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under the actor or weapon you want to appear buyable, replace the 0 with a 1, or delete that line entirely. Making every emitter, gib, and magazine buyable is not necessary to make an actor buyable. You can even make a actor pre-equipped with a weapon that isn't buyable, or make a craft drop an actor that isn't buyable.
Second: You need to designate your buyable...thing... to a group. Groups are places like the Weapons tab where you see generally all weapons, or the Snipers tab where you can see sniper actors specifically. Some groups also add special attributes to things within it: Sniper actors have extra range, and the Primary/Secondary weapon and other specific weapon groups have something to do with how CPU factions arm themselves in a skirmish. Check the .inis of other mods and lurk around to really learn how that stuff works; that's how i'm doing it.
Generally assigned groups can be found here in a .ini; under the buyable object's name and description.
that code isn't used much. Some mods would hide units by changing the Buyable property to 0; which is useful if you have one unit that's going to be used as a template to make copies but you only want those copy to be buyable. You would apply Buyable = 0 to the template and Buyable = 1 to the copies.
I think the Space Pirate Faction does this with a few units.