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lightA light is triggered the same as any other entity. You simple provide the light with the same targetname as the triggers target. The only addition that must be considered is a light entity that has been premodelled into something such a light_generic_caged when you have alot of lights with the same targetname. For some reason, if you have too many lights tied together and being triggered at the same time, not all them will work. The addition of a pre-made light entity, whether it can be seen or not, solves this error.
trigger_multiple
info_null
light_generic_anything
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