This is an attenuated dynamic light source created by the effects system. Lights are expensive in game and should be used sparingly. Light can be implemented like any other particle or FX, and can be attached to moving objects, projectiles and units but again, use VERY sparingly.
Attenuation: The attenuation (falloff) of the light. 0 is infinity and the light will not fall off. The values start at 0.1. Never use a value of 0 as the game will read it as an error. For full brightness use a value close to 0 (0.06 seemed to work well in game). The attenuation curve works in reverse to everything else; if you want the light to fade out you have to have the curve ascend upwards (have the last key end around 25+ to make sure light completely goes out).
Colour: Determines the color of the light emitted. Can be animated.
Detail_From: The effect is displayed from this detail level to the Detail_To detail level.
Detail_To; The effect is displayed to this detail level from the Detail_From detail level.
Duration: The duration of the effect.
Loop: Determines whether the effect loops.
Offset: The Offset in X Y Z space from (0,0,0). Can be animated.
Priority: Determines the importance of the light for the LOD system. 0 is high priority,and 1 is low priority.
Radius: Determines the attenuation of the light. I.e. How far the light travels from its origin. Can be animated.