hmm
they are lights formed from a memmory point arent they ?
if you have a ball you can place your own procedural/macro texture on it with
lightball setobjecttexture [1,"#(argb,8,8,3)color(0,1,0,1.0,CO)"]; green
but it wont light up unless you have a high shine rvmat on it .
alternatively you could easily make a small light addon.
which would be something like a dot in the memmory lod called light and then :
class cfgvehicles
{
class house;
class dbo_Light : house
{
scope = 2;
model = "\dbo_light\dbo_light";
destrType = "DestructTree";
class MarkerLights
{
class GreenStill
{
name = "light";
color[] = {
1.0042,
0.012,
0.003,
.5
};
ambient[] = {
0.05,
0.0,
0.0,
.51
};
brightness = 0.1;
blinking = 0;
};
};
};
};