You actually just answered your own question :drunk: lol.
You need to use Linear Offset (VPerSec=-1.9 for the blinking lights). It's just that the blinking lights consist of two texture files. The first one (stage 0) is the actual light texture. However the second (stage 1) is the "mask" of the first. To do this you need to set the Shader>Advanced>Detail Color to "scale". The animation part of the effect is achieved by setting Stage 1 Mapping to Linear Offset.
After all that the effect looks kindof weird and not totally blinky. To achieve the full blinking effect you must create another UV Map for the same model and set the UV under vertex material>Stage 1 Mapping. How to actually get the secondary UV Map to be second I'm unsure about.
Ofcourse for the pyramid thingy in the middle of the blinking lights... that's just a Linear Offset.
If I do figure it out.... another wink tutorial!!!

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