IIRC, it's a primary weapon, right? You'd have to add it to the allowed weapon list for the ship(s) you're using it on, AFAIK (via the ships.tbl - here is the weapons entry in the weapons.tbl ; both table files are in root_fs2.vp)
; ----------------------------------------------------------------------------------
; Targeting Laser
;
$Name: @Targeting Laser
+Title: XSTR("Targeting Laser", 3306)
+Description:
XSTR(
"", 3307)
$end_multi_text
+Tech Description:
XSTR(
"", 3308)
$end_multi_text
$Model File: none
; The following fields (preceded by @) are only required for laser
; rendering, which requires that "Model File:" be none.
; These are the same values that used to be hard-coded:
@Laser Bitmap: newglo6
@Laser Color: 190, 150, 250
@Laser Length: 10.0
@Laser Head Radius: 0.90
@Laser Tail Radius: 0.30
$Mass: 0.2
$Velocity: 450.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.2 ;; in seconds
$Damage: 0
$Armor Factor: 0.9
$Shield Factor: 0.7
$Subsystem Factor: 0.3
$Lifetime: 0.0 ;; How long this thing lives
$Energy Consumed: 0.20 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 115 ;; The sound it makes when fired
$ImpactSnd: 27 ;; The sound it makes when it hits something
$Flags: ("beam")
$Icon: iconKayser
$Anim: Kayser
$Impact Explosion: none
$BeamInfo: ;; for beam_lite beams - we don't have any associated warmup or warmdown
+Type: 2 ;; 0 - 4 are valid #'s
+Life: 0.0 ;; how long it lasts once the beam is actually firing
+Warmup: 0 ;; warmup time in ms
+Warmdown: 0 ;; warmdown time in ms
+Radius: 1.0 ;; muzzle glow radius in meters
+PCount: 0 ;; particles spewed every interval
+PRadius: 0 ;; particle radius
+PAngle: 0.0 ;; angle of the random "cone" where the particles are generated
+PAni: particleexp01 ;; particle ani
+Miss Factor: 0.0 0.0 0.0 0.0 0.0 ;; magic # - higher == miss more (1 for each skill level)
+BeamSound: 115 ;; the looping beam-firing sound
+WarmupSound: 0 ;; associated warmup sound
+WarmdownSound: 0 ;; associated warmdown sound
+Muzzleglow: thrusterglow01 ;; muzzle glow bitmap
+Shots: 0 ;; only used for TYPE 3 beams
+ShrinkFactor: 0.0 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
+ShrinkPct: 0.0 ;; what percentage of max width we subtract per second
$Section: ;; one section of the beam (you can have up to 5)
+Width: 0.5 ;; width of the section
+Texture: beam-white ;; texture for this section
+RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.1 ;; how much it flickers (0.0 to 1.0)
+Zadd: 2.0 ;; hehe
$Section: ;; one section of the beam
+Width: 0.75 ;; width of the section
+Texture: beam-dblue2 ;; texture for this section
+RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.1 ;; how much it flickers (0.0 to 1.0)
+Zadd: 1.0 ;; hehe
$Section: ;; one section of the beam
+Width: 1.0 ;; width of the section
+Texture: beam-dblue ;; texture for this section
+RGBA Inner: 255 0 0 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 60 0 0 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.1 ;; how much it flickers (0.0 to 1.0)
+Zadd: 0.0 ;; hehe