Is there a way to stop/start beacons emitting their effect?
I've tried using the LuaEnitity.active value, but all this does is stopping the animation of the beacon entity.
If there is no way to enable/disable, is it possible to change the effectivity, like LuaEnitity.effectivity_modifier for cars?
Enable/Disable Beacons via scripting
Re: Enable/Disable Beacons via scripting
The best way I found so far to get the same functionality is to:
call find_entities_filtered and iterate through the returned entities, setting .active=false on all of them.
call find_entities_filtered and iterate through the returned entities, setting .active=false on all of them.