They deploy. Classlabel must be one of the following: turrettank, artillary, howitzer, deployable
They use turrets. The following classlabels in the game support turrets: turrettank, artillary, howitzer, assaulttank, assaulthover, turret, iv/fv_walker
These models all have 2 pieces, one that is supposed to rotate horizontally, and one that is supposed to rotate vertically. The turret parts don't work via animation, the engine uses them.
The names of said pieces are defined in the ODF.
turretCount = 2
turretName1 = "turret_x_1"
turretName2 = "turret_y_1"
The names are usually turret_x and turret_y, but they could be named jibblypopsickles for all the game cares, as long as the names match the name of a piece in your model.
If the eyepoint is not attached to the structure in those pieces correctly, it can be designated as the 3rd turret, turretName3 = "HP_eyepoint", but it should be attached somewhere after the 2nd turret in the higherarchy.
As for deploying,
timeDeploy = 8.0
timeUndeploy = 0.7
The header can be called [TurretTankClass], [HowtizerClass], [ArtillaryClass], or [DeployableClass] depending on which classlabel you use, though I believe [DeployableClass] works under all of them.
Have fun with your newly deploying, and spinning, turret.