Accessed via the Weapons button in the Ship Editor.
Assigns weapons, starting ammo, and per-turret AI class to the ship's banks and turrets for this mission instance, overriding the ship class defaults.
All changes are buffered. Nothing is written to the mission until you click OK; Cancel and closing the dialog discard everything.
Weapons are split across two tabs:
The dialog opens on whichever tab has banks first; if a ship has only secondaries, the Secondary tab is shown.
Each tab contains:
Several ways:
Selection within the Banks tree is restricted to one row type at a time: clicking a turret-group row clears any selected slot rows, and vice versa. This keeps the AI controls and Set Selected controls clearly applicable to whatever is currently highlighted.
Where a weapon uses ammo, the slot's row has a second column showing current/max. Click the value to edit; a spinbox appears, clamped to the maximum capacity for that weapon and bank. The display refreshes as soon as the edit is committed.
With a weapon highlighted in the list, the View Table button
opens a viewer for that weapon's weapons.tbl entry (including any
modular -wep.tbm overrides). Useful for quickly checking damage,
ammo capacity, or flags without leaving the dialog.
Each turret has its own AI class, independent of the ship's overall AI class. Select one or more turret-group rows (the parent rows, not the individual slots), pick an AI class from the combo, and click Change AI. The new value is applied to every selected turret on every marked ship.
The combo reflects the selection:
The Pilot row is shown for context but its AI is owned by the Ship Editor and cannot be changed here. When only the Pilot row is selected the AI controls are disabled.
If multiple ships of the same class are marked when the dialog is opened, edits apply to all of them. The dialog reconciles per-slot state from the marked ships at open time:
Multi-edit is only available when every marked ship belongs to the same ship class. The Ship Editor's Weapons button is disabled otherwise.
OK commits every change (weapons, ammo, and AI) to every relevant ship and closes the dialog. Cancel, closing the dialog window, or pressing Esc discards every change; no mission data is touched. If unsaved changes exist when closing, you are prompted to keep them.