In Zero Hour they have ABGDCTower models which have animated bones at the top.
For the assist weapon, make it have no laser so you don't see the assisting tower shoot, making it look like the first to shoot tower only is shooting.
Make the assist laser (not the weapon laser but the one for the assist data link) a regular straight laser and make it thicker than the primary weapon laser.
For the laser beam textures, check out the exlighteningtile1.dds exlighteningtile2.dds exlightning.dds
Here's a beam from the Tardis's weapon in my laser general mod:
Code:
Object LightningBolt
; *** ART Parameters ***
Draw = W3DLaserDraw ModuleTag_01
Texture = exlighteningtile1.dds ;exlighteningtile1.dds
NumBeams = 1 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data.
InnerBeamWidth = 10 ;The total width of beam
InnerColor = R:200 G:200 B:255 A:200 ;The inside color of the laser (hot)
OuterBeamWidth = 8 ;The total width of beam
OuterColor = R:0 G:0 B:255 A:10 ;The outside color of the laser (cool)
Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling.
ScrollRate = -3 ;Scrolls the texture offset this fast -- towards(-) away(+)
Segments = 1 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20
SegmentOverlapRatio = 0 ;This value overlaps(+) or separates(-) the segments by ratio
TilingScalar = 0.3 ;.5 ;-3 ;stretches the texture if < 1
End
KindOf = IMMOBILE INERT
ClientUpdate = LaserUpdate ModuleTag_02
MuzzleParticleSystem = FlashBangNormal
TargetParticleSystem = LightningFlareWithSparks
End
Behavior = DeletionUpdate ModuleTag_03
MinLifetime = 260 ; min lifetime in msec
MaxLifetime = 260 ; max lifetime in msec
End
End