Machineguns
This at weapon_equip.ini
[Munition
nickname = my_rifle01_ammo
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
detonation_dist = 0
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_bolt_med
munition_hit_effect = dast_asteroid_explosion2
const_effect = pi_photon_01_proj
lifetime = 100
energy_damage = 0
hull_damage = 300
force_gun_ori = false
max_angular_velocity = 0.000000
ids_name = 265147
ids_info = 266147
mass = 50
volume = 0.000100
[Gun
nickname = my_rifle01
ids_name = 263175
ids_info = 264175
DA_archetype = equipment\models\weapons\li_auto_cannon.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 548
explosion_resistance = 0.850000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_2
hp_gun_type = hp_turret_special_2
damage_per_fire = 0
power_usage = 0.500000
refire_delay = 0.120000
muzzle_velocity = 2000
use_animation = Sc_fire
toughness = 2.400000
flash_particle_name = pi_photon_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = my_rifle01_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 5
lootable = true
LODranges = 0, 20, 40, 60, 100
This at effects_explosions.ini
[Effect
nickname = dast_asteroid_explosion2
effect_type = EFT_EXPLOSION_SMALL
vis_effect = gf_smallasteroidexplode
snd_effect = fire_pulse3
This at sounds.ini
[Sound
nickname = fire_bolt_med
file = audio\sounds\weapons\fire_bolt_med.wav
range = 60, 500
crv_pitch = 9
attenuation = -7
This at weapon_goods.ini
[Good
nickname = my_rifle01
equipment = my_rifle01
category = equipment
price = 500
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db
combinable = false
ids_name = 263147
ids_info = 264147
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat
And then put it for sale on a base like Manhattan(li01_01_base) in the Market_misc.ini