These are models who already have a flashlight. Maybe there is a way to add that light to any other unit, but you could also just use those models found in the Campaign section.
I'm doing the same sort of thing (flashlights on units when its night) and I've been successful with it so far. The first thing is to ensure your map's dependencies contain the campaign module because its got an object/behavior/actor collective known as flashlight and this is the key. You can add that behavior to desired units using whatever trigger method you want. Now the night vs day thing was much trickier since you can't compare time values in any functional manner, I ended up making up my own time scale & lighting transition methods and ignoring the built in time based functions as a result.
I'm not really in a position to explain in more detail how each objective was reached but this should hopefully get you started in the right direction, also know that everything I did was based upon following various tutorials related to this stuff on this site.
I saw a video and this guy had Jim Raynor, Findley and other units with flash light on them. How do I do this?
@Whalefood: Go
These are models who already have a flashlight. Maybe there is a way to add that light to any other unit, but you could also just use those models found in the Campaign section.
I tried looking for them, and yes I added the dependencies. I tried testing them out in the map and they didn't have flash lights. What do I search?
@Whalefood: Go
Try Jim Raynor (Sniper) or Tychus Findlay (Chaingun). Those two definitively have flashlights (just tried them)
How do I make it night time?
Also, I can't seem to find it in the data editor.
@Whalefood: Go
I have no idea.... but maybe this may help you
I'm doing the same sort of thing (flashlights on units when its night) and I've been successful with it so far. The first thing is to ensure your map's dependencies contain the campaign module because its got an object/behavior/actor collective known as flashlight and this is the key. You can add that behavior to desired units using whatever trigger method you want. Now the night vs day thing was much trickier since you can't compare time values in any functional manner, I ended up making up my own time scale & lighting transition methods and ignoring the built in time based functions as a result.
I'm not really in a position to explain in more detail how each objective was reached but this should hopefully get you started in the right direction, also know that everything I did was based upon following various tutorials related to this stuff on this site.