You have to script it (for red/blue lights) for the police car, with the ambulance and fire truck you can cheat a little by attaching perimeter light objects as the body of the perimeter light gets hidden inside the ambulance/fire truck modal, you cannot do that with the police car as it looks silly as the body of the perimeter lights can be seen
So e.g. with the airport fire truck, place one and call it “ft1”, then create an orange and a blue perimeter light,
In the orange perimeter light init section type:
this attachTo [ft1,[-1.19, 2.15, 1.13]];
In the blue perimeter light init section type:
this attachTo [ft1,[1.19, 2.15, 1.13]];
For the ambulance (called amb1) you need 4 blue perimeter lights and in their respective init section type one of the following
(note that the modal 0,0,0 point is off-centre hence the X value -0.49 vs. 0.68 is not symmetrical)
this attachTo [amb1,[0.68, -0.18, 0.7]];
this attachTo [amb1,[-0.49, -0.18, 0.7]];
this attachTo [amb1,[-0.49, -2.5, 0.7]];
this attachTo [amb1,[0.68, -2.5, 0.7]];
For police cars you are better off using other types of light to flood the area with strobe effect thus one police car in the middle of a couple of other police car/emergency vehicles throws off enough light, if you add the folder in the .zip file below to the same place your editor missions are saved e.g. C:\Users\PC user name\Documents\Take On Helicopters\TKoH user name\missions you can open it up in the editor with the lights listed above and a ~78PPM xenon double flash area effect on the police car that uses the sqf files included.
I just have an idea.. If you have a track IR.. Ok it work for view. But if you install free track and config it to be your mouse. So it will control the light am I right?
So the light follow the track ir View.. Logic. Then just have to bind pause/start freetrack to "L" light by default.. Or may be it's a phare?