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Enable/Disable Beacons via scripting

Posted: Mon Jun 24, 2019 8:33 pm
by Elgskred
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?

Re: Enable/Disable Beacons via scripting

Posted: Thu Jun 27, 2019 5:37 pm
by Elgskred
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.