Hmm I tried that but I didn't like the lag which is why I went with the zones, it's not that difficult to divide an underground passage into zones.
I was also worried about the light transporting into a tile or entity and crashing the game, though thinking about it now I suppose lights are really only 1WU cubed.
The advantage, I felt, of using zones was the transition was slightly smoother and you could set lights at predetermined levels and turn them on slightly ahead of the player.
But each to their own using the moving method is certainly a lot easier to use. Especially above ground, the zones method works best in small areas (as there's less to set up
![smile :)](./images/smilies/smile.gif)
).
Edit. I've just checked my test map and my triggers were slightly different to yours.
I set up a torch entity tagnamed Torch and a light entity for each recruit. So I had the main character tagnamed player and the torch light tagnamed player_torch, Recruit 1 and 1_torch etc.
So my triggers were
Light follows player (Preserved)
condition:
Always
Action:
move unit player_torch to player
move unit 1_torch to recruit 1
Turn on Player torch (Preserved)
Condition:
unit player has exactly one itemtaggedequiped Torch at anywhere
Action:
Set object script state player_torch ticked
Turn off Player torch (Preserved)
Condition:
unit player has less than one itemtaggedequiped Torch at anywhere
Action:
Set object script state player_torch unticked
Turn on Recruit 1 torch (Preserved)
Condition:
unit Recruit 1 has exactly one itemtaggedequiped Torch at anywhere
Action:
Set object script state 1_torch ticked
Turn off Recruit 1 torch (Preserved)
Condition:
unit Recruit 1 has less than one itemtaggedequiped Torch at anywhere
Action:
Set object script state 1_torch unticked
Then the same for the other squad members so they can all have a torch or if there's only the one it doesn't matter who holds it. Though I still think the zones are smoother especially if you overlap them and have each zone turn on the light in the next zone.
Edit2. Actually I meant to mention that trigger but forgot all about it, but not for a torch. I'm using it for a dog npc that follows the player but isn't under your control.
The main difference is instead of moving a light I've set up a waypoint, tagnamed dog_wp.
Then as above
Condition (preserved)
always
Action
move unit dog_wp to player
and to move the dog
Condition (preserved)
always
Action
set Dog to WayPoint at dog_wp
The dog will go off and attack enemies, even if you run away, but as long as it can see you afterwards will start to follow you again.