skelebob9 2 Posted April 5, 2016 I've been having trouble making a steady-burning light visible only in NVGs (like an IR laser or a non-flashing IR grenade). Does anybody have any insight on how I could achieve this? class ChemlightLight_green { class Light1 { simulation = "light"; type = "ChemLight_green"; }; }; I tried changing the simulation = "light"; to simulation = "nvmarker"; and it doesn't work (added a NVGMarker class identical to a working NVG marker taken from weapons_f.pbo) and it doesn't light up at all (in NVGs or not). I tried changing type = "ChemLight_green"; to type = "ChemLight_IR"; and added a class under CfgLights. This works for whatever I want to do, except NVG-only visibility: class Chemlight_IR { color[] = {0.1, 0.1, 0.1, 1}; ambient[] = {0, 0, 0, 0}; brightness = 1; intensity = 4000; drawLight = 0; class Attenuation { start = 0; constant = 1; linear = 0; quadratic = 40; }; position[] = {0, 0.2, 0}; diffuse[] = {0.02, 0.02, 0.02}; onlyInNvg = 1; }; I added in the onlyInNvg = 1; and it does literally nothing. I swapped out the light class for an NVG marker class: diffuse[] = {0.1,0.1,0.1}; ambient[] = {0.01,0.01,0.01}; brightness = 0.15; name = "pozicni blik"; drawLight = 1; drawLightSize = 0.005; drawLightCenterSize = 0.005; activeLight = 0; blinking = 1; dayLight = 0; onlyInNvg = 1; useFlare = 0; I removed some non-applicable stuff (like blinking = 1;) and still, it either doesn't light up at all or it lights up even without NVGs. I'm seriously stuck, does anybody have any idea? I've searched the wiki up and down and there's no reference to this anywhere. I've googled it extensively, nothing. 1 Share this post Link to post Share on other sites