The cycler is typically paired with a GPSPEED.
Cycler
- lotag: pulse offset
- hitag: optional channel to match switch
GPSpeed
- lotag: pulse speed
Above 256, the docs say it switches to a flashing light effect instead of pulsing.
Experiments with a stopwatch and a single computer suggest that a speed of 135
is about one pulse per second. Its not perfect, but I was too lazy to find out more,
or to look at the game code.
Some raw notes:
// 128 is just UNDER one pulse per second
// 132 is just a bit slower
// 134 gets slower after a while
// 135 is about one second
// 136 is a tiny bit faster
// 145 is a bit faster
// 160 definitely faster than one pulse per second
The offsets are used to make a "beam" of light travel a path. If you want that beam to go in a circle, then the offsets must be set just right.
You are building a circular arrangement of cyclers.
Definitions:
CYCLER_COUNTis the total number of cyclers in a circle- "pulse offset" is the lotag of the cycler sprite, which can be though of as a delay before it starts pulsing
- "offset delta" is the difference between the offsets of two adjacent cyclers.
To make light "beams" that don't look funny, the total offset delta must be a multiple of 2048.
(this does not mean you have a cycler with lotag 2048, because the 2048 one is the same as the 0 one...)
Beam counts:
- 8 beams:
offset delta = 16384 / CYCLER_COUNT - 4 beams:
offset delta = 8192 / CYCLER_COUNT - 3 beams:
offset delta = 6144 / CYCLER_COUNT - 2 beams:
offset delta = 4096 / CYCLER_COUNT - 1 beams:
offset delta = 2048 / CYCLER_COUNT 1024just gives a single beam that looks weird
Check the floor/ceiling tex. Maybe they are not shaded! This happened to me with one group. Turns out I used a blue carpet for the floor which was not shaded. The walls WERE shaded, but apparently because the floor/ceil were not, the cycler just made all of the walls bright.
CyclerMap.scala