Did you even test these? I can already see from the code that most of these lights won't actually be dark: (issues/comments highlighted with bold)
datablock fxLightData(RedLightDrk) //UI name and DB names are misspelled, but that isn't the real issue
{
uiName = "Red Light Drk";
LightOn = true;
radius = 15;
brightness = -1;
color = "1 0 0 1";
flareOn = true;
flarebitmap = "base/lighting/corona";
NearSize = 2;
FarSize = 1;
};
datablock fxLightData(OrangeLightDark : RedLight) //ok this is the real forget up; the datablock inherits properties from RedLight meaning the nonnegative brightness of the RedLight will be inherited by this and the following datablocks as well, and since only the color and uiname is being changed, it will not be a dark light, same case with the rest of them
{
uiName = "Orange Light Dark";
color = "1 0.5 0 1";
};
datablock fxLightData(YellowLightDark : RedLight)
{
uiName = "Yellow Light Dark";
color = "1 1 0 1";
};
datablock fxLightData(GreenLightDark : RedLight)
{
uiName = "Green Light Dark";
color = "0 1 0 1";
};
datablock fxLightData(CyanLightDark : RedLight)
{
uiName = "Cyan Light Dark";
color = "0 1 1 1";
};
datablock fxLightData(BlueLightDark : RedLight)
{
uiName = "Blue Light Dark";
color = "0 0 1 1";
};
datablock fxLightData(PurpleLightark : RedLight)
{
uiName = "Purple Light ark";
color = "0.5 0 1 1";
};
Please go through each of these datablocks and change "
ColorLightDark :
RedLight)" to "
ColorLightDark :
RedLightDark)", and fix the UI and datablock names to not be "Drk" and "DARRK"
Lastly, on Blockland Glass, you put these lights in the "Events" section which these lights obviously aren't.