Help Activating/Deactivating all Game Objects with same tag

The title sums it up. I’m stuck… giving me the error message when colliding with the enemy:

MissingFieldException: Field ‘UnityEngine.GameObject.active’ not found.

If I change the code to findwithtag for one enemy then the code works fine. but obviously i have several enemies in my game so I need to figure out how to apply this using an array or something… I know it’s probably a simple fix but I’m not seeing it. Any help is appreciated. Here is my code:

private var playerColor : GameObject;
var colors = new Color[2];
var player : GameObject;

function Awake() {
player = gameObject.FindWithTag("Player");
player.animation["RedHit"].wrapMode = WrapMode.Once;
playerColor = gameObject.FindWithTag("ColorFlash");
}

function OnControllerColliderHit(hit:ControllerColliderHit) {
    
    if (!enabled) 
	return;
	
	var enemyTriggers = GameObject.FindGameObjectsWithTag("EnemyDeathTrigger");
	var controllerScript: RedController = GetComponent(RedController);
	    
    if (hit.gameObject.tag == "Enemy") {
    controllerScript.GetHit(); 
    Time.timeScale = 0.00001;
    Physics.IgnoreCollision(gameObject.collider, hit.gameObject.collider); 
    playerColor.renderer.material.color = colors[0];
    player.animation.Stop();
    player.animation.Play("RedHit");
    player.animation["RedHit"].speed = 1.0/Time.timeScale;
    enemyTriggers.active = false;  // THIS IS WHERE MY ERROR COMES FROM
    yield WaitForSeconds(1 * Time.timeScale);
    Time.timeScale = 1.0;
    yield WaitForSeconds(1);
	playerColor.renderer.material.color = colors[1];
	enemyTriggers.active = true;
	Physics.IgnoreCollision(gameObject.collider, hit.gameObject.collider, false);
}

enemyTriggers is a GameObject array: you must deactivate its elements one by one in a loop - like this:

  for (var trigger:GameObject in enemyTriggers){
    trigger.active = false;
  }

Do the same to reactivate them:

  for (trigger in enemyTriggers){
    trigger.active = true;
  }

NOTE: Variables declared inside loops or brackets aren’t local to them in JS - that’s why trigger must not be re-declared in the second for (it’s valid anywhere inside the function)