| 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 |
| Animation_Model | Optional name of a W3D model file to spawn and attach to the turret upon which the charge animations defined in this script will be applied. This allows the turret itself to be running a different set of animations, such as damage states via dp88_damageAnimation |
| Animation_Model_Bone | If you specify an Animation_Model above then you must also specify the a bone on the parent to which that model should be attached. This allows the animation model to be moved by the animation set executing on the turret. |
| Animation | Name of the animation which contains the frames for the various charge states |
| Animation_Idle_Start_Frame | First frame number for the idle animation, which will loop continually whilst the turret is powered and not currently attacking a target |
| Animation_Idle_End_Frame | Final frame number for the idle animation |
| Animation_Unpowered_Start_Frame | First frame number for the unpowered animation, which will loop continually whilst the turret is in the unpowered state. This is not used if Requires_Power is disabled (see below). |
| Animation_Unpowered_End_Frame | Final frame number for the unpowered animation |
| Animation_Charge_Start_Frame | First frame number for the charging animation, which will be played once each time the turret reloads its weapon. Once this animation completes the turret will fire again, therefore the length of this animation must be greater than the weapon reload time. |
| Animation_Charge_End_Frame | Final frame number for the charging animation |
| Charge_Sound | Optional sound effect to be played each time the turret starts charging up |
| 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 |