Tactical Shield Light - WIP
by Dr_Skeyz3
1.0.12
- Game Version
- 1.8.0.10
- Created
- Mon, 31 Aug 2026 09:28:08 GMT
- Last Modified
- Mon, 31 Aug 2026 09:29:04 GMT
1.0.11
Added an indestructible shield variant, following several requests. Its armor and glass stop everything. The standard destructible version remains available.
- Game Version
- 1.8.0.10
- Created
- Mon, 31 Aug 2026 09:26:44 GMT
- Last Modified
- Mon, 31 Aug 2026 09:27:11 GMT
1.0.10
Shield movement speed raised from 1.6 to 3.0 to match how ballistic shields are actually used: leading dynamic entries and room clearing, where the point man must keep pace with the stack. IK settings extended accordingly so the shield stays stable at full speed.
- Game Version
- 1.8.0.10
- Created
- Fri, 28 Aug 2026 17:55:33 GMT
- Last Modified
- Fri, 28 Aug 2026 17:56:08 GMT
1.0.9
Fixed shield flashlight replication The flashlight state was applied locally only, so other players never saw the beam. The shield entity is not owned by the player holding it, which means RPC calls sent from the shield towards the authority were silently discarded. The toggle request is now relayed through the player's PlayerController, which the player does own. The authority then applies the change on the shield, and the state is broadcast to every client through a replicated property. Late joiners and players entering streaming range now also receive the correct light state.
- Game Version
- 1.8.0.10
- Created
- Sun, 23 Aug 2026 14:45:51 GMT
- Last Modified
- Sun, 23 Aug 2026 14:46:24 GMT
1.0.8
Final test of the day. I hope it works. If it doesn’t, I’ll make another small mod to test everything privately and isolate the issue. Have a good day!
- Game Version
- 1.8.0.10
- Created
- Sat, 22 Aug 2026 16:04:48 GMT
- Last Modified
- Sat, 22 Aug 2026 16:05:47 GMT
1.0.7
Test 2 - Replication light fix
- Game Version
- 1.8.0.10
- Created
- Sat, 22 Aug 2026 13:26:37 GMT
- Last Modified
- Sat, 22 Aug 2026 13:26:59 GMT
1.0.6
Test 1 - Light Replication Fix
- Game Version
- 1.8.0.10
- Created
- Sat, 22 Aug 2026 11:32:36 GMT
- Last Modified
- Sat, 22 Aug 2026 11:33:45 GMT
1.0.5
Modification to the shield_armor damage: approximately 10–11 rounds of 7.62mm. Modification to the triangle on the front face: point facing downward, to accurately reflect the model actually used. I still haven’t found a solution for displaying decals on the shield_armor collider. I’m working on it. A few collider optimizations to align with Bohemia’s documentation.
- Game Version
- 1.8.0.10
- Created
- Mon, 17 Aug 2026 18:35:20 GMT
- Last Modified
- Mon, 17 Aug 2026 18:36:26 GMT
1.0.4
Fixed light coordinates
- Game Version
- 1.8.0.10
- Created
- Fri, 14 Aug 2026 16:44:53 GMT
- Last Modified
- Fri, 14 Aug 2026 16:45:41 GMT
1.0.3
- Game Version
- 1.8.0.10
- Created
- Fri, 14 Aug 2026 10:33:04 GMT
- Last Modified
- Fri, 14 Aug 2026 10:33:23 GMT
1.0.2
Fixed missing GameMaterials on the FBX. Fixed the SCR_DamageManagerComponent on the shield armor. Fixed the ParametricMaterialInstanceComponent on the shield armor. Adjusted the FBX collider dimensions for improved collision accuracy.
- Game Version
- 1.8.0.10
- Created
- Fri, 14 Aug 2026 10:29:37 GMT
- Last Modified
- Fri, 14 Aug 2026 10:30:58 GMT
1.0.1
Texture modifications. Added a DamageComponent to the shield_armor. Modified the GameMaterial. I may have an issuue with the FBX import, as the shield seems to be floating when dropped.
- Game Version
- 1.8.0.10
- Created
- Thu, 13 Aug 2026 23:40:23 GMT
- Last Modified
- Thu, 13 Aug 2026 23:40:47 GMT
1.0.0
- Game Version
- 1.8.0.10
- Created
- Thu, 13 Aug 2026 15:20:23 GMT
- Last Modified
- Thu, 13 Aug 2026 15:21:03 GMT
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