| Priority_Infantry | Base targetting priority for infantry targets, or 0 to ignore infantry |
| Weapon_Infantry | Weapon to use against infantry targets: 1 for primary fire, 2 for secondary fire |
| Splash_Infantry | Determines if we should try to damage infantry with splash instead of hitting them directly. This is useful for slow / inaccurate weapons which do splash damage: 1 to enable, 0 to disable |
| Priority_Light_Vehicle | Base targetting priority for light vehicle targets, or 0 to ignore light vehicles |
| Weapon_Light_Vehicle | Weapon to use against light vehicle targets: 1 for primary fire, 2 for secondary fire |
| Priority_Heavy_Vehicle | Base targetting priority for heavy vehicle targets, or 0 to ignore heavy vehicles |
| Weapon_Heavy_Vehicle | Weapon to use against heavy vehicle targets: 1 for primary fire, 2 for secondary fire |
| Priority_VTOL | Base targetting priority for flying targets, or 0 to ignore flying targets |
| Weapon_VTOL | Weapon to use against flying targets: 1 for primary fire, 2 for secondary fire |
| Min_Attack_Range | Minimum distance at which the turret can engage enemies when using primary fire |
| Max_Attack_Range | Maximum distance at which the turret can engage enemies when using primary fire |
| Min_Attack_Range_Secondary | Minimum distance at which the turret can engage enemies when using secondary fire |
| Max_Attack_Range_Secondary | Maximum distance at which the turret can engage enemies when using secondary fire |
| Deploy_Animation | Name of the animation to play when the turret deploys - this is played in reverse for undeploy |
| Deploy_Animation_Frames | Number of animation frames in the deployment animation, which should start at frame 0 |
| Deploy_Sound | An optional sound effect to be played whilst the deployment occurs |
| Deploy_Timeout | Time the turret will wait after it last saw an enemy before it undeploys, in seconds |
| Spotter_Preset | Name of your Spotter Preset in LevelEdit |
| Modifier_Distance | Priority modification to apply based on distance to target. Higher values will favour targets which are closer to the turret, good for less accurate weapons |
| Modifier_Target_Damage | Priority modification to apply based on damage a target has already sustained. Higher values will favour targets which have already been damaged in combat, picking them off first |
| Modifier_Target_Value | Priority modification to apply based on the value of the target. Higher values will favour targets with a higher purchase cost, good for hard hitting weapons |
| Requires_Power | Specify whether this turret requires base power to operate: 1 to require power, 0 to ignore |
| Debug | Specify whether to produce a debug logfile about the turrets targetting decisions, this is useful for fine tuning your base priorities and modifiers: 1 to enable, 0 to disable |
| Detects_Stealth | Determine whether this turret can detect stealthed enemies or not: 1 to enable, 0 to disable |