Tiberium Dusk is a re-imagining of the Kane's Wrath universe in a way I feel better fits canon, as EA did a pretty poor job with the C&C franchise continuity from Tiberium Wars onwards. This mod doesn't change anything with regards to the story but helps add elements to the gameplay that "fill the gaps" and provide a more Tiberian Sun esque experience (including all its flaws and unbalances) and departs away from the Kane's Wrath RTS formula. Still a work in progress, I've made changes to the AI (buffed turtle AI and made brutals harder), made changes to "Militant Squads" which make them work with the timeline of the franchise, changed the "Nod" faction entirely with a new name, as Kane's Wrath "Nod" works more of a splinter faction rather than a true "Brotherhood"; with Marked of Kane being the new face of the faction. There are also numerous changes to GDI and Scrin, especially Reaper 17 and Steel Talons, which make them play significantly differently.
Kodiak with Turrets implemented, they can fully rotate independantly etc.
My only problem is the fact that the "weaponlaunchbone" for whatever reason wont pick up the individual "turret" models, even though the "weaponFX" parameters work perfectly from each cannon barrel...
Damn you Sage engine. >.>
For now all the projectiles come out of the belly of the Kodiak. :(
The AA turrets work just fine and have the AA turret weapon as a placeholder.
I need to remove the garbage meshes / subobjects around the engines / cargo area, whatever they are. :S