This type of light flickers randomly to simulate a broken light.
Create the sector which will flicker randomly with brightness. The
shade of the sector will show when the light is off. It is sensible to
texture the ceiling with broken lights. Place an S[RandomFlashNumber,4]
in the sectors which will flicker. The shade of the S
determines the appearance of the sectors when the light is on. You can
use any value for RandomFlashNumber
, but be sure it is unique from
any other flickering lights in the map. Two lights using the same
RandomFlashNumber
will flash simultaneously.
Note: Strangely, flickering lights swap the effect of palettes. The palette of the sector will show when the light is on, and the palette of the S
will show when the light is off.