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Not directly. There is a function that lets you lock the orientation of a specific bone to face a point, however it only works on the "head" and "chest" bones of a unit model, so you'd need a custom model where the origin bone is renamed to a chest bone in order to rotate the model around it with this function.
Another way would be to use a dummy unit with the custom model that has a bunch of different animations for different pitch angles (for example the xe dummy). Then you could attach your unit model as a special effect to the dummy unit and then play different animations on the dummy unit to rotate it.
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