It's why I said hook up the spotlights to the interval switch pylon, and then the pylon to your grid. If you hook anything else up to the interval switch, it will turn off your other powered items.
So basically, best I can lay out in text graphics - P = power grid connected item (pylon, generator, any item that can pass power through), I = interval switch, S = spotlight, T = terminal, -- and | are representation of wired connections
P -- P-- P
| | |
P-- P-- P -- I -- S -- S -- S
| | |
P-- P-- P
|
T
If you place any P (powered object) after the interval switch, you will inadvertently turn on/off those objects - so best way is to just have 1 interval switch connected somewhere off your power grid, and then have as ONLY powered items connected to it be the spotlights you want to control.
Anything up the chain from the interval switch is not affected. Anything down the chain from the interval switch will be power cycled to settings programmed on the terminal. The terminal itself you only need 1 for entire settlement and can be located anywhere, hooked into power grid anywhere, long as that power grid eventually connects to the switches, pylons, etc you want to control.
The terminal is also useful to program the spotlights to target admin instead of hostiles when setting up. It will let you know exactly how and where the cone of lights can be rotated and still track targets. In general the svckers are 360 degree turning, and the angle of pitch and declination is good enough you can place on elevated mounts and have it still track ground targets - which it then feeds targeting info to any connected turrets on same power grid. Turrets that have targets can fire 360 degrees, not just the scan angle you seen when placed.