A Power Generator Node is required. While it's possible to handle the relationship of turrets and a power generator through Triggers, Conditionals and Results - since it'll be a common design pattern then it makes sense to make it easier and quicker to set up.
This node would:
Find a 'Generator' (Any building) by tag (first to be found if multiple exist with the tag)
Find power consumers (Anything that accepts a DestroyActorMessage message and acts on it)
Action to apply to power consumers when the generator is destroyed (Destroy or Disable)
A Power Generator Node is required. While it's possible to handle the relationship of turrets and a power generator through Triggers, Conditionals and Results - since it'll be a common design pattern then it makes sense to make it easier and quicker to set up.
This node would: