Alright, I came around to play with the lights and still the inactive checkbox in the editor doesn't seem to do anything for lights (at least for pointlights). So I can confirm what MulleDK19 says.
But it doesn't even work for me if I deactivate the Pointlight OnStart.
This...
void OnStart()
{
[...other code...]
SetEntityActive("PointLight_1", false);
}
...does not deactivate the Pointlight ingame.
Just for details:
The only thing I changed apart from its position is its radius (set to 9) and its color.
What DOES work though is the tip with the FadeLightTo() function.
Wwhen I use this...
FadeLightTo("PointLight_1", 0.0f, 0.0f, 0.0f, 0.0f, 9.0f, 0.1f);
... in OnStart(), then the Pointlight is effectively switched off at the beginning.
Turning it on again this way works as well:
FadeLightTo("PointLight_2", 0.604f, 0.516f, 0.155f, 1.0f, 9.0f, 0.1f);
So I guess I'll just have to use a workaround for now. Or I'm doing something wrong which I just can't see?
Because what MulleDK19 did, oddly doesn't seem to work for me.