(Unless the transmission jammer has been upgraded in Beta 11, this should also apply to Beta 11 and therefore be relevant)
I think the transmission jammer's description is imprecise :
Blocks local transmissions from visible hostiles within a range of X, making it impossible for them to share information about your current position. Also prevents calls for reinforcements, and suppresses alarm traps.
The suppression of alarm traps is bundled with the rest, even though it only works if the jammer user triggers the trap, and is thus not based on range.
(Note: maybe it could also be a bug : in the situation in which i discovered that, i had the only ally who had a transmission jammer in Beta 10
and when another ally triggered an alarm trap, it wasn't jammed.)
What doesn't apply is allies using the jammer, for whom it doesn't actually do anything.
Oh, it's intentional. Well that's not too problematic i guess.
It's not like i discovered that after not equipping my transmission jammer specifically because my ally had one, and another ally hovered over a known alarm trap.
And even if i did, it probably wouldn't have been in Access near the end of a great run.
And even if it was, there's no way it would've been the worst Access i had ever seen before¹.
And even if it was, surely the investigation squad wouldn't have come from the garrison that was right next to the shortest path to my goal. (Although it did end up getting redirected.)
¹Ever seen the path to C contain a big detour² that goes in front of the hacker's entrance to the surface, which was neighbouring a garrison, then continued for a while before the hacker's entrance to C, in front of which was a behemoth³?
²The only alternative to which was going through at least ~8 ground tiles, which i did, with no damaging(or at least, not corrupting) cave-ins even though i had ~5 allies.
³I had the annoying tinkerer's hack, but still.
Seed: GhostShieldScreen
Version: Beta 10.2