Weapons coding isn't too hard. Just copy and paste the .wpn file that's closest in relation to the new weapons (in terms of the shooting effect, e.g. GLOW, SMOKE, FLASH, etc.) just because it's easier to code. Now, once you've done that, change the name of the weapon to the new name of the weapons (e.g. change "hellbore" to "ingen" as I did for the Ingen Cannon). THE NAME OF THAT MUST BE THE SAME AS THE NAME OF THE FILE!!! Then change the last part of the textures line:
Code:
"turretSprite":"graphics/weapons/(insert original sprite name).png",
To:
Code:
"turretSprite":"graphics/weapons/(insert new sprite name).png",
Play around with the animation types and colors, it'll take some time to find out how the colors work. (255, 255, 255, 255 code means color, in this order:
Red, Green, Blue, Opaqueness
Opaqueness means how visible the color is)
And the most annoying and hardest to understand part, the Turret/HardpointOffset code. This means how many barrel the weapon will have. Now, the lines of code are not as easy as you suspect. It may look like points on a graph, but it's not. They're points on a graph, but flipped sideways. Put simply, just take the coordinates you find (from the center of the spite. A 64x64 sprite woud have it's center at 32x32) and flip the numbers. If a barrel was located 5 pixels to the left and 10 pixels up from the center, the code would be (10, 5). And extended code for more than one barrel would be (10, 5, 10, -5) by just adding more code. This is the hardest part to understand and explain, so good luck.
Now it's time for the projectile type. Choose the one that suits the gun most. Then change the sound of the gun, if necessary, and you're done!
Anyway, that concludes my explanation on how to edit the .wpn file (I had to learn everything by trial-and-error) and if you'd like to learn how to make a new .proj file (new projectile file) then just ask.