I believe you can associate a decal with an entity. That's how weapons and ammo get there glow, if I'm not mistaken. Check out the weaponglow.fpi script that comes with fpsc:
;Artificial Intelligence Script
;Header
desc = Weapon Glowing Pickup
;Triggers
:state=0:hudreset,hudx=50,hudy=90,hudimagefine=gamecore\text\pickedupaweapon.tga,hudname=weaponprompt,hudhide=1,hudmake=display,state=10
:state=10:rundecal=5,spinrate=4,floatrate=10
:state=10,plrdistwithin=40:state=1,playertake,coloff,rundecal=-1,plrsound=audiobank\scifi\items\pickupweapon.wav,hudshow=weaponprompt,hudfadeout=weaponprompt
;state=2:state=3,playerdrop,colon,plrsound=audiobank\scifi\items\drop.wav
:state=3,plrdistfurther=65:state=10
;End of Script
All of the stuff in :state=0: sets up the HUD to display "picked up weapon" on the screen, but when it moves to state=10, the "rundecal=5" section makes it glow, right? I've found very little documentation on the rundecal command. Would it be possible to use rundecal to associate another decal like fire with an object like the glow decal is associated with the weapons in weaponglow.fpi?
"Who in their right mind would ever need more than 640k of ram!?"
-- Bill Gates, 1981