That is a great suggestion Dick and one I had also thought of as probably the best solution for a lighthouse. The problem is though that there could be loss of 'smoothness' ie the light stops at the end of say a 300 degree sweep and then instantly restarts 60 degrees further for another (say) 300 degree sweep. Anyway who's watching and will notice that? I hope I am 'on the mark' here.
I have not found a suitable way to create a convincing lighthouse beam, or strobe and by convincing, I mean that it can be seen in time to be navigated around. The attached light effects have a maximum value, both in brightness and range and the default, rotating lighthouse effect, the "light wash," if you will, is only visible in the immediate vicinity of the boat wreck, or lighthouse.
In fact at my island scenery, I can't even see that ghostly thing from the shore and the attached effects are only bright enough for navigation buoys, if they work right.
As to "sweep," nobody watches that for any reason, except us, because we insist it must be there. Lighthouses are defined by
frequency. This is either the number of flashes per minute, or the number of times the beam sweeps past the viewer, per minute. I think you can see that this frequency can be regulated by the speed of rotation. Beam lighthouses that sweep less than 360 degrees don't shut off, they just have a blinder to block the cast light. We do not have that option. If you configured an animation to sweep 300 degrees, back and forth, in a circle, whatever and set it so the frequency corresponded to that of the actual lighthouse you are simulating, you will have fulfilled the requirement for a navigable object.