It's not your fault, it's mine. I hadn't actually tested what I was telling you to do, and it turns out it doesn't work quite as intended. If you click on the big oval "i" on the cleric tab, your script should be correctly disabling the copy of turn undead that lives there (cClrUndead), but it turns out it doesn't properly disable the copy that ends up in the specials list (xTurning).
When writing the special ability disabling code, I never tested a variant class that disables turn undead, so I ddin't come across this.
The solution is to modify cClrUndead, so that its script doesn't run when it's disabled.
To do so, in the editor (you might as well do this in the same file as your prestige class), go to class specials, and press "New (Copy)". Now select the "Turn / Rebuke Undead (cClrUndead)" special. Give your copy a new unique ID (like cClrUndea1), and in the "replaces thing ID" field on the right-hand side, enter the unique ID of what you're replacing (cClrUndead).
Now to edit the script. Place the following code at the top of the script - it should be the first instruction executed:
Code:
~ If we're not shown, just get out now
doneif (tagis[Helper.SpcDisable] <> 0)
Save that and "Test Now!", and the script I gave you earlier for the prestige class should now properly disable turning.
I've made the same change to cClrUndead in the copy on our server, but I'm not sure when a bug fix update will actually be published, since that's the first fix since the release earlier this week. Once the update is published, the replacement Turn / Rebuke Undead thing will be redundant, but it won't break anything, either, so it can be deleted at your convenience.