I'll take a look and get back to you shortly.
Edit: getting rid of the rocket:
remove this portion of code(line 1056 to 1081)
function TieFightervehicle::onTrigger(%this, %obj, %triggerNum, %val)
{
if(%triggerNum == 2 && %val && !iseventpending(%obj.rocketreload)){
%obj.client = %obj.getcontrollingclient();
%pos = %obj.getposition();
%client = %obj.client;
%pos = vectoradd(%pos,"0 0 -0.8");
%pos = vectoradd(%pos,%obj.getforwardvector());
%vel = "0 0 -22.5";
%planevz = getword(%obj.getvelocity(),2);
if(%planevz < 0){
%vel = VectorAdd(%vel,"0 0 " @ %planevz);
}
%p = new Projectile()
{
dataBlock = rocketlauncherprojectile;
initialVelocity = %vel;
initialPosition = %pos;
client = %obj.client;
sourceObject = %obj.client.player;
sourceClient = %obj.client;
};
MissionCleanup.add(%p);
%obj.rocketreload = schedule(1000,0,"");
}
}
to add another gun:(line 1088)
function TieFightervehicle::onadd(%this,%obj)
{
parent::onadd(%this,%obj);
%obj.mountimage(warmgunImage,2);
%obj.mountimage(warmgunImage,2);//change the 2 to the other point
}
to make the other gun fire as well:(line 1039)
function Armor::onTrigger(%this, %obj, %triggerNum, %val)
{
%pmount = %obj.getObjectMount();
if(isobject(%pmount)){
if(%pmount.getdatablock().getname() $= "TieFightervehicle" && %triggerNum == 0){
%pmount.setimagetrigger(2,1);
%pmount.setimagetrigger(2,1);//change the 2 to the other mount point that you listed in adding the other gun
%pmount.client = %obj.client;
cancel(%obj.fightsch);
cancel(%obj.fightsch2);
%obj.fightsch = schedule(10,0,"Untrigger",%pmount,2);
%obj.fightsch2 = schedule(10,0,"Untrigger",%pmount,2);//change the 2 to the other weapons mount point
}
}
parent::onTrigger(%this, %obj, %triggerNum, %val);
}
};
That should be it, remember to go through and do what my comments in the code say.(mostly changing the mount point number in some of the functions to whatever one is the place you want the other gun.)