Look it up in the forums, that has been asked often before and I have never needed to know. Also use my map as a reference so you know what to do next time.
Anyhow I found some time so made it for you. For some reason the sentry actor gave some issues when constructing with it's placement so had to make a stunt double for the construction.
Well the steps I mentioned are the most common method. If you need a recent demo map where a similar principle was used look at the map I uploaded for this thread.
Step 3) put the turret in the Combat - Weappns - Turret field of your unit
Step 4) Make a Turret actor and set Attachment - Turret Body - Subject to _Selectable and Attachment - Yaw Query - Moethods to TurretZ.
Step 5) Go to the Event - Events - Send field and create an event of the Turret Enable Msg Type with the Source Name set to that of the turret created in step 2
Step 6) Make/copy a Unit actor. Under the Art - Model+ fields set thse with the exception of the portrait actor to any model with a TurretZ attachment point (able to be seen in previewer)(Pheonix and photon cannon are popular). Under the Event - Events - Send field you wil find a lot of stuff, at the far top are 5 that link the actor to a unit. Change these to your unit from step 1 and take note that the Constuction Msg Type ones have a start and a finish set.
Step 7) Near the bottom you will find 5 in a row that involve the attack ability and the weapon start/stop. Remember these or write them somewhere because you will need them later. Delete them from the Unit actor.
Step 8 ) Add an event and set the Msg Type to Actor Creation and the action to Set Opactiy (this defaults to 0%)
Step 9) Check the UI icons and images of the Unit actor for any artistic changes you wish to make
Step 10) Make a Model actor. Set the Art - Model to the unit you want the turret to look like (in your case sentry or any other unit that lacks a TurretZ attachment).
Step 11) Go to Event - Events - Send and make two events. Set the Msg Type of one to Unit Birth and the other to Unit Death, set both to have the unit from setp 1 as the Source Name. You can then get smart and play with timers (Timer Expired event and Timer Set action) and the Set Scale actions with Construction.Step1Unit.Start to make the construction process look smoother by making it grow from near nothing to the full size.
Step 12) Go to Hosting - Host - Subject and set this to your Unit actor from step 6.
Step 13) Go to Hosting - Host Site Operations - Operations and select SOpAttachWeapon if you used the photon cannon model as the Unit actor (you can add more complex ones but I will only cover that if needed)
Step 14) Create a Site actor, go to Event - Events - Send and make two events. Set the Msg Type of one to Unit Birth and the other to Unit Death, set both to have the unit from setp 1 as the Source Name.
Step 15) Go to Hosting - Host - Subject and set this to your Unit actor from step 10.
Step 16) Go to Hosting - Host Site Operations - Operations and select a SOp that connects to whatever attachment point on your Model actor from step 10 that you want to shoot from.
Step 17) Copy the Action actor from the marauder (because it is the most simple) and go to the Actor - Action Flags field and select Launch Force Site
Step 18) Go to the Target - Launch Site and replace it with your Site actor from step 14.
Step 18) Go to the Event - Events - Send field and link the events to the effects of your weapon (use marine action actor as a simple example) make sure you have the effects set to Start where needed.
Step 19) make the enemies eat lead from your new unit
Well there is a nice figure of 8 the enemy units could pass in but from briefly seeing your way points there is no way you can fully utilize that. As for really beginner help I believe the campaign unit levithan would be a good start with it's tentacles. Read the wiki on the Unit actor and Model actor if you have problems. As a unit actor find a nice one with a TurretZ attachment point using the previewer (pheonix and autoturret are popular) and make that the model for your unit actor. In the actor events near the bottom you will find 6 involved with the weapon/attack ability firing, delete those from the unit actor but remember them for later. Add an event that goes Actor Creation>Set Opacity this action defaults to 0 so makes the actor invisible. Make a Model actor and set the model to your sentry/other unit lacking a turret, set the actor events to Unit Birth.Unit Name>Create and Unit Death.Unit Name>Destroy, also throw in those 6 weapon/attack animation actor events from the default Unit actor here. Under Hosting - Host - Subject set this to your invisible turret Unit actor and then the Hosting - Host Site Operations - Operations to a SOp (Attachment) connecting to the right attachment point on the host model (TurretZ is good). You may want to throw in some more SOp (Offset) into that field to perfect the positioning. Next to that, if the animations are funny just add them to the model actor events, make sure you create the Turret actor and then all should be fine once you create a Site actor that you force the Action actor for the attack to launch from.
For a start the middle area of your map needs work. Also if you look the Sentry model lacks a TurretZ attachment point which is vital to make it into a turret. Simple workaround is to make the Unit actor a model with a TurretZ attachment point and attach your sentry as a Model actor onto it as an attachment so when it turns your model turns. The rest is just actor events and maybe a few Site actors. You then use the Set Opacity actor event to make the actor with the turret invisible.
Look it up in the forums, that has been asked often before and I have never needed to know. Also use my map as a reference so you know what to do next time.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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Anyhow I found some time so made it for you. For some reason the sentry actor gave some issues when constructing with it's placement so had to make a stunt double for the construction.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
How did it not work?
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So what happened? What caused you to be frustrated?
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You mean you have not tried them already?
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Well the steps I mentioned are the most common method. If you need a recent demo map where a similar principle was used look at the map I uploaded for this thread.
http://www.sc2mapster.com/forums/development/data/23405-puke-a-lisk/#p16
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If I knew that I would have made a terratron mk2 unit.
Unless you want to give it 0 move speed and high turning and enable the Turnable flag but those often give problems in TDs
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In the Event - Events - Send with most Unit actors near the bottom unless they have alot of extra stuff they will have those near the bottom.
With me unless stated otherwise presume the step is a follow on from the previous.
Whoops forgot to say you need to add them to step 11.
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Actually I can speak german a little.
Step 1) make your unit under the Units data type
Step 2) make a turret under the Turrets data type
Step 3) put the turret in the Combat - Weappns - Turret field of your unit
Step 4) Make a Turret actor and set Attachment - Turret Body - Subject to _Selectable and Attachment - Yaw Query - Moethods to TurretZ.
Step 5) Go to the Event - Events - Send field and create an event of the Turret Enable Msg Type with the Source Name set to that of the turret created in step 2
Step 6) Make/copy a Unit actor. Under the Art - Model+ fields set thse with the exception of the portrait actor to any model with a TurretZ attachment point (able to be seen in previewer)(Pheonix and photon cannon are popular). Under the Event - Events - Send field you wil find a lot of stuff, at the far top are 5 that link the actor to a unit. Change these to your unit from step 1 and take note that the Constuction Msg Type ones have a start and a finish set.
Step 7) Near the bottom you will find 5 in a row that involve the attack ability and the weapon start/stop. Remember these or write them somewhere because you will need them later. Delete them from the Unit actor.
Step 8 ) Add an event and set the Msg Type to Actor Creation and the action to Set Opactiy (this defaults to 0%)
Step 9) Check the UI icons and images of the Unit actor for any artistic changes you wish to make
Step 10) Make a Model actor. Set the Art - Model to the unit you want the turret to look like (in your case sentry or any other unit that lacks a TurretZ attachment).
Step 11) Go to Event - Events - Send and make two events. Set the Msg Type of one to Unit Birth and the other to Unit Death, set both to have the unit from setp 1 as the Source Name. You can then get smart and play with timers (Timer Expired event and Timer Set action) and the Set Scale actions with Construction.Step1Unit.Start to make the construction process look smoother by making it grow from near nothing to the full size.
Step 12) Go to Hosting - Host - Subject and set this to your Unit actor from step 6.
Step 13) Go to Hosting - Host Site Operations - Operations and select SOpAttachWeapon if you used the photon cannon model as the Unit actor (you can add more complex ones but I will only cover that if needed)
Step 14) Create a Site actor, go to Event - Events - Send and make two events. Set the Msg Type of one to Unit Birth and the other to Unit Death, set both to have the unit from setp 1 as the Source Name.
Step 15) Go to Hosting - Host - Subject and set this to your Unit actor from step 10.
Step 16) Go to Hosting - Host Site Operations - Operations and select a SOp that connects to whatever attachment point on your Model actor from step 10 that you want to shoot from.
Step 17) Copy the Action actor from the marauder (because it is the most simple) and go to the Actor - Action Flags field and select Launch Force Site
Step 18) Go to the Target - Launch Site and replace it with your Site actor from step 14.
Step 18) Go to the Event - Events - Send field and link the events to the effects of your weapon (use marine action actor as a simple example) make sure you have the effects set to Start where needed.
Step 19) make the enemies eat lead from your new unit
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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Well there is a nice figure of 8 the enemy units could pass in but from briefly seeing your way points there is no way you can fully utilize that. As for really beginner help I believe the campaign unit levithan would be a good start with it's tentacles. Read the wiki on the Unit actor and Model actor if you have problems. As a unit actor find a nice one with a TurretZ attachment point using the previewer (pheonix and autoturret are popular) and make that the model for your unit actor. In the actor events near the bottom you will find 6 involved with the weapon/attack ability firing, delete those from the unit actor but remember them for later. Add an event that goes Actor Creation>Set Opacity this action defaults to 0 so makes the actor invisible. Make a Model actor and set the model to your sentry/other unit lacking a turret, set the actor events to Unit Birth.Unit Name>Create and Unit Death.Unit Name>Destroy, also throw in those 6 weapon/attack animation actor events from the default Unit actor here. Under Hosting - Host - Subject set this to your invisible turret Unit actor and then the Hosting - Host Site Operations - Operations to a SOp (Attachment) connecting to the right attachment point on the host model (TurretZ is good). You may want to throw in some more SOp (Offset) into that field to perfect the positioning. Next to that, if the animations are funny just add them to the model actor events, make sure you create the Turret actor and then all should be fine once you create a Site actor that you force the Action actor for the attack to launch from.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
For a start the middle area of your map needs work. Also if you look the Sentry model lacks a TurretZ attachment point which is vital to make it into a turret. Simple workaround is to make the Unit actor a model with a TurretZ attachment point and attach your sentry as a Model actor onto it as an attachment so when it turns your model turns. The rest is just actor events and maybe a few Site actors. You then use the Set Opacity actor event to make the actor with the turret invisible.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg