Your own HUD icons
Summary
Created by MxOrcBoi Published July 15. 2023
This guide is a subsection of the Weapons ArchiveXL guide and details the process of adding a HUD icon. The same principle applies for other parts of the UI.
Adding custom player HUD icon

To add custom HUD icon:
Add
base\gameplay\gui\widgets\ammo_counter\atlas_ammo_counter.inkatlas
andbase\gameplay\gui\widgets\ammo_counter\atlas_ammo_counter.xbm
to your project.Export
base\gameplay\gui\widgets\ammo_counter\atlas_ammo_counter.xbm
as PNG and create a custom icon in chosen editing software. (You can refer to creating custom inventory icons if you need further reference material).Import your PNG over the xbm with those settings:

Edit the inkatlas file as in the icon creation guide.
Editing the .yaml file
Now that you have a custom preview icon, it's time to hook it up. You do this by editing the .yaml file.
You'll find written instructions below the screenshot.

The base record
Add a HUDWeaponIcons
entry at the root level of your .yaml (no indent). Give it a name, such as HUDWeaponIcons.TheFallout
in the screenshot above.
It has the following properties (indent level 1):
$type
gamedataUIIcon_Record
This tells the game that it's a UI icon
atlasResourcePath
path/to/your/file.inkatlas
relative path to your inkatlas file (right-click it in Wolvenkit and select "Copy relative path")
Making the weapon use it
Add a new property to the weapon that refers to the record you have created above:
hudIcon
HUDWeaponIcons.TheFallout
That's it! After starting the game,
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