BioSpirit wrote...
Of course, it would be better to have a placeable that woud include the light source but I don't think it's possible.
Cheers for clearing that up for me. I wasn't sure if I had to look for a model thingy solution, or not. As I said, I'm pretty ignorant when it comes to this "art" stuff. But well, if I wasn't clueless about it I guess I wouldn't ask for guidance.

Creating a VFX is easy but I don't know how to make them appear in a game. If someone could explain that it would help us both.
That, I know of and can answer if need be : we're back on my scripting domain. ^_~
I will have to create / modify a VFX however, as I couldn't find one placing the light right where it makes sense. Usually the VFX is applied at ground level. But there is a nice VFX creation tutorial on the wiki, so it won't be a problem.
And that way, I'll be able to make my lamp switchable through players clicks. Useless, hence indispensable.

case EVENT_TYPE_SPAWN:
object oDummy = CreateObject(...);
ApplyEffectVisualEffect(OBJECT_SELF, oDummy , nVFXId, EFFECT_DURATION_TYPE_PERMANENT, 1.0);
break;
Yep,
ApplyEffectVisualEffect() would work just fine. Among other possibilities one can also create a VFX structure with
Effect() and use
SetEffectEngineInteger() to specify which VFX to use, which in turn allow the utilisation of other routines such as
Engine_ApplyEffectAtLocation() etc.
effect eLamplight =
Effect(
EFFECT_TYPE_VISUAL_EFFECT);
eLamplight =
SetEffectEngineInteger(eLamplight,
EFFECT_INTEGER_VFX, iEffectID);
Engine_ApplyEffectAtLocation(
EFFECT_DURATION_TYPE_PERMANENT, eLamplight,
Location(oArea,
Vector(x,y,z), angle), 0.0f, oEffectCreator);