spawn points and lets eligible players make a controlled parachute jump to reinforce the fight, rather than taking the scenic route in a truck.

A player, Game Master and server-owner guide by STW (ScienceTechWorks).

What it adds

STW Parachute Spawn Point adds a practical way to insert soldiers from the sky. Each air spawn point belongs to one faction: friendly players can see and use it, while opposing forces cannot use it as a convenient intelligence service.

It is part of the wider STW suite of mods for Arma Reforger by Bohemia Interactive, built by ScienceTechWorks to make Reforger servers feel more alive, organised and occasionally delightfully chaotic.

Before you jump: the important bit

Pack a parachute. Before an air deployment, equip a recognised parachute in your backpack slot. Without one, gravity will conduct a very brief and decisive debrief. A parachute that has already been used cannot be used again.

A good routine is to equip the parachute, save that loadout, and select it before spawning or using Parachute Deployment. If your usual backpack matters, consider storing it in a leg bag first. The server can be configured not to require a recognised parachute, but Captain Sprocket strongly recommends treating that as an emergency setting rather than an invitation to test terminal velocity.

Recommended parachute mods

These are good parachute choices for STW Parachute Spawn Point. Install the same mod on the server and clients where required by the server setup.

The server decides which equipment it recognises, so check the server’s rules if a parachute does not qualify for deployment.

For players: request a new air spawn point

On servers that allow requests, a group leader can ask for a new insertion point directly from the map. The marker text is flexible: Parachute, Parachute Spawn, or another name containing that word will work, regardless of capital letters.

  1. Make sure you are the group leader and belong to the faction that needs the point.
  2. Open the map and place a marker at the intended insertion area.
  3. Name it with a phrase containing Parachute.
  4. Wait a moment. The server checks the request, then removes the request marker.
  5. On success, your faction receives an air spawn marker. On refusal, look for the short radio/chat message explaining why.

Requests may be denied if your faction already has its maximum number of points, or if you are trying to place one too close to an existing friendly air spawn. Enemy points do not count against your side’s spacing rule. This is a tactical system, not a queue for the world’s least comfortable airport.

For living players: Parachute Deployment

Air spawn points are not only for respawning. If the server has enabled live deployment and the Game Master allowed it on that point, you can use a friendly point while alive.

  1. Equip your parachute and move somewhere safe and still.
  2. Open the pause menu and select Parachute Deployment.
  3. Choose an eligible air spawn point from your faction’s list.
  4. Confirm the jump and stay put for the countdown.
  5. Deploy, open your chute in good time, and aim for terrain that looks less pointy than the alternatives.

Depending on the server settings, movement, incoming damage, being inside a vehicle, a recent deployment cooldown, or a missing parachute can cancel the attempt. Only same-faction points appear in the list.

For Game Masters

Game Masters can create a dependable insertion point without waiting for a player request. In the Entity Browser, search for STW, Parachute, or Spawnpoint, then place STW Parachute Spawnpoint.

  1. Place the spawn point where the insertion should be located.
  2. Select it and open its attributes.
  3. Choose the faction that may see and use it.
  4. Set its altitude above ground level and its Time To Live.
  5. Choose whether living players may use it through Parachute Deployment.

The editable Game Master icon stays at ground level so it remains easy for GMs to find. Players, meanwhile, are deployed at the configured altitude. Set Time To Live to 0 for a permanent point; otherwise it disappears after the selected number of minutes.

Detailed server configuration

On its first start, the server creates configuration files in $profile:STW/ParachuteSpawn/. Stop the server before editing them, keep a backup, and restart afterwards. Invalid or extreme values are kept within safe ranges automatically, but small, deliberate changes are still the best way to tune a server.

Where configuration lives

There are two different configuration locations. They serve different jobs, so it is worth knowing which cupboard you are opening before moving the furniture.

FolderWho uses itWhat it contains
$profile:STW/ParachuteSpawn/Server ownersThe live server settings created automatically after the mod starts: STWParachutesConfig.json and STWLiveTeleportConfig.json. Edit these files to change how your server behaves.
STWParachuteSpawnPoint/Configs/Mission makers and Workbench usersEditor configuration that makes the STW Parachute Spawnpoint available and configurable in Arma Reforger Workbench/Game Master. It includes the placeable-entity catalogue and editable attribute definitions.
Server-owner rule of thumb: edit the files in $profile:STW/ParachuteSpawn/, not the mod's installed Configs/ folder. The profile folder preserves your server choices when the mod is updated; the mod folder is part of the add-on itself and is best left for development or mission-editing work.

On a hosted server, $profile: means that server's profile directory. Its exact Windows/Linux path depends on the host and launch setup, but the STW subfolders and filenames remain the same. If the folder is not there yet, start the server once with the mod enabled, stop it cleanly, then edit the generated files.

Air spawn rules — STWParachutesConfig.json

SettingWhat it means in practiceDefault
EnabledMaster switch for the air-spawn system.true
EnableMarkerRequestsLets players request points using map markers. Turn it off for GM-only placement.true
RequireGroupLeaderForMarkerRequestsRestricts marker requests to group leaders, preventing duplicate requests from a busy squad.true
MarkerScanIntervalSecondsHow often the server looks for request markers. Lower is quicker but does more checking.2
MarkerProcessingDelaySecondsA short pause before a new marker is processed.2
DefaultAltitudeAGLDefault jump height above the ground (AGL), in metres. The minimum is 100 m.320
DefaultTimeToLiveMinutesHow long newly created points last. Use 0 for permanent points; maximum is 1,440 minutes.30
MinimumSameFactionSeparationMinimum spacing in metres between points belonging to the same faction.500
MaximumSpawnPointsPerFactionMaximum active points per faction. The allowed range is 1–100.10
DefaultGameMasterFactionFaction used for a GM point when no other faction is chosen.US
RequiredMarkerWordsWords recognised in player request markers. The default parachute also accepts longer labels containing it.["parachute"]
SupportedFactionsFaction keys that may use the feature. Keep this aligned with factions available in your scenario.US, USSR, FIA, RHS_USAF, RHS_AFRF
Faction note: RHS USAF and RHS AFRF entries work when the active scenario supplies those factions. The mod does not directly require RHS assets, so there is no compulsory RHS dependency.

Live deployment rules — STWLiveTeleportConfig.json

SettingWhat it controlsDefault
EnabledTurns the pause-menu Parachute Deployment feature on or off.true
RequireGroupLeaderWhen enabled, only group leaders may make live deployments.false
AllowFromVehicleAllows a player to start the deployment process while in a vehicle.false
RequireConfirmationShows a confirmation step before committing to the jump.true
CancelOnDamageCancels the countdown if the player takes damage.true
EnableCombatLockoutEnables the server’s combat restriction for live deployment when desired.false
RequireRecognizedParachuteRequires approved parachute equipment before the player can deploy.true
CountdownSecondsHow long the player must wait before jumping. Allowed range: 0–30 seconds.3
MaximumMovementDuringCountdownHow far, in metres, a player may move during the countdown before it cancels.1
CooldownSecondsWait time after a live deployment before another one can begin. Allowed range: 0–86,400 seconds.300

A sensible first setup

Co-op server

Keep parachute checks and damage cancellation on, use the 320 m default altitude, and leave the 500 m spacing rule in place. Ten points per faction is generous; start lower if you prefer a tighter operation.

Game Master event

Place a few permanent points yourself, give each side its own route into the action, and decide which ones allow live deployment. This keeps the drama high without making the whole map a spawn menu.

If something does not work, first check faction ownership, distance to nearby friendly points, the faction limit, and whether the player has the required parachute. Those four checks solve most airborne mysteries before anyone needs to blame the weather.