hmm its not letting me edit, so here:
Weapon
WeaponType "Projectile"
damageEnums
AttackType "COMPOSITE"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "PHYSICAL"
WeaponClassType "AUTOCANNON"
DamagePerBank:FRONT 72.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 2750.000000
PreBuffCooldownTime 4.000000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.050000
TravelSpeed 4000.000000
Duration 0.000000
WeaponEffects
weaponType "Projectile"
burstCount 4
burstDelay 0.150000
muzzleEffectName "Weapon_TechCapitalAutoCannonMedium_Muzzle"
muzzleSoundMinRespawnTime 10.000000
muzzleSounds
soundCount 2
sound "WEAPON_TECHCAPITALAUTOCANNONMEDIUM_MUZZLE_ALT1"
sound "WEAPON_TECHCAPITALAUTOCANNONMEDIUM_MUZZLE_ALT2"
hitEffectName "Weapon_TechCapitalAutoCannonMedium_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_PHYSICALMEDIUM_HITHULL"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_GENERICMEDIUM_HITSHIELDS"
projectileTravelEffectName "Weapon_TechCapitalAutoCannonMedium_Travel"
That is the attack system of the Kodiak, and here is the Advent illuminator WeaponType "Beam"
damageEnums
AttackType "ANTIMEDIUM"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "OVERTIME"
DamageType "ENERGY"
WeaponClassType "BEAM"
DamagePerBank:FRONT 58.500000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 30.333333
DamagePerBank:RIGHT 30.333333
Range 5520.000000
PreBuffCooldownTime 6.500000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.500000
TravelSpeed 0.000000
Duration 2.500000
WeaponEffects
weaponType "Beam"
burstCount 1
burstDelay 0.000000
muzzleEffectName "Weapon_PsiCapitalBeamMedium_Muzzle"
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 1
sound ""
hitEffectName "Weapon_PsiCapitalBeamMedium_Hit"
hitHullEffectSounds
soundCount 1
sound ""
hitShieldsEffectSounds
soundCount 1
sound ""
beamEffectSounds
soundCount 1
sound "WEAPON_PSICAPITALBEAMMEDIUM_TRAVEL"
beamGlowTextureName "PsiCapitalBeam_Glow"
beamCoreTextureName "PsiCapitalBeam_Core"
beamWidth 20.000000
beamGlowColor ffffffff
beamCoreColor ffffffff
beamTilingRate 3.000000
So what you would want to do would be something like this (changes in bold):
NumWeapons
2Weapon
WeaponType "Projectile"
damageEnums
AttackType "COMPOSITE"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "PHYSICAL"
WeaponClassType "AUTOCANNON"
DamagePerBank:FRONT 72.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 2750.000000
PreBuffCooldownTime 4.000000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.050000
TravelSpeed 4000.000000
Duration 0.000000
WeaponEffects
weaponType "Projectile"
burstCount 4
burstDelay 0.150000
muzzleEffectName "Weapon_TechCapitalAutoCannonMedium_Muzzle"
muzzleSoundMinRespawnTime 10.000000
muzzleSounds
soundCount 2
sound "WEAPON_TECHCAPITALAUTOCANNONMEDIUM_MUZZLE_ALT1"
sound "WEAPON_TECHCAPITALAUTOCANNONMEDIUM_MUZZLE_ALT2"
hitEffectName "Weapon_TechCapitalAutoCannonMedium_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_PHYSICALMEDIUM_HITHULL"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_GENERICMEDIUM_HITSHIELDS"
projectileTravelEffectName "Weapon_TechCapitalAutoCannonMedium_Travel"
m_weaponIndexForRange 0
hasWeaponLevels FALSE
Weapon
WeaponType "Beam"
damageEnums
AttackType "ANTIMEDIUM"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "OVERTIME"
DamageType "ENERGY"
WeaponClassType "BEAM"
DamagePerBank:FRONT 58.500000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 30.333333
DamagePerBank:RIGHT 30.333333
Range 5520.000000
PreBuffCooldownTime 6.500000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.500000
TravelSpeed 0.000000
Duration 2.500000
WeaponEffects
weaponType "Beam"
burstCount 1
burstDelay 0.000000
muzzleEffectName "Weapon_PsiCapitalBeamMedium_Muzzle"
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 1
sound ""
hitEffectName "Weapon_PsiCapitalBeamMedium_Hit"
hitHullEffectSounds
soundCount 1
sound ""
hitShieldsEffectSounds
soundCount 1
sound ""
beamEffectSounds
soundCount 1
sound "WEAPON_PSICAPITALBEAMMEDIUM_TRAVEL"
beamGlowTextureName "PsiCapitalBeam_Glow"
beamCoreTextureName "PsiCapitalBeam_Core"
beamWidth 20.000000
beamGlowColor ffffffff
beamCoreColor ffffffff
beamTilingRate 3.000000
m_weaponIndexForRange 0
hasWeaponLevels FALSEThat ought to do it.. You may want to play around with it a bit, but I think that'll work...also don't forget to change number of weapons from 1 to 2. Happy Coding!!