Right ... I have modified the Nuke Cannon with a new model and a few changes. I have added animations for Moving, Packing and Unpacking; however, there doesn't seem to be a firing ConditionState to change the animation.
The nearest I have found was a TransitionKey FIRING_A and an AliasConditionState DEPLOYED FIRING_A. If I try and make a TransitionState or ConditionState for either of these, the game will crash out.
Thats because there isn't a need for a firing state for most vehicles, you only need the state for a firing animation like a gattling cannon or a soldier firing a gun. With most vehicles it's just a recoil of the main gun if there's even movement at all.
Anyways the Nuke Cannon has a Deployed state which is referenced in the AIUpdate module.
TurretsFunctionOnlyWhenDeployed = Yes
There's some other stuff but basicly it says not to use the turret unless deployed.