Oh thank god, the man himself!
I admit, I have severe limitations when it comes to working with xml, the last time I did some very simple things for Oblivion but it took me HOURS of trial and error to get them working.
I've figured it's at the ActionPoints rect like you say, had no idea how it drew from the templates.
Now I guess there's no point in beating around the bush: what I want to do is not manipulating the counter, rather introducing one when the game's own is not visible. So, when not having an actual gun or shooty thing out.
I'm aiming for it to imitate the real thing as much as possible, so perhaps it could have its elements copy the originals'.
Right now I was looking at the Quickthrow mod, and apparently it doesn't even use any InjectUI commands? Duh, it uses UIO for that.
I was also wondering how to make it play well with other UI mods, as in, yours adds an extra rect "_Wrap" level above ActionPoints rect, would I have to take special measures, or is there some syntax that will avoid having to do that?
Or for that matter, I recall oHUD doesn't hide the ammo counter when drawing a melee weapon, probably a bug, but in that case I could go ahead and just hide the thing myself?
Thank you for your time, I know this all sounds kinda disjointed but I'm just aiming blind.
EDIT: didn't even realize there's a forum more apt for these things, maybe I should report this to be moved there
If you wanted to manipulate the element using SetUIFloat you would use: SetUIFloat "HUDMainMenu\ActionPoints\justify_right_text:1"
Now, you may be asking: "There is no element called justify_right_text"
If you look inside HUDMainMenu.xml you can find this text: "<include src="HUDTemplates.xml"/>", that xml file is where most of the HUD is located, it contains a bunch of templates.
If you were to edit "justify_right_text" you would be successfully editing the ammo count, but you would also be editing all this as well. There is a way to get around that though.