So you are using the events on your unit actor to destroy and create the Model actors? The picture does not show and target for the destroy and no actor specified for the create.
I would have just put them separately under the Model actors.
Get the Unit actor to create the model actor on actor creation under the events. You then set the host subject for the model actor to the unit actor and give the model actor a SOp(Attachment) site operation for the hosting to attach it to an attachment point on the unit actor that turns with the turret.
So you are using the events on your unit actor to destroy and create the Model actors? The picture does not show and target for the destroy and no actor specified for the create.
I would have just put them separately under the Model actors.
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Are you destroying the actor of the old turret when the morph starts?
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I will need pictures of the events for the beam and action actor and a pic of the Art: Beam field.
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Ok that is probably the cause. In this case the Art: Missile field must be set to default.
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Check the Art: Beam and Art: Missile fields of the Action type actor.
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Check the filters for the spash of the Damage effect.
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Ok then other causes could be the Turret type actor is not being created or you have not set something under the Combat: Weapons fields of the unit.
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Ok the weapon arc must be 0 to give it a reason to use the turret.
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Does it shoot at the target? Weapon got an arc of <360?
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What SOp did you use?
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Get the Unit actor to create the model actor on actor creation under the events. You then set the host subject for the model actor to the unit actor and give the model actor a SOp(Attachment) site operation for the hosting to attach it to an attachment point on the unit actor that turns with the turret.
Here is a link to my old demo map on the issue: https://www.sc2mapster.com/projects/the-assets-of-evil/files/2499781
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Best to have a model with the attachment point and set the opacity to 0 and then attach your visual onto it as a Model type actor.
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Under the command card window if a flag called Sticky which sets the command card to stay open.
I do not believe the high templar model has a TurretZ attachment point so cannot use a turret.
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