#JSON-UI General
1 messages · Page 8 of 1
I have a simple animation to fade out alpha value:
"anim_notif_text_alpha_out": {
"anim_type": "alpha",
"easing": "in_expo",
"duration": 3,
"from": 1.0,
"to": 0
},
But whenever I try to use it
"alpha":"@hud.anim_notif_text_alpha_out",
Absolutely nothing changes.
If it helps the alpha works perfectly normally if I set it to a number like 0 or 1
someone help me center
From the chat
title, actionbar, etc.? Or are you trying to use a player message
Tellraw message
On the hud.
From the chat
And the tellraw message exactly matches §lTravis Jenkins?
Well yeah the text appears bold so its correct
Did you write the tellraw message or did someone else? Because it could be §r§lTravis Jenkins and that would look exactly the same but not match.
I would just use (#text - 'Travis Jenkins') = #text if you aren't sure of the messages formatting
I wrote it.
As §lTravis Jenkins
Exactly.
Then it would also detect it when Travis Jenkins is in the message but not as the subject
Hmm strange. I'll do a quick test
Thanks
Yeah you're right it doesn't work for the chat. I wonder if it's using the $chat_font_type variable instead? Gonna try a few more things
O wait I may have found something... wtf
@raven wigeon ok so it looks like it's somehow 3 characters. this works "source_property_name": "('%.17s' * #text = '§lTravis Jenkins')",
don't ask me why lol. Maybe when you do formatting for the chat it adds an extra character to denote that it has special formatting or something
Weird
But thanks!!!
np
No, you have to manually create that while underline
Oh.. i searched a bit, someone said we could get text length and dynamically change the size of the underline. Do you have any idea about getting text length?
Yes i do
Its quite easy actually
You can't, but you can try adding underline element inside text "controls" with size 100% in x axis
Ohh I get now. Thanks
It will use 100% size of text element
To make it work properly, make sure the text element size is [ "default", "default" ] and only on one row
I have a simple animation to fade out alpha value:
"anim_notif_text_alpha_out": {
"anim_type": "alpha",
"easing": "in_expo",
"duration": 3,
"from": 1.0,
"to": 0
},
But whenever I try to use it
"alpha":"@hud.anim_notif_text_alpha_out",
Absolutely nothing changes.
If it helps the alpha works perfectly normally if I set it to a number like 0 or 1
Um you're specifying it incorrectly
Does font_size gonna override the size?
example if I do this
"text": {
"type": "label",
"text": "Test",
"font_type": "MinecraftTen",
"font_size": "large",
"size": ["default", "default"]
}
Would the text still be large?
I copied straight from the samples, how am I supposed to specify it?
probably yes
Ok
This?
"anims":[
"@hud.anim_notif_text_alpha_out"
],
Um not sure yet since i use font_scale_factor to resize the text
Its still not playing
Weird, this is the correct syntax for animations
try change in_expo to linear..? Maybe it would change idk
I'll try that
Still nothing
Do you reload your world? That was fast
Yes
rejoin*
Yeah
Could it be an error somewhere else?
"notification_text": {
"type": "label",
"text": "($atext - 'notif:')",
"anims":[
"@hud.anim_notif_text_alpha_out"
],
"offset":[120,5],
"font_size": "medium",
"anchor_from": "middle",
"anchor_to": "middle",
"text_alignment":"left"
}
This is the label its attached to
Maybe try to temporary remove the font_size
By the way does your label element show up correctly in the hud?
Doesn't seem to have any effect
Oh @fathom bluff is wrong. You dont need the namespace. You could just.
"your_element": {
"alpha": "@anim_notif_text_alpha_out"
}
It shows up exactly where I want it
@jaunty fox ^^
No change
Huh
Didnt change anything
Thought so
Hmmm
I gotit from a doc
First of all,No one ever use alpha to include an anims because it doesn't even work. Ask any JSON UI creator like ambro or TLGM.
Second of all, calling an element does not require namespace if that element is in the same file as this current one.
EDIT: ignore the first one
Bro I was using alpha because the official samples do it somehow
I use alpha it worked
Official actionbar does it
"hud_actionbar_text": {
"type": "image",
"size": [ "100%c + 12px", "100%c + 5px" ],
"offset": [ 0, "50%-68px" ],
"texture": "textures/ui/hud_tip_text_background",
"alpha": "@hud.anim_actionbar_text_background_alpha_out",
"controls": [
{
"actionbar_message": {
"type": "label",
"anchor_from": "center",
"anchor_to": "center",
"color": "$tool_tip_text",
"layer": 31,
"text": "$actionbar_text",
"localize": false,
"alpha": "@hud.anim_actionbar_text_alpha_out"
}
}
]
},
Can't trust it though ig
0 idea howthis work. I only see people use anims rather then only alpha
Yeah I was copying and it didnt work so Im not gonna touch that until I understand wtf Im doing
@fathom bluff
Is there any other steps to declaring an animation that I haven't explicitly said I've done?
This one is from 2020
Doest matter
yes
0 idea now, i only khow about anims as people use this nowadays
if the animated panel was inside a factory, animations can be updated and replayed at anytime as game wanted
if not inside factory, anims will play only once
Yeah I still don't know what the problem with my thing is
how do you control separatly server_form buttons with collection_index?
you can also make animations loop-able, or manually trigger-able with buttons
it's very broken, i don't know
maybe a lot of collection panels with same collection but different visibility bindings
what about without collection_index how do you control for example 2 differnet server form buttons
@opal aurora didn't seem to work?
{
"label_offset_panel": {
"type": "panel",
"size": ["100%", "100%c"],
"controls": [{
"main_label": {
"type": "label",
"offset": [2,2],
"size": ["default", "default"],
"anchor_from": "center",
"anchor_to": "center",
"text_alignment": "center",
"font_size": "large",
"text": "#form_text",
"font_type": "MinecraftTen",
"bindings": [{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "(not ((#title_text - 'Abilities')) = #title_text)",
"target_property_name": "#visible"
}],
"controls": [{
"underline_image": {
"type": "image",
"texture": "textures/ui/white_background",
"size": ["100%", "20%"],
"offset": [0, 10],
"anchor_from": "bottom_middle",
"anchor_to": "bottom_middle"
}
}]
}
}]
}
},
It doesn't show the underline
@fathom bluff I think I figured it out, crazy mixture of stupidity in my past code and now I gotta relearn some things but basically I had it mixed in with the Title text and was repeatedly calling that restarting the anim rapidly
If i remember correctly controls don't work with text
Hm.. I'll search a bit
it's possible
i see nothing wrong here, other than underline_image offset
🤷♂️
there is also an example inside ui_template_buttons.json:underline_button
I suggest you should you a panel that include text and the underline texture, even though this require a bit of positioning but this should work correctly
Ye im not sure about this
If i remember correctly
or ui_common.json:single_line_label/label_panel, there is a whole $underline_control variable here
example of an underline control (from ui_common.json):
{
"underline": {
"type": "image",
"size": [ "100%", 1 ],
"$texture|default": "textures/ui/underline",
"texture": "$texture",
"alpha": 0.6,
"tiled": "x",
"anchor_from": "bottom_left",
"anchor_to": "bottom_left"
}
}
ah, the size, it's too big in y axis
Nope. I found the problem, it's the offset 😅. But the underline doesn't seem to increase its size in x axis?
because your underline texture doesn't have 9-slice size
try using the vanilla textures/ui/underline or textures/ui/White
I used this and it worked! Thanks!
Oh yeah, I just realized.
Why does a binding like this not function at all
"bindings":[
{
"binding_name":"(not ($atext = 'a'))",
"binding_name_override":"#visible"
}
],
I seriously do not understand the point of bindings or their function at all considering this does nothing
"(not $atext = 'a')"
Also I think variables and bindings can work together.?
That won’t change it will it?
#1125260994525024318 message
Bindings and Variables do not work together, you need to do conditional rendering stuff.
#art-and-modeling
Ha okey
Variables work in bindings, but bindings do not work in variables. Though variables will only work (in most cases) in bindings if they are accompanied by a valid binding in the same equation. An easy way to do this is set a property bag binding to a variable value and use that in the equation. Though @jaunty fox in your case, you can just use:
"visible": "(not ($atext = 'a'))"
You don't need a binding since you can use the parameter directly.
Oh my bad, I misunderstood.
All good. It's made in a confusing way
Does F5 have some not-hardcoded bindings that could be use in different screens?
nope
But it exist, just hardcoded?
it is hardcoded
In what screen? Settings?
Yeah of course, It is hardcoded to settings and f5 button on pc
Im trying to achive something allows me to change the server ui to a layout that I want, depending on the form title text. Ive done this with a chest before and it worked. Im trying to apply this on the form ui now but Im having some trzbbles with that.
Any advice?
//code above
"long_form@common_dialogs.main_panel_no_buttons": {
"$title_panel": "common_dialogs.standard_title_label",
"$title_size": [ "100% - 14px", 10 ],
"size": [225, 200],
"$text_name|default": "#title_text",
"$title_text_binding_type": "none",
"$child_control|default": "server_form.long_form_panel",
"layer": 2,
"variables":[
{
"requires":"#title_text = 'Test'",
"$child_control": "chest.charger_chest_root_panel"
},
{
"requires":"#title_text = 'new'",
"$child_control": "furnace.furnace_panel"
}
]
},
//code below
my problem is that it displays allways the last variable in the chain
And I have no idea why it does that
oh... okay then :/
someone was quicker then me 😦
Oki thanks
Also note that bindings never work inside variables and variables array.
aight
Im trying to add multiple form layouts, am I doing this wrong?
(not (#title_text = 'nav_compass') or (#title_text = 'bedwars'))
Thats the vanilla form
The problem is in the bedwars form
When I open it, it will be a form in a form
Whats wrong with it?
weird that legacy texture is still there
is the file in which this is coded hardcoded? Id like to remove the enchantment description and have it only show the name
try looking in hud_screen
I found some references to "item" but am not sure if they may help your case, but testing will
or reference "hotbar"
do you know if the object would be a stack panel? that would make this easier to find
wait does #item_text mean its hardcoded
If you want to run this from a title factory, you can use $title_text variable if you want to use variables section.
I spent like an hour removing this with UI only to realize there is a gamerule for it lmao. /gamerule showitemtags false
oh wait I don't know if that hides enchants actually
ah ok
Lemme checked the code where I removed it
@odd wharf Mine wasn't for removing enchant text, but other stuff. The only way I can think of to remove the enchants without the code getting really messy would be to surround the name of the item with a bunch of invisible characters, such as §z§z§z§z§z<item name>§z§z§z§z§z, and then transforming the item text with:
('%.20s' * $text_binding)
Unless you have a really long name, it should cut off everything after the item name.
Actually it'd probably be better to only put the invis characters after the item name, like <item name>§z§z§z§z§z§z§z§z§z§z>. Gives you more space to work with.
you mean in game putting in those characters?
in your item name, yeah
might that be because the enchants list is hardcoded?
Well it'll just cut off everything after 20 characters, so no matter how many enchants you have they all get removed from the item text.
What element is this in inventory screen?
i need help
inventory_screen_pocket.json also are you talking about the crafting_panel_2x2 or the creative blocks?
Both
but still, is the list hardcoded?
The enchantments list? Pretty sure yeah
would this be the right place for .lang file issues?
Uhh no. I think #1067869590400544869
Hello
How can I add a custom button to my json file, so is there a code for the custom button?
Don't promote your question/help forum. People will eventually come by. Have patience, please. The people around here has other stuff they need to do.
Anyone found out what element it is to edit this?
item_text something
Oh ok, found it
hey, here is a little general question
Ive been making a UI, which works fine and I want it to be like that...
but there is one problem
Its like my biggest enemy at the moment...
Its gui scale
When people use gui scale 1
They will see my UI in a way too big size
is there a way to display my ui in gui scale 1 or 2 exactly like in scale 0
or is there any other good solution to solve my problem:(
Use percentages?
Use percentages avoid numbers in size, offset etc., UI changes itself if you use percentages.
aight
Ill try that
Thanks
I always thought that % is the percentage of the parented panel
Where can I find the jsons of the blocks?
nope, not data-driven
hard coded my guy
What
its hard coded
Why would they make json ui data-driven then no documentations like wth
I don't understand
you cant
anyone know how I can "link" a button I created to an existing interface?
Been stuck for ages
link what
I think he made an UI and he want the button to open his ui
Yes
toggle with bindings.
Even through reading the doc people made
use toggles
Its not really an "Opening the UI thing" but it displays it as you want them
its a work arround
okay
Because I was trying to figure out with the TEST button
but I will try your thing
you could retexture an existing block, for example a trapchest and rework the ui of it
He was asking the vanilla blocks
I'm trying to find the json file of shulker
Again, it's not data-driven
Mod
do ya wanna get a block hitbox for your entity? or what are you trying to do?
you mean like a barrel or the chest?
things come out when broken
ah thats what u mean
if it about blocks, go #1067876857103536159
All items fall to the ground when broken
ye ask in blocks
I dont think thats possible tho
Like so?
uh no
ah
Try to look it around #old-json-ui with search feature thing
you may able to find it.
It's not complicated, it's just hard to explain.
Search feature thing 😱
atleast for me even though the code looks simple
I really dont like these new chat group things of discord
They seems so unorganised
forums?
well the change was made after #1019665628946247761 was deem successful experiment.
the experiment was trying to get people to use forums as like their own questions and chat along with it
that's why every add-ons now has forums, it was replacement to that
yeah...
still
I liked it better before
Im just happy that UI has still a chat u know xD
every forums has its own general chat.
you should definitely see ones in the pinned post on every fourms
I see yeah
ok
I have to get used to that
I'm just going to give up, I'm not finding what I really want
so you want to trigger your UI using a toggle is that correct?
best UI ever the scroll is very proportionally manageable
yeah
is there a way to make an element in the hud screen adjust transparency with the hud opacity setting?
*and play the animation the makes it slowly disapear whislt opening the inventory or some other container
Especially when setting GUI Scale to larger
Why not make them scrollable instead of sticking at the top of that
I made a title based form, but how can i make the title invisible?
Nvm found a way
How do i go about changing the duration that the tooltip will appear on screen
can you use bindings for a texture?
"image": {
"type": "image",
"texture": "#texture",
"bindings": [
{
"binding_type": "view",
"source_property_name": "(('textures/') + (#text))",
"target_property_name": "#texture"
}
]
}
Yeah
it won't seem to work for me
Try removing the () around the binding, not sure whether it would change anything
i tried using it with a label and it works, so its probably just not usuable for images??
idk
I use bindings for the texture, so it shouldn't be a problem. Is it just showing the purple and black squares?
I once had a problem like this, in my case I forgot to include a / in the actual text. Maybe it's something like that for you?
just triple checked everything and i dont think its that either
btw thanks for the help lmao
What's the path of the image you are trying to use?
hol up i just got it working
thanks
Yay!
also one more question lol
how would you edit a string but only if something is met
like only remove the first couple characters if the text has a string in it
because they both need a different "target_property_name"
I don't know sorry
You too
Can someone help me to add a button to players inventory? https://discord.com/channels/523663022053392405/1139637378001154208
Is there a way to override all elements in hud and only show specific one?
modifications
cough cough how?
"hud_title_text": {
"ignored": true
}
```I didn't understand what you mean by override.
Like show only a specific element
Example when you like open a server form, it only shows the server form, not the hud screen.
bruh? it only shows server form screen when you open a server form
😂
Uhh
How do I explain properly
if you want to not show the display, just render a black image
Thats what I did, but the controls and buttons on hud screen is still visible
I dont want that
hmm, control and buttons on hud screen don't show when you have a form opened normally
No I Don show a form
I only show a panel
then why you said server form
As an example
they are different screens
One way is to have a toggle that shows your panel and hides all the other elements
Uh
That's some painful way
add your element to hud_content and add bindings to your element and root panel
it's very easy
What's the best way to show the xp bar in creative?
"exp_progress_bar_and_hotbar/resizing_xp_bar_with_hotbar": {
"modifications": [
{
"array_name": "bindings",
"operation": "remove",
"where": {
"binding_name": "#show_survival_ui"
}
}
]
}
```This may work. I haven't tried.
I'll tr, thx
doesn't work, too bad
ahh
What variable should you replace #exp_progress with to get a specific score?
can you send me the json file of the scrollbar?
no, it will show 2 hotbars instead of one
try this (code for 1.20.10 or newer):
{
"exp_progress_bar_and_hotbar/resizing_hotbar_no_xp_bar": {
"ignored": true
},
"exp_progress_bar_and_hotbar/resizing_xp_bar_with_hotbar": {
"bindings": [
{
"binding_name": "#show_survival_ui"
},
{
"binding_name": "#is_creative_mode"
},
{
"binding_type": "view",
"source_property_name": "(#show_survival_ui or #is_creative_mode)",
"target_property_name": "#visible"
}
]
}
}
it should hide hotbar correctly if in spectator mode but the xp bar is still visible in creative mode, that's why the "bindings" is a bit complex
i guess im outdated xd
that works, thanks 👍
other question:
How does #exp_progress work?
I don't understand where it's defined and what values it returns
#exp_progress is the progress on the experience bar and uses clip ratio to fill up. It returns float for the exp bar. It is a hardcoded binding for hud.
thanks
that means that (theoretically) any float would will up a certain percentage of the bar?
So I could then tie that float to a score?
and create a custom exp system?
Yeah, if we set a max value and the value is from 0 to max value, it can be used as a percentage for the bar using clip ratio.
thank you very much for the info!
though this doesn't work (I get a full xp bar)
is it due to the binding type being wrong?
"full_progress_bar": {
"type": "image",
"texture": "textures/ui/experiencebarfull",
"clip_direction": "left",
"clip_pixelperfect": false,
"$my_exp_progress": 0.5,
"bindings": [
{
"binding_name": "$my_exp_progress",
"binding_name_override": "#clip_ratio",
"binding_type": "global"
}
]
},```
it's not binding
well you have to get a value first
source_property and target_property?
that's one way
#1139545952609374218 message
I'm trying to understand this part by part 😅
okay, np
it was just for testing, I'm intending to change that later down he line
"full_progress_bar": {
"type": "image",
"texture": "textures/ui/experiencebarfull",
"clip_direction": "left",
"clip_pixelperfect": false,
"$my_exp_progress": 0.5,
"bindings": [
{
"source_property_name": "$my_exp_progress",
"target_property_name": "#clip_ratio",
"binding_type": "view"
}
]
}```
From what I understand this should work, but it doesn't
what did I miss?
your $my_exp_progress is not a valid binding property
what should I use instead?
I thought you could define "variables" that way
this
no "bindings" required (if your case)
I'm planning to change that
would it work if I had an operation in "source_property_name"?
missing source_control_name's or other binding_name's
How can I write on the button like this?
what would be a valid source_control_name for instance?
@normal moat can we talk in dm i want to talk about something
@opal aurora I got it to work by heavily inspiring my self from other stuff I saw in this server, but I still don't get why my previous thing didin't work
"$exp_max_value": 10.0,
"bindings": [
{
"binding_name": "#objective_sidebar_name",
"binding_type": "global"
},
{
"binding_name": "#player_score_sidebar",
"binding_type": "collection",
"binding_collection_name": "scoreboard_scores"
},
{
"binding_type": "view",
"source_property_name": "(1 - ((#player_score_sidebar * 1) / $exp_max_value))",
"target_property_name": "#clip_ratio"
}
]
A control name with bindings you want to use
This #clip_ratio doesn't return float
Add "property_bag": { "#float": 1.0 },, then replace all the "1" inside your last "source_property_name" with #float
That's to override the output value format from integer to float
it does work though...
as long as I keep "$exp_max_value" a float it seems to detect it
You mean hover text?
bro i want to ask something how can i add custom button to my own server_form.json file?
You will need to use grid or stack_panel to do this
If i remember correctly, the sample file already have it
Go read it
@fathom bluff can you attach the file
can anyone help with this?
variables array not with bindings
could you help me do that?
sorry can't. You can see this:;
https://wiki.bedrock.dev/json-ui/json-ui-documentation.html#variables-property
How can i display scoreboard value on UI? RawText?
"label": {
"type": "label",
"text": "#score",
"bindings": [
{
"binding_name": "#player_score_sidebar",
"binding_type": "collection",
"binding_collection_name": "scoreboard_scores"
},
{
"binding_type": "view",
"source_property_name": "('§z' + #player_score_sidebar)",
"target_property_name": "#score"
}
]
}
How can i set specific score?
"$text|default": "#text",
"variables": {
"requires": "((#text - 'hello') = #text)",
"$text": "#text2"
}
``` ive tried this but it doesnt seem to work. i think its the `requires` part thats messing up because it works with the default set to either
you can't use bindings in variables
Is the '#score's score the objective name?
is there a workaround?
How can I make the dynamic button vertical, so the buttons are side by side?
set the orientation of the stack_panel to "horizontal"
I'm asking how can I add the stack panel horizontally only side by side?
?
would anyone know why my .lang file is only renaming one item instead of each item in the list?
wrong channel
where am i supposed to go for .lang file issues?
u could use a texture pack that has an invisible sprite of the button as a way to “get rid” of it
but otherwise ive got nothin
Is there something wrong here? I get the ancestry something error thingy like that with $text_button.
"button_toggle@common_toggles.light_text_toggle": {
"$toggle_name": "$name",
"$text_button|default": "",
"$button_text": "$text_button",
"$toggle_view_binding_name": "$binding_name",
"$toggle_size|default": [30, 30],
"size": "$toggle_size"
},
Did you bind any value to $text_button
If yes, but still having error, try adding its "default" value
Nope, I use it but i didn't put anything to string
That's why
Oh ok
Still shows even if I don't add the $text_button
You NEED to add something to $button_text
So I need to add something to text_button ?
Ok
How would I achieve blur effect?
use blur textures, you can't do with json ui
Do you have images for it? Maybe
"bilinear" is also not what you need
no
Huh? Isn't that what makes image blur?
it kind of works if on small sized images
What do i use then?
only functional properly if you use image panel size larger than the actual image size
example: image [ 16, 16 ] on image panel [ 64, 64 ]
Ohh OK 👍
How can I put a space between buttons?
Then whats the better way
How can I provide space between buttons?
Quick reminder for you guys, if you like put any font(example MinecraftTen) in a label and then add text that contains \n, the font is gonna reset to normal font.
yeah
so how can i separate the background?
i can't separate the background
the game acts \n as a special unsupported character if using minecraftten font
any .ttf fonts in general.
Is there a workaround for this? I still need the minecraftten font.
no workaround
you need to create each labels with each offset manually
yeah
either adding each separate label control into a stack panel, or limiting x size
those are my ideas, still don't know how they made that possible inside marketplace worlds
he means marketplace worlds have the line break in ttf fonts. i think
yea I know but where exactly
example from the incredibles dlc
(uh it's just limiting horizontal size)
probably both limiting horizontal size and line spacing.
yeah
how do i make a custom image background for my server_form?
Like how do i make that background invisible and have a custom one?
I want to use chest inventory to display as a crafting table.
"baker_station": {
"type": "stack_panel",
"orientation": "horizontal",
"size":[20, "100%c"],
"layer": 31,
"collection_name": "container_items",
"controls" : [
{"[email protected]_grid_item" : {
"size" : [ 26 , 26 ],
"$cell_image_size": [ 26, 26 ],
"collection_index": 0
}
},
{"[email protected]_grid_item" : {
"size" : [ 26 , 26 ],
"$cell_image_size": [ 26, 26 ],
"collection_index": 1
}
},
{"[email protected]_grid_item" : {
"size" : [ 26 , 26 ],
"$cell_image_size": [ 26, 26 ],
"collection_index": 2
}
},
{"[email protected]_grid_item" : {
"size" : [ 26 , 26 ],
"$cell_image_size": [ 26, 26 ],
"collection_index": 3,
"enabled": false,
"$background_images": "common.empty_panel",
"controls": [
{ "[email protected]_arrow_empty_image": {} },
{
"baker_arrow_full_image": {
"type": "image",
"layer": 3,
"texture": "textures/ui/arrow_active",
"anchor_from": "top_left",
"anchor_to": "top_left",
"size": [ 22, 15 ],
"clip_direction": "left",
"bindings": [
{
"binding_name": "#want to binding item counts to clip ratio",
"binding_name_override": "#clip_ratio",
"binding_condition": "always"
}
]
}
}
]
}
}
]
}
I want to bind item count to clip_ratio but idk
Can someone help X<
how do i make a server form fit the entire screen
Is there a valid #clip_ratio binding for that
yeah but what element that I should pass to bind
idk how to get items amount data in here X<
glyphs
So you want to use item stack count for it?
yeah I want to hide item display and use item stack count to control arrow clip
Glyph
how do i make a server form fit the entire screen
@normal moat I'm sorry to bother you again, but I'd like to make some improvements on the thing we discussed before. Do you have time to take a look?
@normal moat Hello, I wanted to write to you about a topic.
stop pinging please
oh sorry
I downloaded a server_form.json file from youtube and I wanted to add form.body but it wasn't added, what is the problem?
can you see please
?question
Be specific and include relevant details about the question upfront.
• What are you trying to accomplish?
• If you have code, which part is not working?
• What have you already tried?
• Have you searched the Bedrock Wiki?
I got a server_form.json file from youtube and added form.body() but it didn't work, what's wrong?
Dm?
nope
so can you tell me why?
idk? maybe a problem with script or ui, idk.
No, I definitely downloaded it in another json, I tried it, but it didn't work, let me see it here, if you want, there is no problem.
take a look maybe the body wasn't added
.
bro stop bothering him
I can't add u It seem you close it
jesus christ
Help
Help
wth is happening 😂
Bro why can't i add body to my form please tell me help
Because... disintegrates
try yourself
?json ui is tough
Welcome to JSON UI!
If you are reading this, there is a good chance that you were inspired by The Hive, Galaxite, or some other addon or server. Welcome! This is the right place to learn about these topics.
To get started in learning JSON UI, we recommend you check out the Wiki first: https://wiki.bedrock.dev/json-ui/json-ui-intro.html.
However, please be aware of these things:
- JSON UI is much tougher than other addon topics.
- JSON UI is 100% only documented from vanilla reference and reverse engineering. There are no documentation directly from Mojang.
- We will not give you step-by-step instructions on how to create UI from Hive/Galaxite.
JSON UI is one of the toughest addon topics, so please be patient. Try and attempt small tasks. Ask concrete, answerable questions. We won't spoon-feed you.
I'm trying, but it gives an error, what happens if you add it?
i dont do work
then I add the body code to the server_form.json file because I can't add body to my form
it can't be added, so it's like there's something missing
the body may not be working due to something missing
#form_text
"[email protected]_panel": {
"anchor_to": "top_left",
"anchor_from": "top_left",
"$show_background": false,
"size": [
"100%",
"100%"
],
"$scrolling_content": "server_form.long_form_scrolling_content",
"$scroll_size": [
5,
"100% - 4px"
],
"$scrolling_pane_size": [
"100% - 4px",
"100% - 2px"
],
"$scrolling_pane_offset": [
2,
0
],
"$scroll_bar_right_padding_size": [
0,
0
]
}
}
]
},
"long_form_scrolling_content": {
"type": "stack_panel",
"size": [
"100% - 4px",
"100%c"
],
"orientation": "vertical",
"anchor_from": "top_left",
"anchor_to": "top_left",
"controls": [
{
"label_offset_panel": {
"type": "panel",
"size": [
"100%",
"100%c"
],
"controls": [
{
"main_label": {
"type": "label",
"offset": [
2,
2
],
"color": "$main_header_text_color",
"size": [
"100%",
"default"
],
"anchor_from": "top_left",
"anchor_to": "top_left",
"text": "#form_text"
}
}
]
}
},``` is that the body?
yeah
hello! LeGend
I put this in the server_form.json file it didn't work .d
I try a lot but failed X<
idk then
make a forum post for question
someone may answer
No, I want to add a body, it doesn't work, so "test": { There is a panel named, should I add it to it?
Will it work if I put it in the controls section?
you just use the vanilla server_form.json
ui folder
I'm not saying that, where should I put it in the server_form.json file
can you add it, i added it, it gave an error again
wdym by you add it. it's your code and i said what to do. it is very easy
I added bro, it didn't work, as if there is an error somewhere, I can't see it, what would happen if you help me''
put vanilla server_form.json in RP/ui folder
If this isn't the problem, then your script is wrong
"long_form_scrolling_content": {
"type": "stack_panel",
"size": [
"100% - 4px",
"100%c"
],
"orientation": "vertical",
"anchor_from": "top_left",
"anchor_to": "top_left",
"controls": [
{
"label_offset_panel": {
"type": "panel",
"size": [
"100%",
"100%c"
],
"controls": [
{
"main_label": {
"type": "label",
"offset": [
2,
2
],
"color": "$main_header_text_color",
"size": [
"100%",
"default"
],
"anchor_from": "top_left",
"anchor_to": "top_left",
"text": "#form_text"
}
}
]
}
},
"long_form": {
"controls": [
{
"default@common_dialogs.main_panel_no_buttons": {
"$title_panel": "common_dialogs.standard_title_label",
"$title_size": [
"100% - 14px",
10
],
"size": [
225,
200
],
"$text_name": "#title_text",
"$title_text_binding_type": "none",
"$child_control": "server_form.long_form_panel",
"layer": 2,
"bindings": [
{
"binding_type": "global",
"binding_name```
can you see if i added it right, it's a hassle
this is the file, put it in ui/ folder
Isn't this mcpe's original ui?
yes
I wanted my own server_form.json file
?jsonlint
Linting is the ability to validate code as correct, or incorrect. JsonLinter is a website that will point out json-formatting issues like mismatches curly braces for you.
Link: https://jsonlint.com/
go to the site and check for syntax errors in your own file
so to that
It says there is an error in the long form }
I don't understand how long_form can be wrong
how to create custom boss life bar?
bro just fix it so you don't lose anything please
@normal moat bro the site you posted says there is no error but when i enter the game it kicks me out of the game why?
how do i make a server form fit the entire screen in every Gui scale modification
Hi, I want to add 2 forms to my server_form.json file, how can I do it?
ah, idk how to add this LOL
how do I make multiple ui's using action form? like if the title is this than activate this ui and so on
maybe someone has an example pack
Hello Everyone again. Hope you all are doing great! Enjoy my voice reveal! Maybe
Song Credits:
Music:
Vexento - Particles
https://youtu.be/4BBZ2VHUitk
https://www.youtube.com/c/Vexento/featured
Vexento - Touch
https://youtu.be/TOG0mCgzsMY
https://www.youtube.com/c/Vexento/featured
Vexento - Capurganá
https://youtu.be/oZNlbt8jWTI
https://www....
with file used in actionform?
server_form.json
{
"chest_ui@chest_ui.chest_panel": {
"layer": 2,
"bindings": [
{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "(not ((#title_text - '§c§h§e§s§t') = #title_text))",
"target_property_name": "#visible"
}
]
}
}
i still dont understand json ui, how can i makeit visible if the title is "cosmetics"? (this is from Herobrine64)
#title_text = 'Cosmetics'
uhh what does this code do? '§c§h§e§s§t'
It is just a way to detect if the title contains this. Then show that form.
because the color codes don't appear in text
How do grid_position works?
[ 0, 0 ] position on a grid
according to grid dimensions
If grid dimensions are [2, 2] then, grid positions are -
@restive crag
Can we set their sizes, offsets and anchors?
sizes, but no offset and anchors if we take general case
One more question, how do i edit the button text inside a light_text_button?
?? $button_text
offset*
$button_offset
Oh ok
What's the name of these 2?
"padding": {
}
uhm
not finished
sorry
"padding": {
"size": [ 2, 2 ]
}
it's pudding
actually I don't know anymore
both pudding and padding are confusing
why not just name it to space
what i want is just add space to custom button
Pudding is a yummy fooooooooooooood
padding = space
air is not a foooooood
Not quit sure but I fucked up somewhere lol
don't pay attention to the missing textures
Add padding between them
It is not added because it is a custom button.
Is it possible to use multiple view bindings in a one element?
Yes
OK good to know
Yes but you can just wrap the buttons in a panel with extra sizing, aka "size": [ "100%cm + 4px", "100%cm + 4px" ]
I kinda have the problem that is @unique swan facing too, I have tried that, it just puts all buttons in one place, I have tried "size": ["100% + 10%", "100%c"], it increases the dynamic panel but not increasing the pudding between the buttons, and also I have tried adding a pudding element which also didn't work out.
It sounds like you have the padding set up wrong somewhere. If it puts all the buttons in one place, it sounds like the size is invalid (and set to 0), which can happen if your child element size depends on the parent and the parent element size depends on the child, which is invalid. Try setting the wrapping panel to an exact size and see if that works.
i have set up "size": ["100%cm + 4px", "100%cm + 4px"] inside the long_form_dynamic_buttons_panel, is that wrong? And I also tried adding my custom pudding inside dynamic_buttons controls. I'm also a bit unsure on what you mean on "Try setting the wrapping_panel to an exact size".
instead of using percentage, use an exact value. Such as [ 32, 32 ]
I haven't used that button before so I'm not sure if that setup is wrong or right. But you need to take the element which has the defined size, and then wrap that in a panel
What element are you pointing at?
The wrapping panel
You mean the element inside the long_form_scrolling_content controls?
I'm not really sure what your setup looks like so I'm not sure what the elements are you're referring to. The wrapping panel is usually not set up for most templates, so you have to make it yourself. You make a panel element and then put the button in the controls. Then instead of using the button in the stack panel/grid, you use the panel you made.
Would you like to see it on DM?
Alright
Help
You could look at server_form.json for examples.
Oh well
how can i do a different inventory screen when the entity has an especific name?
there's #player_name binding but its hardcoded sadly.
-can a namespace have more than one screen?
-can a screen controled by a screen?
-can i make conditional rendering based with screen?
- No
- No, but will or may crash
- Yes, though it will be very limited because using variable value will probably not work since there's no referencer to them. aswell screen element was mostly the actual root element, you may unable to make conditional rendering with variables.
thanks
can i use the #visible binding?
only bindings works for now, don't put ignored or crash I guess
and turn off your reply pings
so the best way to make conditional ui is with screen? or changing the screen's element
sorry
why are you still reply ping
oh srry that was the last one
so what do you think the best?
changing child elements in screen element will do.
aight thx
how can i move it here?
Yes
anchor.
uhhh where?
Inside the long form
long form element.
do i need to rejoin the world to see changes?
Obviously, the UI is client-side.
expect the requesters like script-api that send packet to show server forms.
Is there a way to force hidegui without the need to click to a button or anything?
well actually yes
hide gui is actually bindings and can be to set true/false everytime you press f3 or hide GUI button
What is the binding?
you can force to hide by I guess using visible or ignored property
{
"binding_name": "#hud_visible",
"binding_name_override": "#visible",
"binding_type": "global"
},```
this is also used for hud alpha thing in the game settings.
{
"binding_name": "#hud_alpha",
"binding_name_override": "#alpha",
"binding_type": "global"
},
{
"binding_name": "#hud_propagate_alpha",
"binding_name_override": "#propagateAlpha",
"binding_type": "global"
}```
Be warned though, that mobile controls won't go away.
Uhhh why? The normal hide gui though hides mobiles controls but still makes them usablr
because it works differently.
sure f3/hide gui turns that bindings into true but in the hardcoded side like touch controls wont either go away
"main_screen_content": {
"type": "panel",
"size": [0, 0],
"controls": [
{
"server_form_factory": {
"type": "factory",
"control_ids": {
"long_form": "@server_form.long_form",
"custom_form": "@server_form.custom_form"
}
}
}
]
}
how to add more control ids? without interupting
your best bet is just make those touch controls texture as invisible
Hmm I'll try that
or its impossible
That are hardcoded, though alternatively you can duplicate that element and use condition rendering with it
"main_screen_content": {
"type": "panel",
"size": [0, 0],
"controls": [
{
"server_form_factory": {
"type": "factory",
"control_ids": {
"long_form": "@server_form.long_form",
"custom_form": "@server_form.custom_form"
}
},
"server_form_factory": {
"type": "factory",
"control_ids": {
"long_form": "@server_form.custom_long_for.m",
"custom_form": "@server_form.custom_modal_form"
}
}
]
}
use condition render with both elements I suppose
i don't want to interupt the size type controls
It's not stack panels so no it will not.
can i just do main_screen_content/server_form_factory/control_ids
No.
oh
but if i do this and some other pack do this too, its gonna override
Use the modification property I guess??
Nope with conditional rendering, it shouldn't override
how?
example?
I find JSON UI weird cus like not #toggle_state returns true and #toggle_state returns false..
Uhh it's the form that should be conditionally rendered
It's up to your form
so i add binding that hide the long_form when title is something?
can i add controls ids with that?
Why
i want custom form
you can
example? and what way?
.
just make it reference to your new elements
from there you can add that if you wanted
ok thx
can this just be like this
"main_screen_content": {
"controls": [
{
"server_form_factory": {
"type": "factory",
"control_ids": {
"long_form": "@server_form.long_form",
"custom_form": "@server_form.custom_form"
}
},
"server_form_factory": {
"type": "factory",
"control_ids": {
"long_form": "@server_form.custom_long_for.m",
"custom_form": "@server_form.custom_modal_form"
}
}
]
}
or use modifications
also may i know why it use factory?, can it just be like this instead
"main_screen_content": {
"controls": [ { "custom_form1@server_form.custom_long_form": { } }
]
}
it works
why is this not working?
"long_form": {
"modifications": {
"array_name": "bindings",
"operation": "insert_back",
"value": [
{
"binding_type": "global",
"binding_name": "#title_text",
"binding_name_override": "#text"
},
{
"binding_type": "view",
"source_property_name": "(not (#text = 'testing'))",
"target_property_name": "#visible"
}
]
}
}
}
oh must be an array
Do you know the json name of the loading screen?
progress_screen.
aa thank you
@warm prawn look at dm
but its not for player
i want horse inventory
Hello
how do you change the y size of a server form button?
does UI only allow you to modify existing menus and is script-api required for new menus?
Is there a way to force the new mobile control scheme on players? The this one here
dang
Why, what about some players still preferring classic control scheme
It don’t work for my stuff, as some items I made have the chargeable component, which, when mobile players try to mine with them, just use the item instead.
how can i remove the slide animation in server form ui?
Is there any dialog template that doesn't have close button in vanilla UI files?
hello portuguese
Is there a way to force the new mobile control scheme on players? The this one here po português
olá
Parece que você configurou o preenchimento errado em algum lugar. Se colocar todos os botões em um só lugar, parece que o tamanho é inválido (e definido como 0), o que pode acontecer se o tamanho do elemento filho depender do pai e o tamanho do elemento pai depender do filho, o que é inválido. Tente definir o painel de embrulho para um tamanho exato e veja se isso funciona.
How do you fix this?
do glyphs load like images do? or are they instant?
@normal moat hello i want to talk to you about something
I want to talk about your "title based server form* video on youtube, can we talk?
Why does my command auto complete for mobile doesn't work now. It used to work in 1.16. I have checked the new chat_screen.json, the button id is still the same
"[email protected]_button": {
"$button_content": "chat.down_autocomplete",
"$pressed_button_name": "button.chat_autocomplete"
},
"[email protected]_button": {
"$button_content": "chat.up_autocomplete",
"$pressed_button_name": "button.chat_autocomplete_back"
}```
Is there an error? The text won't show on screen, But when put the text in without the panel it sows:```js
"test": {
"type": "panel",
"size": [
"100%",
"100%"
],
"anchor_from": "center",
"anchor_to": "center",
"offset": [
0,
0
],
"controls": [
{
"type": "label",
"text": "hud text",
"anchor_from": "center",
"anchor_to": "center",
"offset": [
-4,
4
]
}
]
},
How can I create a 2nd form in 1 server_form.json file?
?? i dont even see dms
When you ask a question via DM, you are restricting the total number of people who can help you from all potential server members to just one. Asking in the public channels is the best way to get a good, community-sourced answer to your question, allowing other observers to give their input.
While you are certainly welcome to DM with each other, please be aware it is against our rules to send unsolicited DMs requesting help.
From where?
message requests?
I just want to talk about one topic
Just ask here
How can I create 2nd form in 1 server_form.json file?
wdym?
I mean, how can I create a 2nd form in the server_form.json file?
There is 1 form, I want it to be in the 2nd form
just create 1 or 2 different forms
conditional render ig
For example, let 1 form B work, 2nd form O let them look different
You have to conditional render the form B and O so they don't open at the same time and then have to change the controls of the form O to change the look
I want to create the 2nd form and change the view
Do you know JSON UI?
yes i understand a little
what I want is to have a separate form in 1 server_form.json
If you know a little, you should check out vanilla files and see examples across the server to know how UI actually works and then try small things like adding text to screen yourself.
I know I can create title based server form, I just can't create another form
uhh
see my video on this
Oh that's unfortunate
You can still try showing two forms with the same command at the time..
bro there is only 1 title based server form in your video I want to use different long form in the world
uhh?
you have to add controls to it and do basic logic in the bindings
form1.show
form2.show
})```
json-ui
can't edit 
React is kinda pretty hard to learn
pov: react
true but I modify the game files so it’s kind of not a problem for me lol
you have come to the wrong territory
Yeah
no?
I don't understand the code xd
though ik react
oh
Check the first pinned message :D
oreui is non existent so no
still json-ui territory
the entire forums is #1067869374410657962
:<
all your base are belong to us
oh
I'm confused why'd they made json-ui data driven then no docs at all
they say its deprecated
If I did research correctly
the docs was supposed to be out during ore-ui indev or where the new bedrock ui concept was shown on some E3 or something
but instead, it's deprecated and they doesn't seem to put docs anymore
bcuz of ore ui probably
i don’t think they will ever release the docs
because they’re replacing it with oreui
yeah
hm fair
hey at least oreui is more capable and powerful :D
why
bro
wdym?
why its more powerful
react, html, css, js
you can do a lot more stuff that are not possible in jsonui
more control
con: performance drip
have you used the new play screen?
like what
^
yeah it's noticeable for me :(
thats it?
nope
I already did after 4 hours of the .22 release.
bet they gonna limit it
aswell already made a tweet for it
name why its better
you can listen to button presses, you can embed external videos, you can even connect it to scriptapi
thats it?
no
I think it can pretty much do anything unless they limit it
yeah
client scripting
with json?
client scripting?
Yes?
is oreui html?
yeah I bet someone definitely gonna make malicious thing out of it
HTML, CSS, TS and React
mojang probably limit it
why they not make ui engine like roblox does
roblox has a ui engine?
There is actually but only on china
If they run sandbox ingame I swear to god my phone gonna explode
roblox is an entire game engine bruh
the way you make ui is so easy
i know about that but i’ve never tried making something in roblox
just add a screengui (screen) and then you can add frame buttons and stuff
ahh like visual editor?
@normal moat I did as you said
roblox is probably beloved because of LUA scriptings and realtime editor.
yes, you can just grab things move it around
I tried on your server_form.json file
Does anyone know why command auto complete button is not working now in my pack that used to work in 1.16
yea
but roblox ui not use html
ye
👀 scriptapi with lua when?
imagine minecraft has its own app to make game's modifications
fr
I have this in chat_screen.json for command auto complete. It used to work in 1.16 but now it doesn't
"[email protected]_button": {
"$button_content": "chat.down_autocomplete",
"$pressed_button_name": "button.chat_autocomplete"
},
"[email protected]_button": {
"$button_content": "chat.up_autocomplete",
"$pressed_button_name": "button.chat_autocomplete_back"
}```
I had written lua stuff back probably 10 years ago and probably forgot now
whyy
Uh
ask ai to convert your lua to js
nah
why can't it work?
Huh
bro how can i tell if you don't give the file..
check the button ids in the vanilla files to confirm
you had a server_form.json file, I can send it if you want.
I don't understand why command auto complete doesn't work
@normal moat hello bro How are you
not good
lol
why?
people keep pinging me for help here lol
@indigo bolt @unique swan is the same person 💀
I checked everything and nothing seems to work
ahh okay
im removing the @ sign in my name
will not help I guarantee you
real
I been pinged so many times even bought to dms so eh, not happening
this is your curse now
Can you help me with my command auto complete button for mobile
a curse for a json ui expert
good thing I changed my profession to art
Oh god
atleast i can remove the @ and stop responding to any mesasge
that called ignore.
yeah that
I accidentally deleted the file so I had to download a new one (I'm making things very difficult)
I don't like to constantly ask for help but I need my command auto complete button to work so can anyone help
you can post questions on the forum and hoping that someone may able to help
I sent you the file
bro stop already
I posted it
Sorry I accidentally called you
Disadvantage of using discord on mobile
Only if it can be data-driven
Yeah
but we should be able to create uis using scriptapi in the future
not sure about modifying existing uis yet
but my guess is that we will be able to re-use their routes
I want them to be implemented as a resource pack, not behavior pack
So I can use them anywhere
Can you help me? (Sorry for the ping)
there’s already a module (@minecraft/client-ui) and it’s a resource pack only module
Oh then good
:D
But can I use them now?
Ok..., probably part of ore ui
iirc one of the devs said that we’re gonna get some components when oreui releases, i hope we get the ability to read and create facets from day one
does it mean that i can't add custom buttons/toggles (for visibility toggles or animation triggers) anymore?
i’m not gonna say anything because we don’t know yet
Where did you find this specific module (@minecraft/client-ui) ? I searched the data folder but no result found.
the exe file
you’re gonna find some other modules but don’t worry too much about them
Which exe file 😅 ?
Minecraft.Windows.exe
oh okay, thanks
I sent you a DM, can you have a look, please?
I swear I won't tire your head
@warm prawn Engeli aç
hello everyone, how can I add a background to the long_form_panel?
@normal moat How can I add a custom button to my own server_form.json file?
How can I create a custom button?
no one gonna tell if you gonna mass pings and dms like that
I have an image overlayed on screen with /title, how would I make it remove all hud elements apart from the title types
can anyone help me to Position the UI in the right place
Offset
it helped a lot amazing damn you are a genius
Thank you
json ui is hard to learn takes man's time
I'm not saying it's hard. I'm saying the community around Json UI is toxic for zero reason.
People like you make it hard.
Nvm
other dude was the toxic one
but yea
again, people has life too. not just always answering people's questions
and secondly, people kept asking the exact same questions all over again in #1067869374410657962 and therefore increasing insanity to people who still answering like me or LeGend
Apparently people can't read
and there's search on a forums or discord search feature where you can find questions easily
turned out they just, went and didn't care anything
hence the toxicity which there's something I can't do about it
there's people who post wiki about json-ui intro everyday and they didn't seem to care or take a read for once
Yeah I know, I just use this discord a professional place to learn, and I come to this channel when I need help and it's always filled with toxicity.
It's easy to understand how json-ui works, but what not is people don't care instead going for straight question and answer.
Well my question has merit, because I've tried to get it to work for 12 hours. Searched for previous solutions, tried them and it hasn't worked. So I'm completely lost if you'd be able to help.
so what do you want to do exactly
I've got a screen overlay (cctv) which is visible when an actionbar is set to a specific string, and due to the functionality the player has to be in survival/adventure or creative. Thus displaying the Hud elements, I'd like it so that when the same string is used it removes the hud elements, i.e. heart, hunger, hotbar but not the actionbar/title stuffs.
you can do the same thing but opposite. instead of having "ignored": "(not $string)", you can do "ignored": "$string" and vice versa.
bindings may work better because you don't have to link everything into factory
I'm using bindings, but I just don't know where it should go to make it work.
what does it look like?
Can't send the whole thing but I assume this is what you're looking for.
"hud_content": {
"type": "panel",
"$hud_size": [ "100%", "100%" ],
"$hud_player_rend_desktop_offset|default": [ 15, 15 ],
"variables": [
{
"requires": "($is_holographic and not $is_living_room_mode)",
"$hud_player_rend_desktop_offset": [ 100, 50 ]
},
{
"requires": "($compress_hud_width)",
"$hud_size": [ "90%", "100%" ]
}
],
"size": "$hud_size",
"controls": [
{
"[email protected]_panel": {
"bindings": [
{
"binding_name": "#hud_title_text_string",
"binding_name_override": "#text",
"binding_type": "global"
},
{
"binding_type": "view",
"source_property_name": "(not ((#text = '§0')))",
"target_property_name": "#visible"
}
]
}
},
{
"[email protected]_root_panel": {
"bindings": [
{
"binding_name": "#hud_title_text_string",
"binding_name_override": "#text",
"binding_type": "global"
},
{
"binding_type": "view",
"source_property_name": "((#text = '§0'))",
"target_property_name": "#visible"
}
]
}
},
{ "camera_renderer@camera_renderer": {}}
]
}```
oh, you've made the whole gui invisible.
maybe try to reference title/actionbar here on hud_content
and remove the both title/actionbar reference from root_panel
then add condition rendering on hud_content like what you did but opposite so it can display
Thanks for pointing this out, I wouldn't of figured it out otherwise haha
always read the root source first so yeah
every vanilla screens should have the screen element or root element with the same name as file name
e.g hud_screen.json will have hud_screen element etc
from there, you can look each referencers where it from so you can troubleshoot with ease.
I was sarcastic
you have no sense of humor
I see no 'funny'
What element controls the title of a server form?
You can learn more and get started with JSON UI here: https://wiki.bedrock.dev/json-ui/json-ui-intro.html.
ohaa smrll of curry bile serverde
? json ui documentation
Siteye gir json ui yerinde json documente tikla ve oradakileri okumaya basla
Ok so I'm really just starting out with JSON UI and I'm wondering if molang can be used in UI, if not then how would I extract a value from a scoreboard
What's the fle name for the error loading wolrd screen?
i think its similar like server form
popup dialog
No Molang, as you're just starting out
can someone help me :> how can i add image at the top of actionform?
Can you get scores from the list display?
will the new ore ui update change the way animations are implemented?
I swear to god that #1067869374410657962 are flooded with stolen UI's
% is a dynamic type of thing.
where every screen size and resolution are matters
so, I guess don't use that and use the fixed value instead
i tried the fixed value and when i test it on my phone the ui move too much at left side but on pc it looks normal
use anchors instead.
ok ill try that
and a lot of nonsensical helps
Mhm.
example: adding a button (but "what will it do" is the problem)
That’s only cause not enough people know how to make their own ui’s and rn it’s not easy to learn or do so it’s the best they can do. But I think once Ore UI releases more originality will presume
Json-UI in general aren't that hard for those who've learned basic json stuff before.
what hard is people doesn't have the common sense enough to read the wiki.
the tutorial of adding your own UI is literally right there.
even if I wanna contribute on the wiki about how to add your own forms in server forms, people wouldn't even read it
Even myself who has absolutely no knowledge of json-ui back in one day can already get custom npc ui screen working, and just a reminder that npc ui is harder than server forms.
so, json-ui isn't not that hard. it's just common sense that people can't corporate properly.
JSON UI is pretty easy, just gotta know what element/file to edit.
ahh fr
Json-ui is just mediocre in term of difficulty.
not easy or hard, but it's simple enough to understand them
Wiki has where you would implement your own elements on hud_screen
aswell with nearly all tutorials about what that element is and how to use it
Yeah,
Json ui is hard, for those who don't want to read wiki, use discord search option, see vanilla files, try solving problems themself.
How can I add a scrollbar to my form?
jsonui is just kinda hard in general
We can't talk objectively tho bc everyone has their own level of comprehension some people are smarter and can understand the topic easily with wiki others no
I've been working and trying to learn JsonUI for more than a year 8/18/22 and I'm still at the level of a beginner
And I just recently started to understand the logic, in the wiki for example there's nothing related to server_forms and you would have to rely on discord search for that which sucks bc not always you will find the solution to your issue
Friends, is it possible to create a slot there is more for attchable use
In the player's inventory, where I can leave an equipped item to appear in the player's attchable
Or not?
Can anyone help me with this?
No.
nothing at all?
not even the inventory slot for that?
Like leave the item in the slot but appear in the attchable
you can't create more slots.