It's just the way the engine is, nothing you can really do in Torkscript.
I think he wants directional lights instead of circular onesthat way he can aim it away from the wall
datablock fxLightData(TorchLight){ uiName = "Torch Light"; LightOn = true; radius = 6; brightness = 9; color = "0.8 0.7 0.4 1"; FlareOn = false; // FlareTP = true; // Flarebitmap = "base/lighting/corona"; // FlareColor = "1 1 1"; // ConstantSizeOn = false; // ConstantSize = 1; // NearSize = 3; // FarSize = 0.5; // NearDistance = 10.0; // FarDistance = 30.0; // FadeTime = 0.1; // BlendMode = 0; AnimColor = false; AnimBrightness = true; AnimOffsets = false; AnimRotation = false; LinkFlare = false; LinkFlareSize = false; MinColor = "1 1 0"; MaxColor = "0 0 1"; MinBrightness = 0.0; MaxBrightness = 5.0; MinRadius = 0.1; MaxRadius = 10; StartOffset = "-5 0 0"; EndOffset = "5 0 0"; MinRotation = 0; MaxRotation = 359; SingleColorKeys = false; RedKeys = "AWTCFAH"; GreenKeys = "AWTCFAH"; BlueKeys = "AWTCFAH"; BrightnessKeys = "DEDEDFGF"; RadiusKeys = "AZAAAAA"; OffsetKeys = "AZAAAAA"; RotationKeys = "AZAAAAA"; ColorTime = 1.0; BrightnessTime = 1.0; RadiusTime = 1.0; OffsetTime = 1.0; RotationTime = 1.0; LerpColor = false; LerpBrightness = false; LerpRadius = false; LerpOffset = false; LerpRotation = false;};
As far as I remember any spotlight/flashlight mod just used a raycast to find the point the player was aiming at and created/moved a light object there.Blockland doesn't have any support for non-radius light.