Navigate InfoSuite Introduction README The Basics Advanced FX References Game Secrets Hosted At | Advanced FX - Lighting - B : Pulsating Lights Pulsating Lights These lights use a Cycler sprite to pulsate with brightness. Check the "References - FAQ" section for details on the technicalities of lighting effects. Make the sectors which you want to pulsate in brightness. With multiple adjacent sectors, you can create a travelling light effect. The shade of the sectors determine the light's darkest point. The palette of the sectors will be permanent. Place a `C[0,LightOffset]` (`Speed[0,PulseSpeed]`) in each sector which will pulsate in brightness. The shade of the `C` determines the light's brightest point. The `LightOffset` value is the initial brightness offset of the light. The higher valued offsets light up first. Although the `Speed` is optional, I recommend using it. The `PulseSpeed` value ranges from 1 (slowest) to 1023 (fastest). Without a `Speed` sprite, the Cycler would operate at a default value equivalent to a `PulseSpeed` value of 256. To make a travelling light effect, use multiple Cyclers with incremental `LightOffset` values, and multiple `Speed` sprites with a constant `PulseSpeed` value. Note: Using the slowest `PulseSpeed` value (1), you could easily simulate a day/night cycle. Return to top