yeah, since binary is so dookie in comparision to udmf, i can't even comment it out in the example map!!!

but ok, lemme try and sum up how you can use binary with these anyways in the case you're stuck with this sad format:

First, make sure you understand what the linedef exec Call Lua Function does, and how it works; it's important.

- Tagging

This is relatively simple if you've used the format before; in order to tag the alarm specifically, you must
surround it in a sector with the tag which the linedef exec's using: different to tagging it directly in UDMF,
but fine nonetheless.

- Colors

You can check Egg-LCDS.lua + the example map for the built in alarm colors.

When setting colors of the alarms in the map, we already have a problem where it's unfortunately just not possible
to set the color normally. Because of this, you'll need to use a combination of ALRMCOLR with a Level Load linedef
exec trigger. When it comes to setting the color itself, what you'll need to do is write the name of your skincolor
on the Floor and Ceiling texture of the control sector where the linedef exec is being called; having a backsector
here is optional, and if you want it to ignore either/both the backsector's Floor texture or Ceiling texture string,
just put "-" in which ones you want to ignore.

- On, off and MoCap

There are 3 modes to the alarms:
- Permanently On
- Permanently Off
- Mocap (rings when you get close) (also default)

To either have an alarm be MoCap, Off or On, you can set this via its special flags. If you want to change the setting
of these alarms via buttons, there is the linedef execs ALRMOFF, ALRMON and ALRMMOCP, which set these alarms as either
on, off or in Mocap mode; this is the same as in UDMF.

- Corona
There are 4 corona modes: 0 = Big, 1 = Medium, 2 = Small, 3 = None. You can set either of these modes via the angle of
the alarm object. Keep in mind, the script uses a modulo expression, so if you set the angle to 7 for example, it will
be treated as 3 = None; though there's probably no reason to need to use this.

- Radius
Due to limits, I wasn't fully sure how to add this, so this is one of the few options with a limitation in binary; there's a set radius flag
in the special object flags. If you check set radius, then the object's angle, instead of being used as a way to set the type of corona, becomes
the way to set the radius of the alarm object instead. This does mean you won't be able to set the corona type if you set the radius, but hopefully that isn't much of a problem...

in case you're using uzb's config for binary which doesn't get flag names for some reason (which i hope you're not)
Extra: On
Special: Off
Ambush: Set Radius
Angle: Angle/Radius