#pragma strict
public var lighting:float = 1;
public var lightPower:Light;
public var flashFlg:boolean = false;
public var flashTimer:float = 0.3;
function Start () {
lightPower = this.light;
if( flashFlg ){
lightPower.enabled = false;
yield WaitForSeconds( flashTimer );
lightPower.enabled = true;
}
}
function Update () {
if( lightPower.intensity > 0 && lightPower.enabled)lightPower.intensity -= lighting * Time.deltaTime;
}
You need to be more specific, so this is a wild guess, but maybe this is what you’re looking for:` #pragma strict
public var lighting:float = 1;
public var lightPower:Light;
public var flashFlg:boolean = false;
public var flashTimer:float = 0.3;
function Start () {
lightPower = this.light;
lightPower.GetComponent(); //This allows you a bit more freedom with changing you’re light values
if( flashFlg ){
lightPower.enabled = false;
yield WaitForSeconds( flashTimer );
lightPower.enabled = true;
}
}
function Update () {
if( lightPower.intensity > 0 && lightPower.enabled)lightPower.intensity -= lighting * Time.deltaTime;
}`
Hope this helped, and if not leave a comment explaining exactly what you need where.
You will have to be more explicit if you want an answer, nobody here is a wizard ! 
What does lightPower = this.light;
mean ?
I guess it’s here where you have to put the lightPower = gameObject.GetComponent(Light)
Why don’t you put your light from the inspector ?