I read your post and thought about it for a bit.. It's not perfect, but my solution is to: run an X = Y grid check for the light source, and match that with a n>(range of enemy sight) for proximity based on light source. If it's above 3, they will only see the character if they're close enough to the light source. Run the sight event of your size preference on all of your lights, and have them activate a switch when the player enters them, that switch then checking for if they're still in it. That switch can turn on enemy move routes, alarms and pathfinding, etc.; as it stands, the way lighting is I don't believe it communicates with the engine where is more lit than where else, and to have that check would be a whole 'nother plugin, or an addition to this one. It's possible through eventing!