Okay, your question is: How do i make a turrent's target to find a path towards that turret, using the turret's target UID.
Well, Bring all the objects that can be a target in 1 family.
Set the turret to target that familie.
Al you need now is an event with the condition: TurrentObj, on target acquired.
Combined with a second conditon: family, pick by UID, UID = TurrentObj.Turret.TargetUID
Now TurrentObj is picked and the family member with that UID is picked.
So the action in that event .... family find path to x = TurrentObj.X, y = TurrentObj.Y will be adressed to the right TurrentObj and the right family member.
I suppose you know how paths work, else plz read the manual.
BUT. Knowing that is your question, i also know that is NOT what you want to do. A turret has only ONE target. If you spawn 100 nasty enemys arround the turrent, then only ONE will be a target. Until you realease it as target, until you move it out of range or until it is destoyed by a kill.
Only that one enemy will find a path and run to the turret, because well, that is what you ask, and what i provided.
What you ask as a result is that they all (all 100) run to the nearest (even when they are not a target) turrent and start shooting when the turret is in there range (has nothing to do with the range of the turret). And when that turret is destroyd, they have to run to the next nearest turret and start there blast on that one.
So what you want is: all the events that you have allready in place to spawn nasty enemys.
Then an event with the condition family/object 'on creation', can be the family. Combined with TurrentObj, pick nearest, X = family.X, Y=famely.Y.
This picked the right enemy (the newly created one) and the right turrent (the nearest). The family, find path to X = TurrentObj.X and Y = TurrentObj.Y will send the right enemy to the right turret.
Now for the next turret. The only que you have is the destroyed turret.
So you need an event 'on TurrentObj' destroyd. Now the wrong turrent is picked. You want the next one. Call a function with as param(0) = TurrentObj.X and param(1) = TurrentObj.Y.
A function will start picking from scratch. In the 'on function event'. You make a subevent: system pick by comparisation. Object = family. Expression = distance(param(0),param(1),family.x,family.y). Value = 60 (whatever is good for you). This combined with a TurrentObj, pick nearest x= param(0) y = param(1)
Now all family members within a distance of 60 pixels of the destroyed turrent are picked and the nearest turrent is picked. Just make the path to find em.
I am sure you can solve the range issue yourself.
I hope you understand why there was no reaction before. The question could not be answerd in a way that also the wanted result was included.