Part of a ships.tbl.
$Allowed PBanks: ("M-72" "M-97" "IM-3")
$Allowed Dogfight PBanks: ( )
$Default PBanks: ( "M-72" "M-72" )
+Pbank Capacity: ( 7000, 7000 )
$Allowed SBanks: ( "Raynor" "Longbow" "Crossbow" "Belial" "Blackwidow" "Paint Missile" )
$Allowed Dogfight SBanks: ( "Raynor" "Longbow" "Crossbow" "Belial" "Blackwidow" )
$Default SBanks: ( "Belial" )
$SBank Capacity: ( 50, )
$Shields: 0
$Power Output: 1.0
$Max Oclk Speed: 85.0
$Max Weapon Eng: 1000.0
$Hitpoints: 350
$Flags: ( "player_ship" "fighter" "ballistic primaries" "in tech database" )
$AI Class: Captain
$Afterburner: YES
Notice the PBank Capacity, and the Ballistic Primaries Flag.
Here's a weapon. This weapon is one fo the UW weapons, so please don't use it in any campaigns or public releases.
; ----------------------------------------------------------------------------------
; Light Machine Gun
;
$Name: M-72
+Title: XSTR("M-72 Machine Gun", 3317)
+Description:
XSTR(
"Standard Issue
High Ammo Count
Steel Alloy Projectile", 3318)
$end_multi_text
+Tech Title: XSTR("M-72", 3319)
+Tech Anim: Tech_GTW-66_Maxim
+Tech Description:
XSTR("The M-72 is the basic fighter weapon given to new pilots. It has an adequate range, and a medium impact bullet launched through a smooth-bore barrel. ", 3320)
$end_multi_text
$Model File: none
@Laser Bitmap: newglo9
@Laser Glow: newglo9
@Laser Color: 250, 90, 30
@Laser Color2: 250, 90, 30
@Laser Length: 5
@Laser Head Radius: 0.30
@Laser Tail Radius: 0.10
$Mass: 0.01
$Velocity: 550.0
$Fire Wait: 0.1
$Damage: 1 ;; dthin inner radius
$Blast Force: 0
$Inner Radius: 0 ;; 0 for impact only)
$Outer Radius: 0 ;; attenuated damage (0 for impact only)
$Shockwave Speed: 0 ;; velocity of shockwave. 0 for none.
$Armor Factor: 1
$Shield Factor: 0
$Subsystem Factor: 0.35
$Lifetime: 2
$Energy Consumed: 0.0 ;; Energy used when fired
$Cargo Size: 1.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 164 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
$Rearm Rate: 100.0 ;; number of missiles/sec that are rearmed
$Flags: ("in tech database" "player allowed" "ballistic" )
$Trail: ;; Trail cannot be set if Exhaust is set
+Start Width: 0.1 ;; Width of trail nearest missile
+End Width: 0 ;; Width of trail before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 0.1 ;; how many seconds before trail disappears
+Bitmap: tracer ;; o draw trail
$Icon: IconGun03
$Anim: FS2Gun2
$Impact Explosion: none
$FOF: 1.2
$Shots: 1
Notice the ballistic flag, the size.
In the ships.tbl, a ship MUST have the ballistic flag in order to carry ballistic weapons. It can still cary non-ballistic weapons even with the flag.