#JSON-UI General
1 messages · Page 17 of 1
Oh well, thanks. I was just about to test it
it may be good for optimizing bindings related but it's effectively useless in most part
you can't kill the element with it.
#1218739439417819156 message
Also forgot to mention that one are definitely deprecated as mojang doesn't use them anymore so
it may not work.
huh?
Hm all useful things are deprecated
they don't use #ignored anymore.
so there's no tail of how it works or what it does until someone test it out
so it might probably doesn't work or maybe it does, who knows
Their is no animations on that
That’s what im doing pretty much already
Like you want like a trail?
Well, kind of like when a entity gets hurt, it will animate from its old health to its new health. Showing a animation of it falling
Hmm which data passer do you use? Actionbar or Titles?
Button text
So bindings right? It's quite complicated with bindings(it requires alot of visibility binding).
Hmm, i think i kinda done that before
although i kinda can't share because. well, nda
kinda hard to implement too since you'll need a scoreboard or maybe a database to remember your past or old health
then use anims property to do decrease animation thing.
Lemme guess, from kaioga right?
maybe
maybe other studios too
i might probably make another one but this time its public so people can tweak around and alot more optimized
but idk when so,
please do so 😁
probably when i get back to addon.
Does anyone have hive pack? Please send(asking for a friend)
No.
Can i have some preserved text on actionbar but save the other text?
Like if its "hello mana" it will show only "hello"
I need in my addon subtitle, title and actionbar
All of them
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well apparently you still have long_form_dynamic_buttons_panel.
which, is also the source of buttons.
having both collection index buttons and the default buttons, well. that happens.
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well if you remove that element then that duplicated buttons should be gone
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Original:
"mode_dropdown_content@settings_common.option_radio_dropdown_group": {
"$show_option_label": false,
"$radio_buttons": [
{
"structure_save_mode@settings_common.radio_with_label": {
"$toggle_state_binding_name": "#structure_save_mode",
"$radio_label_text|default": "structure_block.mode.save"
}
},
{
"structure_load_mode@settings_common.radio_with_label": {
"$toggle_state_binding_name": "#structure_load_mode",
"$radio_label_text|default": "structure_block.mode.load"
}
},
{
"structure_3d_export_mode@settings_common.radio_with_label": {
"ignored": true, // my modification
"$toggle_state_binding_name": "#structure_3d_export_mode",
"$radio_label_text": "structure_block.mode.export"
}
}
]
},
My attempt at turning it into a modification:
"mode_dropdown_content": {
"modifications": [
{
"array_name": "$radio_buttons",
"operation": "remove",
"where": {
"binding_name": "structure_3d_export_mode@settings_common.radio_with_label"
}
}
]
},
Hey, i'm trying to modify the first into the second - any idea how i'd achieve that? I'd just like to ignore the structure_3d_export_mode option :)
Hello everyone, how do I make that the custom image element on my hud_screen.json takes up the whole screen no matter what's the size of your device. I can't do "size": [ "100%", "100%" ] because it based on the size of the images texture because in my phone it took the whole screen but on my desktop it didn't reach the tob of my screen.
Okay, so I asked a question last night, to which I never got a single response. Might as well ask again. I think this is a better time to ask since more people are active at this time.
What does the "factory" property do?
This is my first time learning JSON UI and actually starting to finally understand it. It's not too bad after all.
However, upon trying to learn from other addons, I noticed that some elements containted a "factory" property.
Not type, but property.
What does this do?
It just generates elements based on some provided infos
so you don't have to reference every item by hand
and can just, well, generate them
Looked at the "Adding HUD Elements" page in the wiki and saw this:
There are plenty of times you'll want to add elements onto this screen, such as pop-up text after completing certain events, a stamina bar showing how much energy the player has, a speedometer showing the player's speed, and much more!
Yeah, but... How?
Pop-up text after a certain event?
But that wouldn't work, would it?
Stamina bar, that may potentially work if you have the proper knowledge.
Speedometer, okay. Now they're just inspiring the impossible to players.
Because there's no way you can "add" a speedometer to the hud.
You would need some kind of new variable which is modified from the player's speed, which in case it's not obvious, there's no binding for that.
Sure, you can "add" hud elements, but they're gonna be almost non-functional. You'll have to modify already-existing UI to get your stuff to work.
Actually, it's more like POV, like what most players want to add. All you said is possible, and yes I tried them. However we can't just make a section just for players that want to add something specific to HUD Screen.
I mean, yeah. Nothing specific. I'm just saying that JSON UI's functionality is very limited. It's not really possible to "add" a speedometer to the hud. You have to modify other HUD elements to get it to work.
We and I am aware it's very limited, like speedometer you're talking about it requires modifying entity/render_controller. But it's possible, it's just outside of UI field.
Wait, modifying the render controller?
If you're saying it's outside of the UI field, do you mean that you can't link that stuff together?
You can link them but it's complicated because it requires additional steps.
But yeah some things is just unlinkable
Alright. How would someone be able to link the render controllers and the UI together?
You would need to use paperdolls then put a geometry to paper dolls and use render controller to that geometry. That's all I could say, I suggest you learn how both that works.
Uh--
Yeah, this is honestly my first time understanding JSON UI. So far, I know some basics. However, I'm not an absolute master, so I wouldn't know this stuff.
Oh I get what you meant. Add a paper doll but make it not affected of toggle hide paper doll, then you make geometry, render controller and animation on resource pack the steps is a bit complicated
The complicated thing for me is the animation. I can't find the exact position of the screen 😦
That is literally what I am saying, learn how to be master to it first. Like attempt to make simple things first.
I understand. I was just curious.
?
Hello everyone, how do I make that the custom image element on my hud_screen.json takes up the whole screen no matter what's the size of your device. I can't do "size": [ "100%", "100%" ] because it based on the size of the images texture because in my phone it took the whole screen but on my desktop it didn't reach the tob of my screen.
set it on the bg panel of the screen instead:
"[email protected]_screen": {
"$screen_bg_content": "<your stuff>"
}
example usage:
{
"namespace": "hud",
"white_image": {
"type": "image",
"texture": "textures/ui/White",
"size": [ "100%", "100%" ],
"layer": 100
},
"[email protected]_screen": {
"$screen_bg_content": "hud.white_image"
}
}
If you want the elements to disappear completely, use a factory
Control the #collection_length
How do I subtract it?
"factory": {"control_name": "namespace.your_element"}
"collection_name": "custom_collection_name"
"property_bag": {"#your_binding_name": 0}
"source_property_name": "(#your_binding_name)",
"target_property_name": "#collection_length"
ik but it's a boolean
What if I put bindings on the white_image can I control it that's it visible when there's a string on my hud_title_text_string
yeah
Also if I do have multiple image element, all I need is add a panel then put it inside of controls? It's valid? If yes thanks
yes
Are you able to animate the color of the text?
Yes.
Why it didn't work on my Play text
don't know?
pretty sure the color can be animated since I've done that several times with labels and textures.
well if the text isn't changing then it's likely that your button mostly has too many hardcoded variables.
by hardcoded variables, its either using different color variable strings so, maybe check that out first.
Put this in your text element
"anims":["rgb@rgb_anim_first"],
Here is a RGB template
"rgb_anim_first": {
"anim_type": "color",
"duration": 2,
"next": "rgb@rgb_anim_second",
"from": [
1,
0,
0,
1
],
"to": [
0,
1,
0,
1
]
},
"rgb_anim_second": {
"anim_type": "color",
"duration": 2,
"next": "rgb@rgb_anim_third",
"from": [
0,
1,
0,
1
],
"to": [
0,
0,
1,
1
]
},
"rgb_anim_third": {
"anim_type": "color",
"duration": 2,
"next": "rgb@rgb_anim_first",
"from": [
0,
0,
1,
1
],
"to": [
1,
0,
0,
1
]
}
Can alpha be optional?
It's pretty much a common color string.
you can go with only color or not if you want to
Ahhh i think the problem is i used rgb
Like [0,1,0]
Thanks so much
No Problem
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Short answer you can't, you can remove screen animation though to make it look like it's selecting
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lol
started messing with json ui
added a debug hud hider
wanted to do a toggle but didn't know how to transform from dropdown to toggle
pretty cool none the less good jon
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how to move the close button ?
"offset":" [ 0, 0 ] "```
Yes I know it's offset but what category should I put it in?
Close button panel
wherever you called the close button
Okay and for the scroll bar I also put an "offset"?
Put it where the close button is in your file
Do you have an example of a close button?
its literally in ur form
I have to do it thanks to her?
That's just a mapping checking if you click back, esc etc. button
"npc_screen_close@npc_interact.close_text": {
"anchor_to": "bottom_left",
"anchor_from": "bottom_left",
"offset": [
20,
0
]
}```
It looks like this. I just don't know how to do that's in server form
[email protected]_button```
Okay thx
@chilly yacht do you know how to add hover text in server_form for buttons?
guys I created a page on wiki if anyone's wondering how custom buttons are made:
https://wiki.bedrock.dev/json-ui/custom-buttons.html
Gits
I copied your layout @hexed briar
now give me yours
Does it use the same mechanism?,
the animation only runs once, and will restart in that state
"anim_highlight_icon": {
"anim_type": "flip_book",
"initial_uv": [ 0, 0 ],
"frame_count": 9,
"fps": 12,
"looping": false,
"easing": "linear"
},
The explanation of $toggle_view_binding_name here is not quite right, it should give the basis do not rely on templates
$toggle_view_binding_name should be the name of the toggle type element, and at the same time describe the mechanism of source_control_name
You can edit on the GitHub if you want, i apologize if I made a mistake
In jsonUi if i do e.g. 'abacaba' - 'aba' will it turn to 'ac' or 'caba' or what?
like what is the result of string subtraction? I need to display a server form with paper doll but idk how to bind it if i use the body text for other thing
https://discord.com/channels/523663022053392405/1221390176425738271
Would like to get some help
Mine is looping
It only shows when the button is on hover/pressed state
Add frame step and resettable true
What for? I use bindings and factories to control it
Why does my villager level up bar go away when I apply my coustom trade tables
I created a background for the title, but when an interface doesn't have a title, the background still appears, but it's buggy.
Is there a way to make it disappear when it doesn't have a title?
The code:
"header_title": {
"type": "image",
"offset": [0, -5],
"anchor_from": "top_middle",
"texture": "textures/ui/rounded_textbox",
"size": ["100%c + 6px", "100%c + 6px"],
"controls": [{
"text": {
"type": "label",
"text": "#title_text",
"$title_size": 1.1,
"anchor_from": "center",
"offset": [0, -1],
"font_scale_factor": "$title_size",
"font_type": "MinecraftTen"
}
}]
},
you have to bind it, #visible if length #title_text > 0
Hm < and > operator works on strings??
I don't know if it works in the binding
It's returns string btw if you're confused
I don't know, but the way I check whether the string length > 0 is like this,
not ('%.1s' * #title_text = 0)
if empty it is equal to 0
well it probably should be, since it's an operator string.
if + or - works, so do those.
it's just how you use it.
Where can I see sample code for res.
How to move objects in progress_screen.json
What is |default for after a variant example: $var_image_1|default?
hey, how do i play a sprite sheet animation?
"test_sprite_sheet":{
"anim_type": "aseprite_flip_book",
"initial_uv": [0, 0]
},
this is all i found in the wiki
How to add content to the menu? Content is specified in the plugin, but the RP does not display, what should I do? help me please
Why my button don't move ?
Hello people im having issues with my json UIs
I currently have the file named "hud_screen" and it works
(prob overwriting something important)
But when i change it so i can organize and have more files it doesnt work
I changed it to "mask_1_screen"
Did you have namespace inside is ui
Uh wheres that
Sorry im new to UI stuff
Just picked it up 2 days ago
How would i make my hover text width not be wider than a specific width so that my text automatically goes in a new line? changing the size properties doesnt seem to do anything
can someone tell me why i can't acess my custom test gui? why i amm getting normal gui
Does anyone know how to remove those annoying server form closing animation
pls help
I'm trying to make a button that when holding a custom item near it, a button appears and you can click on it (for mobile)
almost finished up with it
Where to edit the settings menu
very nice
@last pollen
oop I thought I sent that in the showcase thread
How can I make a certain title only run if it starts with a certain prefix, e.g.: "§r§l§r"?
can someone help me ,
https://discord.com/channels/523663022053392405/1223103662520274984
the title would be visible if the title have the prefix §r§l§r
(not((#hud_title_text_string - '§r§l§r') = #hud_title_text_string))
Anyone help me😢
Is there a way to do this using variables or just using binding?
It's just a binding
can you help me?
I can't use it in my code
wdym?
{
"image": {
"type": "image",
"texture": "textures/<path>",
"size": [
50,
50
],
"offset": [
0,
0
],
"anchor_from": "center",
"anchor_to": "center",
"layer": 10,
"bindings": [
{
"binding_name": "#hud_title_text_string"
},
{
"binding_type": "view",
"source_property_name": "(not((#hud_title_text_string - '<title>') = #hud_title_text_string))",
"target_property_name": "#visible"
}
]
},
"root_panel": {
"modifications": [
{
"array_name": "controls",
"operation": "insert_front",
"value": {
"[email protected]": {}
}
}
]
}
}```
if your gonna use it on `hud_screen.json`, try this
Is there a way to do this with the actionbar?
Anyone help
anyone know if there is a file location for the "Sale" banner?
im curious if they use nineslicing for it or not
Well yesn't.
That is treatment pack, aka a pack that will download automatically once you launch the game or seeing "Loading resource packs" out of nowhere.
It's unfortunately inaccessible without dumping the game's cache folder itself
Also the "sale" thing are kinda separate element iirc.
so im better off nineslicing the box with sale and have the little ribbon as a non ninesliced image
I've done this before
hmm
I remember there was no sale_banner size, it was just made with nineslice
?
reading vanilla codes gave me brainrots
oh LOL just realized that
"nineslice_size": [ 16, 8, 14, 5 ],
"base_size": [ 32, 14 ]
}```
there's too many "<numbers>px" on regular size string that doesn't have percentage for some reason
and now idk why is this a thing
why 16px + 2px and not 18px is such a bruh moment.
Mojang can't do sh!t 🔥
why numbers with px without percentage when you can literally put numbers (without px) and it'll works like the same
I don't even know anymore.
another one ffs
why not just ["100%", 16]??
could you?
i can try
I tried the old sale_banner and it worked
what was the panel size
oh yeah it does work
There was no panel size
@hexed briar can I ask something?
sorry to disturb you
How do they encrypt the packages of Minecraft servers?
Lots of process i suppose.
Also, No. we don't talk about that here.
breaking DRMs are pretty against this server rules so, nope.
Yeah
Ore UI release yet?
My brain isn't braining
Why cant just do 2px
Oh wait i get it
It wasn't bad at all
No matter with px or no it still works for them 😂
Anyone help
how do i make a custom text appear on any json ui
how do i make custom text appear on any json ui
json ui is fun
Has anyone got some examples of ore ui? (Code wise)
Wdym by examples of OreUI?
Code examples..
OreUI isn’t out yet?
That doesn’t mean it’s out. Also I don’t recommend changing the game files as they get changed with each release
I don't intend to change the games files, I am rather interested in ore ui cuz of modding purposes
Please please someone help me
You can always use this if you wanna mess around. https://discord.com/channels/523663022053392405/1152585994122567760
Thx! Really useful
One smool question... are json ui vars like #my_text or $my_var accessible across screens?
No.
well expected i guess
although you can still use referencer with variables from different UI files
with some con - you can't update the same variables across the screens.
anyone know a really good tutorial for json ui like pause screen or anything
{
"[email protected]_button": {
"size": [32, 32],
"$pressed_button_name": "$play_button_target",
"$button_text": "menu.play",
"$button_content": "start.play_icon",
"$focus_override_right": "profile_button"
}
}``` how to replace the text by an image
it's on the file start_screen
dont @ people
their about me literally says "Retired at Json-UI so yeah don't bother asking."
arcane if ur reading this scarynite_kenzo ghost pinged u
no, I just did what you asked
oh ok i don't understand like that
{
"namespace": "hud",
"hud_actionbar_text": {
"type": "image",
"size": [ "100%c + 12px", "100%c + 5px" ],
"offset": [ 1, 70 ],
"texture": "textures/null/null",
"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"
}
}
]
},
"mana_hud": {
"type": "label",
"text": "Mana: #text",
"size": [ "100%c + 12px", "100%c + 5px" ],
"offset": [ 1, 90 ],
"bindings": [
{
"binding_name": "#mana",
"binding_type": "global"
},
{
"binding_type": "view",
"source_property_name": "('§z' + ('%100' * #mana))",
"target_property_name": "#text"
}
]
}
}```
what's the problem?
well whats the problem
mhh interesting data that suddenly appeared in my console
anyone have a pack thaat has a custom text on like hud screen or pause screen
example pack
There is even a wiki tutorial
ok link
.
.
Thanks
Blocked people doesn't exactly pings me so no worries
yeah i only block people if i have a reason to.
which this case this guy just randomly go asking me help and pings me for god no reason
{
"[email protected]_button": {
"size": [32, 32],
"$pressed_button_name": "$play_button_target",
"$button_text": "menu.play",
"$button_content": "start.play_icon",
"$focus_override_right": "profile_button"
}
}``` how to replace the text by an image
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? Any content logs?
- What have you already tried?
- Have you searched the Bedrock Wiki?
How do I make a custom ui file with nothing in it like make pause screen and make it from scratch direct it to go into that ui file instead of pause_screen.json do I have to use ui_common.json to accomplish that
I have searched the wiki put I dont find anything that I coulld put into pause_screen.json to make it run from a different file
sorry im stupid
lol
is this it
You cant change the pause screen to another file,but you can add a panel on that pause screen file where the code is on another namespace on another file. You only have to add it on _ui_defs.json to able to find that namespace
//ui/_ui_defs.json
{
"ui_defs": [
"path/to/file.json"
]
}
is there a specific documentation for texture_file_system and what each option does and in which situations you use them?
Please help
so if i have custom file with namespace pause like in pause_screen.json will it use that instead
i didn't even mean it like that,but even if you used the same namespace,its just like you're overwriting the original file
i dont get that to work
nothing WORKKKS
it will create conflict with the original pause screen and no, doing this will not overwrite the original file
better list your custom ui file in ui_def then put some properties in the original file so that it uses the elements inside your custom pause screen file instead of the build-in element
Hello, how to make an image ignore the safe zone area and fill up the entire screen?
Increase the size more than 100%
It uses the image size like if the image size is 16x16 the size will be 16x16 in game too, it doesn't fill up the whole screen.
i have size set to 100%
I'm lazy to explain just discover it by yourself
lmao
Lol
If its not ninesliced,then it will just get bigger with its original shape,but if its ninesliced,it will stretch the image to the size of the screen filling it whole
Nice someone explained it hahahaha
That's the issue I had before not knowing I really need to use ninesliced on that bad boy
But still I'm stupid to use ninesliced
@mental crystal @oblique gust what are you talking about? this has nothing to do with my question. The image already fills up the entire screen in pc, but on mobile where i have my safe area changed, it doesn't reach the edges.
Hello! What can I use to apply an "overlay texture" to the hunger bar in hud_screen.json? I already use title and actionbar for other UI stuff. Would reading scoreboard texts be an option, even if the scoreboard is hidde, or is there no other way besdies actionbar and title? (Ping when you reply)
well
scoreboards are an option BUT without it being a server you wouldnt be able to have different scoreboards on each players screen
so client sided scoreboards are only possible with servers
so if its a realm or just a world youd have to use preserved text
You can add fake players to a scoreboard no?
What is this?
yeah
you save the text
you save the text and it only updates when its flagged
how?
I was wanting something more like reading scoreboard values to change texture and stuff.
it would have to be the same for everyone
I think there even was a wiki tutorial....
https://wiki.bedrock.dev/json-ui/preserve-title-texts
Lemme tell ya, JSON UI is a lot harder than I thought. Sure, I understand it now, but still, the limitations it has is like trying to make addons back in the early days of Bedrock Edition.
Scoreboard is possible, but you'd have to display it on the sidebar always. This means you wont be able to use it for other things (unless of course you tinker with it and utilize all available data entryways, you could technically just need to fetch the player name and its value then do conditional rendering, and then hide that particular player only, allowing you to still show the rest of the scoreboard).
But generally speaking, while many things are possible, it's also good to start simple: as such I'd do either title, subtitle or actionbar. Title does not hinder with basic gameplay texts/hints (like when riding a Minecart, or the Jukebox playing music text) and is a good use. As long as your thing doesnt have to continuously send the data just to make one thing visible.
Never seen you type this long r4isen
Wait ain't descending scoreboard doesn't do sorting meaning you can just get the score of first index? Am I wrong?
{
"labels": {
"font_type": "MinecraftTen",
"font_size": "medium",
"offset":[0, -30],
"color": [1,1,1],
"layer": 30,
"type": "label",
"text": "#form_text",
"text_alignment": "center",
"anchor_from": "top_center",
"anchor_to": "top_center"
}
}, ```
hi, i want to add a custom background for this element,
@hexed briar Is it possible to make the scrollbar horizontal?
#1195391246563299389 message
I mean something like this
Add a ninesliced image first,then the label is in the controls of the image panel
ok
its every day f00ls day (although i wish we can make them horizontal)
{
"actionbar_message": {
"type": "label",
"anchor_from": "center",
"anchor_to": "center",
"color": "$tool_tip_text",
"layer": 31,
"font_scale_factor": 0.5,
"$text": "$actionbar_text",
"text": "('§z' + (('%.308s' * $text) - ('%.158s' * $text)))",
"localize": false,
"alpha": "@hud.anim_actionbar_text_alpha_out"
}
}
Is there a limit on String Format?'' If I reduce the number of '%.158s' to about 70, it will show up, but the above code will not。
iirc there's property called "draggable": "vertical" on scrolling panel element.
So is it possible to do it horizontally?
Is there sample json code?
^
you know where to find it
@unique swan
last ping and you know the drill.
is this a prank?
?
I was going to add a score actionbar with rawtext and json ui, but it didn't work, why?
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broo where is the dressing room button in the pause_Screen.json file I cant find that
I wanna tie it to the main panel stack panel
Line 118
"change_profile_button@common_buttons.light_text_form_fitting_button": {
"$pressed_button_name": "button.to_profile_or_skins_screen",
"$form_fitting_min_size": [ "100%c + 2px", 24 ],
"anchor_from": "bottom_middle",
"anchor_to": "bottom_middle",
"$button_text": "profileScreen.header",
"$focus_id": "profile_button",
"$pressed_alpha": 0.65,
"$button_tts_header": "accessibility.start.profile",
"bindings": [
{
"binding_name": "(not #is_using_gamepad)",
"binding_name_override": "#visible"
}
]
},
isnt it just the paper doll and gamer tag
No that's the button?
I removed the controls and the button is still there but the paperdoll and gamertag is gone
Do you mean the skin viewer panel
the thing I sent is just the button
I changed its position it didnt fetch
You can't change positions in stack panels
Where is the root
how to edit here
found it in skin panel interior
How do I change the size
Edit
"$form_fitting_min_size": [ "100%c + 2px", 24 ],
"$form_fitting_min_size": [ "100%", 32 ],
This ig
whatever I put it goes like this
Wth send file
Couldn't figure it out sorry
I got it like this
that's a stack panel if i recall.
I dont even know im a command guy, lol
Yep
Yes I got it like that aswell but the sizing
Idk why it's not working
try to put "size": [ "fill", "fill" ] on that skin button.
skin button?
yeah
hmm
Really?
hahaha
Could you tell me how hard is it to make it so when u press the quit button a popup screen comes and it says a custom text
Not that hard but for that Instead of it being a button it'd have to be a toggle disguised as a button
oh I see
One message removed from a suspended account.
Project light?
Is there any way to get a float to an int??
No currently
How do I make a button text blank
Not just that
can i invert a grid panel stack direction? ( it goes from top to bottom, i want it to go from bottom to top )
Who has the hud screen pack where u can use actionbar and title subtitle to do custom "scoreboards"
I cant find it here
Its very simple to make
you can make the title hud panel and actionbar panel ignored and make a new panel with bindings to get the title,subtitle,and actionbar texts
Is there a way to forcefully close the GUI? Cause the close_on_player does not work always
Please anyone help 😢😥😢
can i put a mp4 video in json ui????
No
You could put an aesprite animation in it
^ how to make UI becomes intensive than the game itself
What do you mean?
JSON-UI are more of not officially supported by mojang so
and it's state are pretty much deprecated.
basically, they're not doing or adding anything to json-ui.
if they gonna add another whole new screen, they'll definitely go for ore-ui. which, that's 0% chance of them adding new stuff to json-ui
How to make the server form UI not affected by GUI scale?
The scale and offset remains the same no matter what.
Make a fixed size?
Yes², fixed size and offset
Cause I scaled and positioned the button already but after changing the GUI scale the button shrinks down and the offset changes, that's what I'm asking if there's a way to avoid that.
The button relies on its parent size maybe try giving it an fixed size
Imma send you the UI later, I'm just gonna open my computer
Tbh I don't really have smth against json ui... there isn't really a need to replace it with ore ui in my opinion
I think it might just be better to improve json ui than put all that time into some "new better alternative"
Yeah fr turning it into web based sucks. JSON-UI is laggy and all that stuff but replacing it with Web Based is 10x more laggier.
Smh, Mojang only added stuff on JSON-UI for his beloved marketplace..
Please anyone help me i am asking for help from many days and no one is helping me 😔
how to detect if player is looking at a block
Can't do it with Json UI
any commads for it?
Either Molang or Scripting
Idk I don't know about commands as you can see by my badge
Json ui is public and usable in addons as well. Also having a mix of 2 ui systems is just fucked up...
Another thing is that writing a json ui compiler is sooo simple, we already have one in php and I think the community would have made more
Haven't looked into ore ui that much... does it use js as well?
Someone actually made one but stopped since he saw it's getting replaced by Ore-UI, I think his name is Kalmemarq.
Also I think ORE-UI isn't planned to be data-driven, it's messy and don't know where the hell it's going into.
I hope it doesn't use js.. I am absolutly no fan of js scripting
Writing addons in different langs is sooo important, bcz ppl want to feel comfy (js is also just hell).. having for example a wasm based system or an option to use different langs would be really nice
Also just for compiling addons into the needed format from other langs would be so cool
please please help me
Just saying "it doesn't worky.. why not worky?" doesn't help
Explain your problem, show us what you expect and tell us what happens instead.
Weren't there some ore ui files already present in the game files?
Bad news it's made with React which is like JS
Ewwww 😵💫
i provided my code in which i register my custom gui with visiblity condition but in game after making the inventory code according to condition it is not rendering
Yes but similar to shaders it already has files but never been data-driven.
And I don't think they plan to because most servers and marketplace contents(Mojang beloved) is using JSON-UI, they can't just migrate immediately.
Well you chest menu must have this in it ब'
Ye thats what I think as well..
Another thing I love about json ui is that it works so amazing with C++ game modding
yes it have
Why modding?
Maybe instead of these complex chars try using a normal string like: hello
ye weird symbols confuses the visibility
We made a showcase recently: https://discord.com/channels/523663022053392405/1224113723556237342
This was really easy... json ui works great with C++
I don't think this was possible before?
i tried that also but still not work i use test string
It's possible but only fewer people really tried. I saw someone made a JSON-UI java UI mod that works on all bedrock versions.
Also please enlighten thy on how you connected them
Ang ineettt
Connected what?
The C++ thing to toggles
Ehh I'll tell you in dms.. this is smth that isn't liked here
Ohh
i wanna learn how to make the hud show in condition using molangs,i mean if i will use render controller for it so it works everywhere
U use player dolls
Is that a question
Yes
No,i wanna show the hud if the health drops to specific number
Or in actions (anim control)
It isn't possible
what's the only possible
Nothing if you want it to work to all screens
what if ill just get the item to show like compass,clock,map
Use aux ids
Me
Let's go dm
It might be, but remember. Ore-UI are in development for 5 years.
also this
well it does make sense since json-ui was never updated for years now. which, definitely something being deprecated.
json-ui also was supposed to be documented although ore-ui is already in active dev so, not happening.
i assume that this is after "addons" being announced.
I get it that ore ui has some advantages... but I don't quite think that a js/react + web based system is that better
well this is modern day for you i guess
most apps nowadays just go with js/react or web based system
even here (discord) uses that.
or windows 11 just go full html on their first startup.
it's everywhere now so, yeah.
ik.. it just eliminates the best feature of json ui..
it being a buildable by other langs.. like this php json ui builder
I probably dislike ore-ui either but looking at what mojang direction is, it's pretty safe to say that it's not gonna be good.
why do you think so?
we don't even know if ore-ui gonna be "data-driven" or allowing people to modify html to begin with.
shaders also was replaced by render dragon and took nearly 2+ years for deferred to come out.
jup.. I prefer json ui as well cuz it works great with c++
there's also a lot of critical bugs that crashes people's games and they mark it as "won't fix"
so idk what else.
lmao, mojang be like
even i can't play the game with fancy graphic on due to memory leak since 1.20.10 and they still refuses to fix it.
no wonder why there's alot of 1 star rating.
ehh.. mojang sometimes seems like the most incompetent team of devs possible
there are a shit ton of ppl who develop amazing software and could be really helpful for mojang
this is typically more of microsoft studio moments
well true
but mcbe looks like a sinking ship everyday
it just gets worse and worse
yeah
although strangely enough, the Ore-UI's death screen uses Json-UI variables and it's texture if you apply texture pack to it.
Mojang fixing a marketplace map in a millisecond they saw a bug but don't fix gameplay issues wow
thats called business
Actually, they've been working a hundreds of fixing bugs,even the tiny bit of bug,every detail. Yknow you can just fix all bugs in one version than keep bringing major updates
So it would take long
a never ending work to solve the problems just to give the players a great game experience
why tf am i defending
Can u teach me how
Where is the common_buttons in the minecraft resource pack
ui_template_buttons
Ty!
Maybe you need this.
If you use aux id of a compass it acts like a normal item, it faces what's your spawn point, clock, and other things.
Hi guys, sorry if I’m interrupting any of you
May I ask how to prevent the player from exiting the server from ui only if he pressed a button?
Not possible cause buttons are hardcoded
No forget buttons
I meant the player can exit the ui using the back button on his device
Wait
Yes?
"[email protected]_screen": {
"$screen_content": "server_form.main_screen_content",
"button_mappings": [
{
"from_button_id": "button.menu_exit",
"to_button_id": "button.menu_exit",
"mapping_type": "global"
}
]
}```
So what’s that?
This will disable closing it when pressing there exit button
Only way now is clicking the x button in the form
Oh great
Thank you so much
Did it work?
How???
You could remove the flickering if you want
Wait really??
That would be really cool
Cause I did that on my old FNAF recreation
Oh noice
Just add
$screen_animations": []
But remember it affects all server form u made
I take risks 😈
You said, you tried this already, is it not good?
Well, If I can achieve a better result I will switch from it
Well I use a hud_screen displaying the UI of the camera, and making the server_form render the game behind like removing the grayish overlay when you open UI, also I still have all texture files for UI, the usage, time, hour, death screen, end night etc. I just completely scrap it cause I'm lazy as f*ck
That's what I'm saying I remove that
How did you remove it????
I just add this here @cyan venture
"is_showing_menu": true,
"absorbs_input": true,
"force_render_below": true,```
Damn
That’s impressive tbh
That was my main idea but a friend told me that it’s impossible
It's possible you just need to be creative, pushing it to it's limits
Well done Man 👏🏼👏🏼
Did you try this on PC? Cause I feel like it doesn't scale based on the device size
Wait but can you use the gui(hotbar)?
No of course hahahaha
Yes infact it doesn’t
I’m trying to figure that out
Yeah that's the reason I used hud_screen Making the image scale based on the device size.
And what did you do with the buttons?
I just made the server form bg to blank and buttons to blank, so when I click an button it sets the image to a button animations same as the origin game
Yeah I'm lazy to explain cause I'm tired as f*ck
I did more than that just lazy to explain
I also scrap it cause I'm procrastinating
I can recreate the whole FNAF 1 game in MCBE but I chose not to cause I'm lazy
Wait so the button textures is on the hud_screen and the actual pressed buttons on the server form and they somehow magically go well together?
Obviously I used a script where if I clicked that button it runs a command changing the image texture in hud screen
Oh did you manage to match the buttons with their texture??
Man you are blowing my mind 🤯🤯
I did a lot just yeah it's easy to do, hard to explain ( cause I'm bad at explaining )
Do you happen to have the actual thing?
I really want to explore the code
I don't think I have it anymore cause I scrap it and forgot where I placed that file hahahaha
But I could send you the texture files if you want tho
Damn….
Pls if you find it someday just tell me
No Thx, I have the textures
Btw how did you match up the static thingy on the form, like it was in the original game?
Wait I think I found it but I don't this is the VERY latest version I scrap but it's god I guess....
Oh it’s simple
I took it from the game unless
It wasn’t transparent I made it so using a website
Then I made an animation(uv) for it
And here it is
I am fine with that
Send it pls
Oh okay, I did that too just lazy to experiment
Wait file is pretty big it has sound files, fyi it's organized
Noice
I am fine with the size
Sorry I can only find the RP file
Imma dm you
We stop talking here mods will be angry with us
Yeah my bad
technically they kinda didn't.
while yes they do fix "hundreds of bugs" although, there's another new hundreds more of bugs in one single update for some reason
Can you teach me how to use it,i only added custom panel and inventory item renderer
Bruh my custom button not working
If I put @common_buttons.light_text_button it says the $pressed button name is not found in ancestor tree
Nevermind it needed $button_text
It didnt work without
make sure that there's no syntax errors.
iirc button do show up without those variables.
it should probably be set to default values aka "".
since most of button elements has their own default variables.
if there's no expected variables on your own elements, chances are. it's probably set to default. (if there's no default variables, it should throw content log error)
How do I add a gap
Add a padding.
aka adding another panel element except only property is size.
"example": {
"type": "panel",
"size": [ <x>, <y> ]
}```
Padding works best if you have stack panel.
if you don't have a stack panel and using regular panel, offset property is there.
I have a panel that is the white border thing then controls has a element buttons which is stack panel
then it probably should work inside the buttons element
as long you don't set the size with percentage then yeah.
is it possible to make a change of button to make different sounds
Interesting, custom factory element doesn't play nicely with toggleable properties.
No matter what i do with my custom factory, the toggle visibility just does not work or break entirely.
the only thing that doesn't break is to manually using collection index which, well. sadge.
Hey guys
You know that the hud scales with the device’s resolution while the server forms doesn’t
So if you make button textures but it’s just activated through title command and the actual buttons(invisible) are on the server form how can you match the buttons with their textures?
what are you trying to do??
Um where is the main question here???
How can you match the buttons(server form) with their textures(title hud)?
You mean make the buttons textures base on title?
No look
Th server from doesn't scale with the resolution right?
It appears small in some and some not
How can I make it appear the same for every device?
#1212105007474679899 message
Use percentaged
So I just have to remove the "size": [0, 0] in the main_screen_content and apply 100% in my form.
Optimizing some world search system i have.
What's the connection between the factories?
Exactly
Since i kinda know the factory from the past (aka using them too often on hud), i thought i can use it to generate collection index elements infinity and sure it did.
with some minor visual bugs ofc.
so i can now create something without spamming collection index aswell having a capped on how indexs i have.
either way i already fixed that by uh using textbox string as alternative toggle.
Wait I don't get the previous problem.. what do you mean "toggle visibility"?
You can create a toggle that once clicked, some elements will appears. vice versa.
you're controlling amount of indices via toggle? Or are you showing elements via toggle?
Are you doing confirm button?
not exactly, was trying to do an alternative screens inside screen by using toggle.
basically dialog.
unfortunately like i said, it doesn't work on the factory element.
so it went broke until i manually use collection index spam.
Why not just do max length on factories then to #toggle_state * 0 + 1 that adds it to collection index thus resulting showing what is supposed to be showed?
Can't do that.
The factory i have is essentially calculating on how much worlds i have by reading the tab world numbers. then using them as maximum length so it can display worlds properly.
Doing that basically will create another elements that it doesn't exist and likely will not work.
or dummy buttons that doesn't do anything.
( even worse can crash the game because it can't fetch something that didn't exist )
Another note here that it's also uses bindings for visibility so uh, nope. doing that also breaks the whole search system aswell
Oh damn, if the text edit works for you then I guess
Either way, i tried multiple situations that i done the same from the past with complex toggle & operators.
this time it doesn't really work on factories and idk why.
Huh? Also what's the use because collection length is already at max world length
Oh wait
that's pretty much as far as i can go with factory.
Hey guys
Can I get a tester?
I want to test my server form if it's responsive for all devices
Your best bet is to mimic the screen resolution if you have a windows.
I am on android sadly
Maybe use %
Does it work??
Is it mid-end or?
Mine is Tab galaxy S7
if you're making stuff on low-end/mid-end device, chances are. it should able to run across many platforms.
also, highly recommended to use percentage on size instead of fixed size (without percentage) since it's basically a dymanic scaling, so it should looks nicer across platforms.
And buttons?
I am making a fnaf server form
As long your parent element are dynamic scaled, it should be the same as buttons unless you use a fixed size for those
How do I place the buttons in any place I want but at the same time make it responsive?
If you made these things on a mid-end devices, chances are. it'll be responsive to all devices.
I am making it on a tablet
;-;
well it's all about the device spec.
looking at your tablet spec, it should definitely be responsive to every devices.
Hey, It doesn’t like how it supposed when I change the gui scale
Does that mean it’s not responsive or it doesn’t matter?
I see
well i guess your best bet is use dynamic scaling size
aka "100%" or something
so it should apply the size the same to your screen resolution, which in return should look the same on every GUI scaling.
Then I should remove all of the fixed sizes right?
depends yeah.
although it's not easy to set everything as dynamic scaling and expecting it'll looks the same out of the bat.
But it has safezones,so 100% could be not enough tho
That's the purpose.
Damn Well is there a way to combine serverform with hud(I am asking this because hud title automatically works on every device)
If you wanna go without safezones, put your root contents via $screen_bg_content instead of $screen_content.
Wehh we can still manipulate it by over 200% or something
Ohh
This disables safezone entirely, although not recommended.
there's console where you can't see things on edges of the screen, that's what purpose safezone for.
or a phone where notches block your screen.
?
you can't combine screens into one.
although you can only use one as overlay, but that may be resource intensive dependently.
Yeah I want to use it like this
But also attached with buttons somehow
it's also kinda buggy since you just interacting things
also pretty sure it doesn't work on other platforms since, well. it doesn't have touch and yeah.
can't interact anything if you don't have touchable screen.
Oh….
Panels dont go inside stack panels?
they do
send me example pls
"stack_panel": {
"type": "stack_panel",
"size": [ "100%", "100%" ], // unnecessary unless custom size other than 100%
"controls": [ {
"[email protected]": {} } ] },
"panel": {
"type": "panel",
"size": [ "100%", "100%" ], // unnecessary unless custom size other than 100%
"control": [ {} ] }
What if I have a panel that controls a stack panel can I add a panel to that
doesnt go inside
is it because the image moves
Try to use panel instead of stack panel
Stack panel usually put the controlled elements in layer and doesn't overlap to each other
Is it possible to make something in the UI only show when it is in realms? using some requirement or something
I think bindings has something
Is #form_text a global binding that doesn't require the collection or do I have to put the collection.
(Cant test right now that's why I'm asking)
nvm figured it out, it is global
anyone know hoe to add coordinates to hud screen text
"hoe"?? 🤨
How*
what is the fastest way to reload a ui file
PC
By leaving and rejoining the world
I wished there was a command like scripts
/reload ui or something like that
It would never be because I think it works like any programming language, you need to recompile the assets to make changes
There's already one for behaviour packs
That's reloading the server
Scripts is server-sided
Ore UI
what is ore ui
Can use # at variables ?
new ui, using react
how they done that
how do i do the stack panel where the border extends only when I add buttons to it
this is ridiculous, how don't you see anything wrong with json ui? the json language is terrible for ui. it's insane how did they put up with it for this long, instead tell me what's wrong with ore ui? for performance you can see the already existing ore ui screens like the world creation screen, and for ease of writing, well, it runs on react which is JavaScript ui basically, much neater than the infinite object in object in object nest that json requires you to work with.
Ore UI's performance is terrible against Json UI
Wait² if Mojang release the ore-ui, can you make your own custom ore-ui too?
Js is also not liked by everyone.. json ui could easily be generated by programms
Json ui is also amazing to work with in modding mcbe with C++
We already can
How did you made it? I mean the format is like JSON UI? Etc..
not everyone works with generators
i rather write my code raw directly into the game and it runs without any intermediate steps
The ore ui thingies are online on mojangs gh.. just edit the ire ui game files
Warning, efiting game files is not that great of an idea
Writing json ui yourself isn't bad
It works great
i have written enough json ui to say that i didn't enjoy it, i can't count the amount of commas i had to reload my world for and the sneaky extra brackets that i have to use a json validator to locate
Thats just a skill issue
it is, but why do i have to have this skill when better systems already exist?
Well, the internal json ui design is really good!
I think they prolly use a generator to turn internal ui into json ui
(The C++ code design and structure in the mcbe C++ codebase)
well they could implement that generator in game if json is that great for performance and let us use a higher level language to write ui for it.
I completly agree
json code gets converted to zeros and ones anyway, why starting from there?
Not JSON-UI issue. That's on your end for choosing an editor.
Also this ^, since ORE-UI is web based, it greatly reduces the performance.
JSON-UI is fine but never been updated. That's why it kinda sucks.
when you can't read or write in a language without a dictionary (an editor), you better off using using another language.
It gets converted into a tree of UiControls that have some data like name, opacity.. etc and a list of uiconponents like text, toggles, buttons, images
What? JSON-UI is clearly made from JSON.
A very popular thing
ik, but it sucks to read and write.
good luck finding the missing bracket when your editor doesn't highlight it
Guys, I just came up with a really interesting solution for writing better ui in addons!
Just get a better editor!
Two things, it's either you don't want to or you don't know. Either way it's pretty subjective, I like JSON-UI tree-like structure, it gives off a idea on what or how related an element is to another.
Yep I agree
Js feels cluttered
This ^^, if you're pc use vscode, if in mobile use acode.
Mobile=Mt Manager
Sucks, lacks the ability to write formally on JSON. I personally just use it as an alternative file manager
Tells exact line of syntax error and what exact error it is
There is an internal function to parse json ui to uicontrols and components...
I could write a mod that reads ui files in addons, for example with an html based syntax.... and converts these custom ui files to json ui and feeds tgem into the func for parsing it to uicontrols
i am much better at reading json from where i started, but i can get really lost when i pass the 4rd or 5th layer of nesting. i use notepad++ on my pc which has the search tool that helps alot, but when i am trying to make sense of it on mobile, there isn't a great editors for it.
please don't talk about what you're seeing and how the game works here
Acode, there's plenty of plugins that could be use.
I personally just use Prettier and Ace Linters. That's it and some theme.
Mt manager, acode, vscode web
How are you getting this?
Why not?
Reformat code button
Oh bruu, I use 'em to unobfuscate code 🤑
It is public information, everyone can access it
Acode doesn't have access to your Android/data folder does it?
Doesn't matter, I have made a unobfuscator by reversing a obfuscator website hehe
Yes above Android 11
And Android 11
Quick Edit app also works but the worst option of them all
i use an app called "Simple Text Editor" and it has no syntax highlighting options
i figured you would say that, the other options are either paid, worse, or i don't know of
(acode also has ads 😂 seriously?)
Just use MT manager
intresting
is it possible to set the starting index of a grid? something like collection_index for single items
Can u show english ver
Thanks,thats very cool,we can access buttons faster now,not just opening another ui for list of maps and create world button
Did anyone of you play around with ore-ui already?
i dont understand the ore ui code
eh, no.
Acode is also open-source, just compile yourself or maybe join their own telegram for a pre-compiled version of it. Pretty much the same principle as aseprite.
Also i have to disagree with this. comparing a nearly decade and decent UI framework to some html-react based UI that somehow costs performance is definitely not great.
I also find it enjoyable to modify and write json-ui over the past few years and it's pretty safe to say that it's pretty simple and got what i probably wanted for.
I really agree, json ui has potential..!
Only for already Ore ui screens right?
Jup...
I wish ore ui would be more accessible
I think even ppl from this community would help redesign already existing json ui to ore ui
go go gadget converting vanilla settings into console-style
Help, this dont work"source_property_name": "('textures/' + ( #hud_title_text_string - 'imagen'))" but this work, why? "source_property_name": "('textures/' + #hud_title_text_string)"
is it possible to set the starting index of a grid? something like collection_index for single items
if it is combined with a scripting API it will be very functional,
but if it is only a json ui resource pack, binding is very difficult,
especially for those who are still very novice like me,
and the reason is to only use the resource pack so that the achievement remains active
How do you make the percentage?
He adds '%' ig
well bindings for value exists i suppose.
What template to use to make tabs like the play screen
iirc common.toggle_tabs
That doesn't exist
"top_tab@common_tabs.tab_top": {
"$toggle_tts_enabled_binding_type": "global",
"$radio_toggle_group": true,
"$toggle_name": "navigation_tab",
"$toggle_group_default_selected": "$default_tab",
"anchor_to": "top_left",
"anchor_from": "top_left",
"$toggle_tts_type_priority": 1001,
"$toggle_tts_toggle_on_text": "",
"$toggle_tts_toggle_off_text": "",
"$toggle_tts_index_priority": 1002
},
"[email protected]_tab": {
"$is_left_most_tab": true,
"$tab_view_binding_name": "world_navigation_tab_toggle",
"$tab_icon": "worlds_icon",
"$count_text_name": "#world_item_count",
"$tab_text_name": "selectWorld.tab.worlds",
"$toggle_group_forced_index": 0,
"$tab_content": "play.common_navigation_tab_content",
"variables": [
{
"requires": "$is_editor_mode_enabled",
"$tab_text_name": "playscreen.editor.worlds"
}
]
},
"[email protected]_tab": {
"$tab_view_binding_name": "friends_navigation_tab_toggle",
"$tab_icon": "friends_icon_2",
"$tab_icon_2": "friends_icon_1",
"$tab_icon_nobounce": "friends_icon_2",
"$tab_icon_nobounce_2": "friends_icon_1",
"$visibility_binding_override_name": "#friends_tab_show_bouncing",
"$visibility_binding_override_name_nobounce": "#friends_tab_show_not_bouncing",
"$visibility_binding_override_name_notification": "#friends_tab_show_invites",
"$count_text_name": "#friend_world_item_count",
"$tab_text_name": "selectWorld.tab.friends",
"$toggle_group_forced_index": 1,
"$tab_content": "play.friends_navigation_tab_content"
},
"[email protected]_tab": {
"$tab_view_binding_name": "server_navigation_tab_toggle",
"$tab_icon": "server_tab_icon",
"$count_text_name": "#server_world_item_count",
"$tab_text_name": "selectWorld.tab.thirdParty",
"$toggle_group_forced_index": 2,
"$tab_content": "play.common_navigation_tab_content"
},```
Pretty sure this is just toggle with mapped buttons to toggle left and right with physical keys (keyboard) or each side of trigger buttons. (controller) with radio group (something that is casually used by dropdowns)
I dont understand how that works,i also cant find where $default_tab came from. So i removed it but it doesn't show
If its just toggles,how did it automatically disables if i clicked another one
This is different from yours which has a separate percentage, this is directly tied to the language in the text next to it
How to do it?
tl;dr - i rewrote nearly everything including buttons, sliders, dropdown and another things from the scratch.
that sounds very complicated
Well, kinda simple tbh. the bind version are basically a combination of lang text and value.
you can grab the text via lang, and about the value, it's separate bindings. from it and mostly there on tts (text to speech) string.
if there's no binding for the corresponding slider value, well. i also do hardcoded slider aswell in some parts. but probably unused anyways because most of slider has its own value bindings.
"$slider_tts_text_value": "#glint_strength_text_value",
So it displays a percentage value when displayed in a label?
Yeah
It's kinda self-explanatory enough since it's tts string.
so, tts gonna read it out loud.
Although note here that it's mostly hardcoded for the game.
Hm does anyone know why adding custom fonts doesn't work?
Have you added your custom font to "font_metadata.json"
Yes and added it to my label but it never worked
Do you guys add some extra things?
"font_type": "your font name"
Haven't work, do you have example pack?
Or wait nvm
I have
You may likely need to restart the game before applying custom fonts.
minecraft does not load custom font when applying it without restarting so
Finally learned it
It uses names and index,the button content is for contents inside the button,while the contents needs to exist and make bindings to visible it if the toggle state in a certain source control name is checked
--
Is there a hardcode to cover a screen ignoring the safe zone
use $screen_bg_content
thanks
You know dingsel? Check his website you could check how he did that
Sorry can't you understand what your saying.... What you just gonna do is whenever the form have that title, the font is different, the size of the title is different like that?
It’s bad, bro
{
"namespace": "common_dialogs",
"standard_title_label": {
"type": "label",
"size": ["default", 10],
"color": "$title_text_color",
"font_type": "MinecraftTenEmoticon",
"text": "$text_name",
"layer": 4,
"shadow": false,
"property_bag": {
"#tts_dialog_title": "$text_name"
},
"bindings": [
{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "(#title_text = '§bGames')",
"target_property_name": "#visible"
},
{
"binding_type": "view",
"source_property_name": "(#title_text = '§bGames')",
"target_property_name": "$text_name"
},
]
}
}
It’s just that he was missing the target of the $text_name
nice
Try the code that passes you to see if that works in theory it should work
Haha sometimes for not putting shadow. It can break everything.
Do you remember that it took 2 weeks to realize my mistake lol
yep
Hahaha xd
The $text_name I imagine stores the #title_text, right?
Okey
See if it works
{
"long_form": {
"type": "panel",
"size": ["100%", "100%"],
"controls": [
{
"long_form@common_dialogs.main_panel_no_buttons": {
"$title_panel": "common_dialogs.standard_title_label",
"$title_size": ["100% - 14px", 10],
"size": [225, 200],
"$text_name": "#title_text",
"$title_text_binding_type": "none",
"$child_control": "server_form.long_form_panel",
"layer": 2,
"bindings": [
{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "((#title_text - 'form') = #title_text)",
"target_property_name": "#visible"
}
]
}
},
{
"custom_form@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_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "(#title_text = 'form')",
"target_property_name": "#visible"
}
]
}
}
]
}
}```
I know this is wrong but yeah
xd
Coool
Using server Forms is easy
You're right
Using the interactive npc is a roll
They could try xd
Umm anyone knows if it's possible to have circle server form buttons, like the GTA V weapon wheel
Like this... Hahahaha
They've use textures sadly
It's just offset and textures it not entirely circle, and also they just add an option where you could drag the hotbar
There's and selection wheel in json UI, do anyone know how to use that?
If someone knows just ping me
この投稿は、JSON-UI (そしてそれまでの間、Ore-UI!) に関する一般的な議論に使用してください。質問する必要がある場合は、新しい投稿を作成してください。
what is a php json ui builder?
look at it
pretty nice