It is possible to add two dynamic lights to an actor at the same time. The definition for the blur sphere in lights.pk3, for example, does this. However, it seems to require one light to be given to the sprite "family" name and subsequent lights to be given to individual frames. This means that two totally different lights cannot be added to different frames within the same actor.
Example attached. In the foreground centre, there is an actor with a single white light attached. To one side there is an actor with an offset red light and to the other side is an actor with a blue light. This are just there to check that the definitions work.
In the background is a fourth actor. This has the white light attached to all frames and the red and blue lights attached to alternate frames. If you load up the file, it works as intended: the fourth actor has a constant white light and alternating red and blue lights.
Relevant section of Doomdefs:
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Code: Select all
object TestLamp4
{
frame TLMP { light TestLight1 }
frame TLMPA { light TestLight2 }
frame TLMPB { light TestLight3 }
}

If, however, the Doomdefs is altered so that the white light is only attached to frame A:
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Code: Select all
object TestLamp4
{
frame TLMPA { light TestLight1 }
frame TLMPA { light TestLight2 }
frame TLMPB { light TestLight3 }
}
Then the white light (which I hoped would switch on and off with frame A, but also be there at the same time as the red light) doesn't work at all (it is presumably being overwritten by the second allocation of a light to frame A).

As I said, this could well be how it is meant to be but I thought that it was worth checking.