@NinjaDuckBob: Go If the model you're using already has those animations it is easy to edit their actors and add them. If not, then you will require more complex data to make them happen. For the up and down animation you could make the doodad a unit, then give it a behavior that changes height, when this behavior expires it adds another behavior that changes height back to the original position, calling the first one when it expires, creating a loop.
For the rotation one I think you could make the model a turret, attached to an invisible model, so you can define the turret properties (speed and so on), or you could go for actor attachments and rotations, which I would rather not touch.
But remember that if you're going to have several of these in a map they count as units for processing, so they may be the source of lag if you use too many of them, alng with the standard units your map will use.
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@NinjaDuckBob: Go If the model you're using already has those animations it is easy to edit their actors and add them. If not, then you will require more complex data to make them happen. For the up and down animation you could make the doodad a unit, then give it a behavior that changes height, when this behavior expires it adds another behavior that changes height back to the original position, calling the first one when it expires, creating a loop.
For the rotation one I think you could make the model a turret, attached to an invisible model, so you can define the turret properties (speed and so on), or you could go for actor attachments and rotations, which I would rather not touch.
But remember that if you're going to have several of these in a map they count as units for processing, so they may be the source of lag if you use too many of them, alng with the standard units your map will use.