Follow the tutorial to get your basic weapon done. Then you can play around with the Datablocks and change the values here and there. Do some experimenting with the particles.
There's also the Weapon Image and the series of States that determine what the weapon actually does. We would need a tutorial thread just on that, it's pretty complex.
You can also animate your weapons. This tutorial shows basically what you need to do to Animate your weapon:
http://www.geocities.com/mkia1/Torque_Tutorial_1_1.htmlTo get a weapon to Animate when you fire it, name the animation material -> seq: fire=(first keyframe #)-(last keyframe #), fps=#
Example: seq: fire=1-8, fps15
This will play the string of animations from the first keyframe to the 8th. It will play it when the weapon goes into it's "fire" state (look into Weapon Image and states).
Note: The animation material is an Extra material you create for a sole purpose to carry the animation information out with the model when you export it. You do not need to assign the material or anything, just Create new material and name it the sequence you need.
Here's Appendix A on torque scripting. It will help you, allot. Look up whatever you want to know more about with this.
http://www-rohan.sdsu.edu/~stewart/GPGT/Appendix%20A%20-%20Quick%20References.pdfThat's the basic stuff and is all you really need for basic weapons. To create more complicated weapons you'll need to learn how to script stuff from scratch (some C++ background). Appendix A again holds most of what you will need for that as well.