#JSON-UI General

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placid geode
#

then idk

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^

autumn wadi
placid geode
autumn wadi
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or just tell me the error

placid geode
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i can't help you rn, but the file looks good, idk why isnt working

hasty hamlet
#

hi experts, I have my custom hud made based on actionbar, I tried title before but it was kind laggy to render and cause some graphical glitches during the updates.
it has been working fine since then with the actionbar, but I saw some ppl that made based on scoreboard, so I was wondering if scoreboard can be any better in performance compared with the actionbar? I m about to update my hud so just want to make sure which option is better

frigid drift
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do yall have any sample for server form of changing button texture when specific button label has that prefix or sum? just like how minecraft movie quests function like when quest completed it change the button tecture

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willing to use collection index if ever need

frigid drift
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-# nvm i managed to "steal" their code lol

undone marsh
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๐Ÿ’€

frigid drift
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-# plagiarism at its finest (ts is just for learning purposes, not to actually steal and post it somewhere)

oak verge
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that is not cool

sick shell
frigid drift
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release it rq

#

badly need

sick shell
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i will release it the moment ore-ui releases

oak verge
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lol

worldly steppe
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How do I detect camera button is on to offset the hunger button to avoid visual glitches like this?

shadow trench
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I wonder if there is a way to make the Hotbar caps similar to devamped when on touch
Of course, Iโ€™m not trying to steal arxance work, because I already made the elipses button background invisible by myself, no help
Also, while texture changes are a solution, I can only have it look right in left handed mode or right handed mode, not both.

hexed briar
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Both may have a different license and code, feels free to use it i suppose.

#

they're simplified if i recall so shouldn't be hard to read.

shadow trench
viscid wagon
#

How can I make both category buttons and buttons that will be listed as grid as in this photo?

hardy lily
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or the category is a toggle, and the grid is the filtered button

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idk, there's a 3 possibility

hardy lily
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please release it

worldly steppe
#

How to use "clips_children": true

normal moat
clever maple
#

Is its possible to remove the space between each line? if yes how? please

chilly yacht
#

youd have to make a glyph for each indiviual step

clever maple
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but its to big than

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I need the dots

oak verge
chilly yacht
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I think custom fonts only work as a global resource

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Or something stupid

oak verge
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and glyphs that are oversized? they clip into each other iirc

chilly yacht
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I use aseprite and I can have 32x32 glyphs on 512x512 I think

patent bramble
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Does anyone work on those "functional" resource packs?

patent bramble
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I'm tryna figure out how a certain ui feature works

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Specifically the direction HUD from the top of this pack

sick shell
patent bramble
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This is done fully with Resources so it's clearly not my only option

sick shell
patent bramble
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How would it be entities if it's done entirely via resource pack?

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There's no BP to this

sick shell
patent bramble
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Ah

sick shell
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That's why if you look at the pack contents, it involves entity folder.

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Render Controllers and so

patent bramble
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This is the kind of stuff I've been wanting to learn to make

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But UI files are pain

sick shell
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If you're looking to make things like that, i don't think UI would be your problem.

patent bramble
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It surprisingly is

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rendering stuff inside the entity folder is the easy part

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player.entity I've used many times before

sick shell
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It only requires like one element, and you'd just need to offset until it meets your expectations.

patent bramble
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I guess the molang for "rotating" the element would be a struggle too

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I've been trying to make myself a custom utility pack for like over a year now

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I just can't get anywhere

sick shell
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Well just try experimenting first so you can gather it all up and make it into one pack

patent bramble
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I would do if half my devices werent being dumb lol

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PC lost wifi, my phone can't install MC cause of payment issues, and my old phone can barely run the game at more than 12 FPS

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I think my biggest problem is my bad memory tbh, I forget how to code every other day

sick shell
patent bramble
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It does but it makes importing external resources difficult

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Can't use a manifest generator

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Can't look at docs

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You get the idea

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I prefer working in teams.. maybe then I'd finally be able to start project black diamond

undone marsh
sick shell
undone marsh
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Fr

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I have a team that consists of 2 people
Me and @wide field but lliT is there only for emotional support doesn't do anything ๐Ÿ™

patent bramble
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The whole project was going to be a utility pack that isn't super complicated but still offers the customisation and QoL features ppl want

sick shell
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If you publish your plans or roadmap maybe you could attract some interested people.

patent bramble
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I mean I have list of features I want to get into V1

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It's a small list for now but still

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Toggleable chunk borders
Quick loot / deposit
Hotbar swapper

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I will eventually be adding a "server safe mode" that locks some features on dedicated servers, automatically if possible but I doubt that will be

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I want to create a safe "client" that cannot be used maliciously on servers

undone marsh
patent bramble
undone marsh
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Oh

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That's easy I thought you want to do it with a toggle

patent bramble
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Nah I've tried the toggle method before

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Got me nowhere

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Took me way to long to realize you cant share values outside of UI files

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It wouldve been so easy if you can

undone marsh
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I lost all my hair making these and 20 other mods

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So good luck with your project

patent bramble
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Dude. You're insane.
pls teach me at some point

undone marsh
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Go to my portfolio in my about me and click the Pepe's Projects Hub card.

patent bramble
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I will later

undone marsh
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๐Ÿ‘

patent bramble
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At the end of the day I'm trying to make this project for more than just me

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Since most "clients" out there are either completely useless or borderline cheats

sick shell
patent bramble
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Isn't this all json UI tho? Just with a hefty chunk of molang calcs?

sick shell
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No its all molang, the percentage of UI in this is like barely 1%

patent bramble
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I would ask if some of you guys would be down to join the dev team but I'm pretty sure promo isn't allowed in this server

undone marsh
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ig I'll show json ui stuff now

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I'll fix some stuff now like the exp calculator sizing and all bye

patent bramble
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@undone marsh
Does molang have a selected slot query?

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Cause I know how I wanna toggle my UIs

undone marsh
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query.is_selected_item

patent bramble
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Well there goes my idea

undone marsh
undone marsh
patent bramble
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I was gonna have a system like this

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toggles and pages

undone marsh
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Hotbar swapper?

patent bramble
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No

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Like this would be how you disable UI elements

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Perform some action to overlay this ontop of your hotbar

undone marsh
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Oh

patent bramble
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Then toggle different feature depending on what hotbar slot you've hovered over

undone marsh
patent bramble
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Im so lost now. I thought we couldn't really slots

frigid drift
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t*67777777777

worldly steppe
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How can I disable elipses button on the hud when my variable "$hud_elipses_enabled": false?

broken trail
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I used entity here and displayed in in HUD, ui part here is like 5%, whole effect is from entity and "molang" stuff

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if you wonder I am the creator :PP

patent bramble
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I wanted to learn from but I swear it's obscufated

broken trail
patent bramble
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I guess. I just wanna become this type of pack creator

broken trail
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whole source code is here, just in different form

patent bramble
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Not on this scale but like these types of packs

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I even had an idea to try and merge waypoints into the direction HUD

broken trail
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well everything I can tell you is that there are no major updates or almost any serious updates, so general creating is limited and I actually felt that

broken trail
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I just went the easy way and used particles

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maybe effects is not same and nit hat visible but it works

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โ•โ• ๐——๐—ข๐—ช๐—ก๐—Ÿ๐—ข๐—”๐—— โ•โ•

  1. โžค https://betterbedrock.com, https://discord.gg/ZGK5WYXnEY

โ•โ• ๐— ๐—จ๐—ฆ๐—œ๐—– โ•โ•

  1. โžค DivKid ห— Digifunk
  2. โžค JVNA - Demon
  3. โžค DivKid - Rinse Repeat
  4. โžค half.cool - Virtual Roaming Charges
  5. โžค Audio Hertz - Mission to Mars

AmBro, Better Bedrock Client, #minecraft, #...

โ–ถ Play video
patent bramble
broken trail
patent bramble
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Fair enough

chilly yacht
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they use a method called the "magic method"

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basically you render something on the player thats so small you cant see it

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and you can view it with paper/player doll

patent bramble
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I thought they just rendered it off screen

undone marsh
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Magic method is temp leaking

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Shown in #1363560437895135424

sick shell
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Anyone else saw this binding on start screen? Might be a sign that start screen is also being worked on now

still sundial
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how should I put a variable in size?

normal moat
still sundial
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oh

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how can I make it specific tho?

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i want "size": ["$x", "6px"]

normal moat
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cannot.

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not possible

still sundial
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uhh

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any way to dynamically scale the element on one axis then?

normal moat
opal aurora
still sundial
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Why isn't this working?

{
                  "binding_type": "view",
                  "source_property_name": "(#y / 100.0)",
                  "target_property_name": "#y_t"
                }
"property_bag": {
                "#split_sep": ",",
                "#split_flag": "s:",
                "#size_binding_x": "#y_t"
              },

Assuming I get #y from splitting

normal moat
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you have to pass it through bindings ig

{
                  "binding_type": "view",
                  "source_property_name": "(#y / 100.0)",
                  "target_property_name": "#size_binding_x"
                }
"property_bag": {
                "#split_sep": ",",
                "#split_flag": "s:",
                "#size_binding_x": 0.0
              }
still sundial
#
"fill": {
          "type": "image",
          "texture": "$fill_texture",
          "offset": [0, 0],
          "size": [42, 6],
          "property_bag": {
            "#split_flag": "s:",
            "#split_sep": ",",
            "#size_binding_y_absolute": 6
          },
          "bindings": [
            {
              "binding_name": "#hud_title_text_string"
            },
            {
              "binding_type": "view",
              "source_property_name": "(#hud_title_text_string - #split_flag)",
              "target_property_name": "#x"
            },
            {
              "binding_type": "view",
              "source_property_name": "('ยงz' + (#hud_title_text_string - #split_flag))",
              "target_property_name": "#x_t"
            },
            {
              "binding_type": "view",
              "source_property_name": "(#hud_title_text_string - (#split_flag + #x + #split_sep))",
              "target_property_name": "#y"
            },
            {
              "binding_type": "view",
              "source_property_name": "((#y / 100.0) * 42.0)",
              "target_property_name": "#size_binding_x_absolute"
            }
          ]
        }

Why isn't this working?

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for clarity, I'm sure that #y is parsed properly, as it's shown in a label i used for debugging this

still sundial
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how should I correctly make the number into a float?

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here when #y is 100 it's 1
but if it's something else it's just zero (being floored)

normal moat
still sundial
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wdym?

normal moat
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size binding is a value b/w 0.0-1.0 of the size defined

still sundial
#
{
              "binding_type": "view",
              "source_property_name": "(1.0 * #y)",
              "target_property_name": "#yf"
            },
            {
              "binding_type": "view",
              "source_property_name": "(#yf / 100.0)",
              "target_property_name": "#size_binding_x"
            }
#

this doesn't work either

normal moat
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put 1.0 in a variable

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also 100.0

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then do ((#y * $one) / $hundred)

still sundial
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what the

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WHY

normal moat
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floats are weird in json ui

slim forge
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Does have a way to change the item cooldown texture?

chilly yacht
frigid drift
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chat my collection index is not changing it only shows on first index which is 0

mental crystal
frigid drift
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stack panel made it work finally

vocal bane
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Guys, is it possible to change the font size of an entity's name when showing it using this component? (in stable version)

"minecraft:nameable": {
        "allow_name_tag_renaming": true,
        "always_show": true
      }
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If so, do you know where can I find this setting within the JSON UI files?

sick shell
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It is nowhere to be found, i think it is hardcoded?

vocal bane
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Maybe it's hardcoded, yeah. Hmm... So that means that there isn't a way to change the size of the entity's display name? I really don't want to use it textures for this, since I'm assigning the name in a script

hexed briar
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They seem appears to be hardcoded atleast in my knowledge since there's barely any way to edit them.

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the only workaround is โ€” make your own display.

vocal bane
hexed briar
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Hive does that if i recall.

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they're not particles but just entity.

vocal bane
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But in that case, the name itself should be a texture, right?

hexed briar
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Yeah, other stuff like dynamic numbers and stuff could be done via events, molang or something.

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this also gives you more customization like able to add health bar on entity client-side.

vocal bane
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So I have to create a texture for each name, right? That's what I was trying to avoid ๐Ÿ˜ฆ

hexed briar
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Well you could like, maybe change the hitbox of your entity so the normal nametag rises up.

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then you can place your own below there

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it probably something you don't want anyways

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but yeah, you'll have to create textures for each name.

vocal bane
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That's a shame

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Well, I'll have to go with the default size

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Thanks anyways! @hexed briar

slim forge
slim forge
flat mortar
#

How can I delete this space?

green oak
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how can i make custom bar like hunger?
using what to transmit information

warped oxide
# flat mortar How can I delete this space?

he buttons appear in the order of the form, but since you applied a filter, only the buttons that pass the filter are displayed, and those that don't pass the filter are not shown. However, the grid still keeps the spaces for the buttons that are not displayed due to the filter.

This cannot be fixed.

#

But you can make the buttons you want to display appear at the beginning of the form โ€” that would be a way to work around the issue.

rocky quail
frigid drift
slim forge
frigid drift
slim forge
slim forge
frigid drift
#

wanna know how?

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ill find it first lol

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this wont take too long

slim forge
slim forge
frigid drift
#

what

#

oh

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well yeah i guess

#

let me try

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do u want a full resource pack only like no bp included at all?

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@slim forge

slim forge
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Would be good

frigid drift
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yeah maybe

slim forge
#

I would like it

frigid drift
#

dms

slim forge
#

But would not be a problem a bp

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@frigid drift

frigid drift
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sure dm me

slim forge
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@frigid drift

frigid drift
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wait

flat mortar
#

item:26&&&TEST 1
How can I get TEST 1 here?

sick shell
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remove item:26&&&

flat mortar
sick shell
flat mortar
#

I tried:

(#form_button_text - ('%.10s' * #form_button_text))

but not working

flat mortar
sick shell
flat mortar
#
{
                            "text1": {
                                "type": "label",
                                "text": "#form_button_text",
                                "layer": 321,
                                "color": [1, 1, 1],
                                "font_scale_factor": 0.8,
                                "offset": [4, -14],
                                "anchor_from": "bottom_left",
                                "anchor_to": "bottom_left",
                                "bindings": [
                                    {
                                        "binding_name": "#form_button_text",
                                        "binding_type": "collection",
                                        "binding_collection_name": "form_buttons"
                                    },
                                    {
                                        "binding_type": "view",
                                        "source_property_name": "(#form_button_text - ('%.10s' * #form_button_text))",
                                        "target_property_name": "#form_button_text"
                                    }
                                ]
                            }
                        },
sick shell
# flat mortar ```json { "text1": { ...

try

{
  "text1": {
      "type": "label",
      "text": "#text",
      "layer": 321,
      "color": [1, 1, 1],
      "font_scale_factor": 0.8,
      "offset": [4, -14],
      "anchor_from": "bottom_left",
      "anchor_to": "bottom_left",
      "bindings": [
          {
              "binding_name": "#form_button_text",
              "binding_type": "collection",
              "binding_collection_name": "form_buttons"
          },
          {
              "binding_type": "view",
              "source_property_name": "(#form_button_text - ('%.10s' * #form_button_text))",
              "target_property_name": "#text"
          }
      ]
  }
},
flat mortar
green oak
#

how i can get several values from title string?
like
i have bar_first_value and bar_second_value
it in a string with separator
how can i get both?

hardy lily
#

I'm not an expert at bindings, but you can ask the pros here.

hardy lily
#

separator?

hardy lily
#

ok, that's explain everything

#

time to ๐Ÿ’ค

final matrix
#

how do I layer elements
panel1 ->controls->type:image(layer 30)
|
->type:image(layer 32)

panel2
->controls->type:image(layer 31)

I want that panel2 image btw panel1 layer 30 and 32

worldly steppe
#

Hows default_focus_precedence, prevent_touch_input, focus_enabled works?

worldly steppe
#

Can someone help me, how do I remove inventory button when variable $inv_btn is false?

hardy lily
#

if you want to place panel2 between layer 30 and 32, you must place inside it

#

also, don't use too much layer on top of layer

#

it should be like this:

"my_object": {
  "type": "panel",
  "size": [64, 64],
  "layer": 10, //adjust the panel layer first
  "controls": [
    {
      "image1": {
        "type": "image",
        "size": ["100% - 4px", "100% - 4px"],
        "texture": "$texture_path1",
        "layer": 1
      }
    },
    {
      "panel2@your_namespace.my_object2": {
        "layer": 2 //if the second panel doesn't have layer
      }
    },
    {
      "image2": {
        "type": "image",
        "size": ["100% - 4px", "100% - 4px"],
        "texture": "$texture_path2",
        "layer": 3 //adjust this layer
      }
    }
  ]
}
#

something like that

#

correct me if i'm wrong

manic dragon
#

Anyone know how to show hover_text of items in inventory_screen like pc?

blissful fable
#

Does anyone know how to render this without covering the entire screen with white things and make it so that only the black particles get rendered?

worthy rover
#

How to make glyphs not have gaps

odd wharf
#

is there a way to prevent the paper doll from running sound effects?

dapper gyro
#

has anyone here ever experienced a bug in JSON UI I have a button width of 100% but JSON UI only makes 30% and I need to resize minecraft and the result is that the width of the button becomes 100%

burnt trellis
#

how would i go by making a splash screen/start screen like this from the 15 year journey thing?
(couldn't find any other example other than this)

hexed briar
#

They're just NPC screen overlayed on it.

#

The animated models and such are likely just a giant animation set on single NPC.

#

Also accompanied by script-api where it would detect you joining the world and immediately displaying NPC screen.

sick shell
#

OG ahh knowledge

#

if they use script they will use forms

#

npc ui are long gone

crystal cloud
chilly yacht
#

they are mostly used for marketplace maps

#

they are a little annoying to use

#

but

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they provide seamless ui transfers

hexed briar
#

NPC screens are actually common on any marketplace maps, 15 years journey included. hell they're cluttered of it. All event maps also use them heavily.

#

they're pretty quite fast and have wild entity model customizations.

#

if i were marketplace partner and wanting to make some UI that requires 2-3 buttons, i'd go for NPC screens ngl

#

The entire sticker book UI from 15 years journey that includes full models, animations etc are literally just exploited NPC screen with 8-9 buttons.

oak verge
#

npc ui are long gone
eh, not really
we still use them

#

depend on the use case, they look nicer

distant seal
#

cpu i assume?

worthy rover
#

How to make glyphs not have gaps

oak verge
chilly yacht
#
"profile_gamerpic": {
    "type": "custom",
    "renderer": "profile_image_renderer",
    "size": [ 16, 16 ],
    "layer": 2,
    "bindings": [
      {
        "binding_name": "#profile_image_options"
      },
      {
        "binding_name": "$gamerpic_visible",
        "binding_name_override": "#visible"
      }
    ]
  },``` how do i actually use this? and am i able to render them in server forms?
chilly yacht
#

wait nvm i kinda get it

#
"#profile_type_4": "{\"type\":4,\"12345\":\"12345\"}"

so the id goes here like this correct?

sick shell
# chilly yacht i saw that but im a little confused by it tbf ๐Ÿ˜ญ

I'm not sure if this will work:

"property_bag": {
  "#profile_type_1_prefix": "{\"type\":1,\"userId\":\"",
  "#profile_type_1_suffix": "\"}"
},
"bindings": [
  {
    "binding_type": "view",
    "source_property_name": "(#profile_type_1_prefix + #XUID + #profile_type_1_suffix)",
    "target_property_name": "#profile_image_options"
  }
]
chilly yacht
#

ahh whoops

#

ayy it works

#

thats sick

sick shell
chilly yacht
#
{
        "profile_gamerpic": {
          "type": "custom",
          "renderer": "profile_image_renderer",
          "size": [ 16, 16 ],
          "layer": 2,
          "property_bag": {
            "#profile_type_4": "{\"type\":4,\"userId\":\"2535417554234657\"}"
          },
          "bindings": [
            {
              "binding_type": "view",
              "source_property_name": "#profile_type_4",
              "target_property_name": "#profile_image_options"
            }
          ]
        }
      },```
#

sadly theres no good way to fetch the players xuid with vanilla minecraft but its still cool

oak verge
#

Check the script resources channel

#

There was a post from LaylaBB

chilly yacht
#

i provided a fix for playstation players not being able to be grabbed

#

and supposedly fixing namespoof

oak verge
#

Alr, sorry for the ping then

chilly yacht
#

all good ๐Ÿ™‚

worthy rover
normal moat
hexed briar
#

256x is the glyph spritesheet default. you can probably change it by 512x or something. though you'll have to scale sprites back to it's original pixel otherwise it just gonna be big.

#

sprites must be anchored to the left centered and from there you can make some glyphs without gaps.

unique swan
#

Hello everyone

delicate lotus
#

Help me make this ( with a panorama not an image) before I crash out

frigid drift
#

how to make stack panel not overlap the bg image? like the layer of the stack panel should not exceed on the width of the bg

sick shell
frigid drift
#

ok thanks

vernal storm
#

Help me
How to display a button on the screen of minecraft

final matrix
#

how do I bind textures for title_text suppose text is mace and texture name is mace like that

earnest wind
#
    "my_super_custom_panel_main": {
        "type": "stack_panel",
        "size": ["100%", "100%"],
        "layer": 1,
        "anchor_from": "top_left",
        "anchor_to": "top_left",
        "controls": [
            {
                "[email protected]_panel": {
                    "anchor_to": "top_left",
                    "anchor_from": "top_left",
                    "$show_background": false,
                    "size": ["100%", "100%"],
                    "$scrolling_content": "server_form.my_super_custom_panel",
                    "$scroll_size": ["100%", "100%"],
                    "$scrolling_pane_size": ["100%", "100%"],
                    "$scrolling_pane_offset": [0, 0],
                    "$scroll_bar_right_padding_size": [0, 0]
                }
            }
        ]
    }

How can I make this draggable horizontally?

livid vault
#

I have two buttons with the mapping_type set to global. I've placed these buttons separately in the input panel and set prevent_touch_input to true in the hud screen. The issue is that when I click one button, the other button is triggered instead of the one I clicked. How can I fix this? I want to keep the mapping_type to global if possible

unreal ravine
#

Hey guys , can someone tell me why the text for my button doesnt work???

oak verge
#

does the vanilla files content always get loaded?
i have a chest ui file that is stripped from all the panels and all of them still work

#

for reference, here is the vanilla file content

untold dawn
earnest wind
#
    "profile_form_panel" : {
    "type": "panel",
    "size": ["100%", "100%"],
    "orientation": "horizontal",
    "layer": 1,
    "anchor_from": "top_left",
    "anchor_to": "top_left",
    "controls": [
                      {
                    "player_renderer": {
                      "type": "custom",
                      "renderer": "live_player_renderer",
                      "size": [ "40%", 90 ],
                      "offset": [-100, -40],
                      "property_bag": {
                        "#look_at_cursor": false
                      },
                      "anchor_from": "center",
                      "anchor_to": "center"
                    }
                  },
      {
        "[email protected]_panel": {
          "anchor_to": "top_left",
          "anchor_from": "top_left",
          "$show_background": false,
          "size": [ "60%", "100%" ],
          "offset": [ 135, 0 ],
          "$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 ]
        }
      }
    ]
  }
oak verge
vernal storm
earnest wind
chilly yacht
#

actually idk

#

that might fix it

#

or make ur scrolling content 100%c

unreal ravine
frigid drift
#

are u using collection index for it or at least a stack panel with collection name form buttons

unreal ravine
#

Stack panel

frigid drift
#

with collection name?

#
                        {
              "binding_type": "collection_details",
              "binding_collection_name": "form_buttons"
            },
                  {
              "binding_type": "collection",
              "binding_condition": "none",
              "binding_collection_name": "form_buttons",
              "binding_name": "#form_button_text",
              "binding_name_override": "#form_button_text"
            }
#

use index too

unreal ravine
#

Where I should write it??

unreal ravine
frigid drift
unreal ravine
vernal storm
hardy lily
#

use 100%c for the height

untold dawn
#

uh, my image size is [28,28]
and im trying to add another image to it with a ["100%","100%"] size,

#

doing that will apply the new image with the size of the original one

#

im applying the new image using controls*

#

image1: "size":[28,28]
image2: "size":["100%","100%"]

im rendering the image2 inside the image1 via controls, should i like render the image1 inside the image2 to make it works?

#

lets give it a shot!

chilly yacht
#

but fyi

#

the default size for like almost everything is 100% x 100%

#

labels is default x default

untold dawn
#

clip?

slate prawn
#

Anyone know how I could get a custom block to use the stonecutter UI?

oak verge
#

custom blocks can't have custom ui

untold dawn
#

summary:
doesn't worth it

untold dawn
#

afaik it should fill up the entire screen no matter how huge it is

oak verge
#

what is the behavior you are getting

untold dawn
chilly yacht
#

show code

untold dawn
#

I'll try adding this file
{"nineslice_size":1,"base_size":[48,48]} matching the image original size, or the animated size if needed

#

heres the image, im trying to add it to the full screen instead of having a square in the middle of the screen
(its animated, uv size is 48, 48)

untold dawn
#
"tough_blur_alpha_in":{
    "anim_type":"alpha",
    "easing":"linear",
    "duration":2,
    "from":0.4,
    "to":0.7,
    "next":"tough_blur_alpha_out"
  },
  "tough_blur_alpha_out":{
    "anim_type":"alpha",
    "easing":"linear",
    "duration":2,
    "from":0.7,
    "to":0.4,
    "next":"tough_blur_alpha_in"
  },```is there anything wrong here?
unreal ravine
untold dawn
#

"alpha":"@hud.tough_blur_alpha_in"?

placid geode
untold dawn
#

-# also bakedpotato~ check ur dm

untold dawn
frigid drift
#

no hope for strikethrough text anymore?

formal fjord
#

Can anyone help me with my hud

rocky quail
#

what

formal fjord
#

Not really sure why it isnt working

delicate lotus
#

Ah yes liquid

rain furnace
#

I was wondering if it was possible to pass values through server form labels to other ui elements of the form?

rain furnace
winged flicker
#

Hi, I'm trying to create a bar with emojis from my glyph. The emojis are defined server-side (#form_text). I don't have any spaces, they are all pasted but I don't know why but between some emojis there are still spaces. If anyone has an idea how to remove them, I'd love to hear it

gaunt apex
#

bruh i need idea

frigid drift
rain furnace
frigid drift
winged flicker
frigid drift
#

mhm either use images or let that be

#

glyphs have gaps

winged flicker
frigid drift
#

whats the content of ur form text? numbers?

winged flicker
#

If you're telling me that if I make a sequence of numbers 01210000 it's possible to replace the 0's with a gray image of my pack, the 1's with green and the 2's with red then I can do that in my form_text but I don't know how to convert numbers like that into an image

frigid drift
#

so its a unicode bar?

#

if u wanna use images then go with buttons

#

sequence of buttons regarding the color u want to put

winged flicker
#

Okay and another thing, I also have an animation that moves the white cursor on my bar like this:

โ€œbar_cursor_anim_to": {
    โ€œanim_type": โ€˜offsetโ€™,
    โ€œeasing": โ€˜linearโ€™,
    โ€œfrom": [ -170, 20.7 ],
    โ€œto": [ 170, 20.7 ],
    โ€œduration": 3.0,
    โ€œnext": โ€@fishing.bar_cursor_anim_backโ€
  },

  โ€œbar_cursor_anim_back": {
    โ€œanim_type": โ€˜offsetโ€™,
    โ€œeasing": โ€˜linearโ€™,
    โ€œfrom": [ 170, 20.7 ],
    โ€œto": [ -170, 20.7 ],
    โ€œduration": 3.0,
    โ€œnext": โ€@fishing.bar_cursor_anim_toโ€
  }

Do you think it's possible to detect when it's above gray to display the button with index 10 and hide those with index 11 and 12, when it's above green to display index 11 and hide 10 and 12 and finally when it's above red to display index 12 and hide 10 and 11? @frigid drift

frigid drift
#

๐Ÿซจ

#

using script logics would make that work

#

like before u show the form make a pre function that is already set to that specific position

#

i dont quite understand how ur bar works tho

winged flicker
chilly yacht
sick shell
chilly yacht
#

I can show

sick shell
turbid nimbus
oak verge
#

Look like it

turbid nimbus
#

you don't expect what amazing results you can get by just combining toggles and void collections

oak verge
#

my first creation using forms was using that
-# #1280301965271896124

untold dawn
#

note* i will make the snowfall slightly better by making each one fall with its own speed and timing

rocky quail
#

those are probably just aseprite anims but looks cool

turbid nimbus
sick shell
#

maybe it's just snowfall falling sprite and an alpha animation

chilly yacht
#

it uses the uh

#

tab toggles from the play_screen

#

๐Ÿ˜‰

#

i imagine i could somehow make it dynamic and generate them

#

but you have to specify a view binding and a forced collection index

turbid nimbus
chilly yacht
turbid nimbus
#

You can't put binding into variable

chilly yacht
#

then i guess i cant do it

turbid nimbus
#

Do you know how $toggle_view_binding_name works? Json-UI just search for this element in your tree this_name@ref

chilly yacht
#

yes

turbid nimbus
#

And also you can't have multiple elements in the whole tree with the same name

#

It breaks this search

#

btw, check your dms

chilly yacht
#

i would have to get like the form button length and the collection index of that button and do some math or soemthing

turbid nimbus
turbid nimbus
chilly yacht
#

you're not able to grab it for some reason

turbid nimbus
#

You just changing #collection_length. We still need way to tell to our factory units grab data here ..

#

Hm.. Do collection_index work in such approach?

#

If it do, we can calculate imaginary offset and use %. to grab data from, for example, #form_text

#

But generating toggles in that way is just impossible because we can't assing value from binding to variable

chilly yacht
#

rip

#

itll just have to be static ๐Ÿ’”

turbid nimbus
#

you can hardcore more than needed and hide not used ones

chilly yacht
#

grab what data?

turbid nimbus
chilly yacht
#

ill just use buttons for that

#

itll be static toggles so i can base the visibility of the buttons on the toggle binding..

#

or if they have a certain flag or something

turbid nimbus
#

I see

chilly yacht
#

yes

#

so it wont be dynamic tabs sadly sadJoe BUT itll be dynamic tab contents ๐Ÿ˜‰

#

i can also use visible binding condition so they wont even generate unless the bidning is set to true

#

sooooo less laggy??

turbid nimbus
#

what you mean by visibile binding condition?

chilly yacht
#

like

#

"binding_condition": "visible"

#

itll only generate if the parent is visible

#

is basically what that means

turbid nimbus
#

Oh, I see

sick shell
#

what are you guys talking about

chilly yacht
#

i might make a website to generate the tabs for me tbh

sick shell
#

is this whqt the conversation is about

chilly yacht
#

static toggles that toggle dynamic contents

turbid nimbus
#

using it I able to create such amazing things

chilly yacht
#

what do you mean by void collection

turbid nimbus
sick shell
chilly yacht
#

but realized its not really possible

turbid nimbus
sick shell
#

ye isn't possible cus can't put binding in element names

hexed briar
#

probably on loop too.

formal fjord
#

anyone in here need a website?

chilly yacht
unreal ravine
#

Speaking about tabs, How Can you trigger animations while pressing them????

fathom pivot
chilly yacht
chilly yacht
broken trail
#

can I add here grid? :PP

chilly yacht
#

Yes

broken trail
#

well actually its fact that you can add one here, but what about multiple ones? :PP

opal aurora
neat lintel
#

what does 100%c mean

hardy lily
#

for example, you have a panel form with various button. and it's common if it comes in different sizes. So, the "100%c" can do it automatically for you

#

as long there's a content inside, the child size can work properly

#

and if you want do it for text label, you can use "default"

hardy lily
neat lintel
#

cool. Ive been searching for a while and found how to do a scrolling panel. I used it on buttons and it seems like some other people also had an issue with it not scrolling when they put it on buttons as well. The panel for my buttons show up when i use a scrolling panel but i cant scroll.

#

im new to this btw

oak shoal
#
    "night_vision": {
        "type": "image",
        "size": [
            "100%",
            "100%"
        ],
        "alpha": "@title_preserved.anim_tes0",
        "offset": [
            0,
            -162
        ],
        "texture": "textures/ui/status/night_vision2",
        "bindings": [
            {
                "binding_name": "#hud_title_text_string"
            },
            {
                "binding_type": "view",
                "source_property_name": "(not((#hud_title_text_string - 'night_vision') = #hud_title_text_string))",
                "target_property_name": "#visible"
            }
        ]
    },
    "anim_tes0": {
        "anim_type": "alpha",
        "easing": "linear",
        "duration": 0.01,
        "from": 0,
        "to": 0,
        "next": "@title_preserved.anim_tes1"
    },
    "anim_tes1": {
        "anim_type": "alpha",
        "easing": "linear",
        "duration": 5,
        "from": 0.1,
        "to": 0.7
    }
```I'm having a hard time making this animate, every time I call the night_vision, I want the texture to appear with the alpha at 0, and it goes up to 1 in a short time, as if it were animation, that's what I commented, I managed to do, but when I call it again the animation doesn't run anymore,  The alpha is straight to 1, how can I solve it?
neat lintel
#

i got it to work but it doesnt fully reach the bottom of the button

hardy lily
#

your scrolling pane size is kinda wrong

#

"$scroll_size" should be float [ x, y ]

neat lintel
#

I dont understand

#

do I have to add some on the Y

#

to make up for the size of the button?

hardy lily
neat lintel
hardy lily
neat lintel
#

for?

#

the x or y

hardy lily
#

y

neat lintel
#

it is 100%

hardy lily
#

should be "size": [ 65, "100%" ]

neat lintel
#

the left side is for margin of error?

#

"65"

hardy lily
#

no, it's for x size

neat lintel
#

yeah the y is 100%

neat lintel
#

oh

#

i see

hardy lily
#

you should change this one

neat lintel
#

yeah i cant do that right now because there arent enough buttons to trigger a scroll. so i undersized it temporarily

hardy lily
#

just try add more button

#

20 is enough

neat lintel
#

no its fine. my current issue is that the scroll cuts off at the middle of the button, not the end

hardy lily
#

ok, I think you already figured it out

neat lintel
#

no

hardy lily
#

bruh

neat lintel
#

e

#

that

#

see the bottom button

#

see how its cutoff

#

how do i fix that

hardy lily
#

try resize the ...

#

uh, I forget

#

should be the scroll panel

neat lintel
#

what in the scroll panel?

hardy lily
#

"$scrolling_pane_size": ["100% - 4px", "100% - 2px"],

neat lintel
#

ok but how do i offset that. you seem to have -4 and -2

#

i already tried +65 on the y axis but it didnt work

hardy lily
#

is it stack panel?

neat lintel
#

yea

hardy lily
#

then padding it with stack panel too

neat lintel
#

yes there is padding but your response is confusing

hardy lily
#

I just guessing it

hardy lily
neat lintel
#

yes

hardy lily
#

for testing?

neat lintel
#

yes

hardy lily
hardy lily
neat lintel
#

I just realized. I do have more than 3 buttons. So i dont know why I was only seeing 3.

neat lintel
#

yes

hardy lily
#

it seems correct

#

how about other component?

#

do you use it?

turbid nimbus
neat lintel
#

use what?

#

custom_button?

hardy lily
neat lintel
#

im not sure what you mean. I assumed you meant the collection_length

hardy lily
neat lintel
#

no, not that i know of

#

no

#

it doesnt seem like it

hardy lily
neat lintel
#

/reload only works for scripting api

#

but yes i have

hardy lily
#

Ok, now I confused

neat lintel
#

hey so when i changed it to 100%c. the ui disappeared

hardy lily
neat lintel
#

i am

#

i was only testing what you told me to

hardy lily
#

ok, that's works

#

just do some math

neat lintel
#

?

hardy lily
#

try "100% - 40px"

neat lintel
#

for?

hardy lily
#

Y

neat lintel
#

where i have 64px?

#

y of size?

hardy lily
#

you changed the scrolling panel size to [ 70, "100%" ], and now you must try [ 70, "100% - 40px" ]

#

it should be crop the panel size and have the scroll bar appear

neat lintel
#

it didnt

hardy lily
neat lintel
#

+?

hardy lily
#

"100% - 200px"

neat lintel
#

so it did yes but still, my buttons are only numbered 3

#

so not all are showing

hardy lily
#

ok, I need to see your scrolling content logic there

neat lintel
hardy lily
# neat lintel

I just realize your scrolling pane size is "100% + 64px". that make the panel seems oversized

neat lintel
#

you told me to do that to offset it

hardy lily
#

let me write the code for it

neat lintel
#

do you want me to send you it?

hardy lily
hardy lily
neat lintel
#

here or dm?

hardy lily
#

dm

neat sequoia
#

Why? I only have one active mission and the bar keeps appearing, and the background needs to be resized

sharp gorge
#

[UI][error]-UI Control: centered_hud | On Control Path: /hud_screen/variables_button_mappings_and_controls/safezone_screen_matrix/inner_matrix/safezone_screen_panel/root_screen_panel/root_panel/bars_factory/centered_hud/{ui_control} | Type not specified (or @-base not found) for control:
i dont understand, i tried adding "type": "panel" to centered_hud/contols but it didnt fix anything

sick shell
sinful crypt
#

can anyone please make a thing in #1072983602821861426 ๐Ÿ™
like divide strings into multiple actionbar

#

need this thing really bad rn

#

like this

#

Individual actionbar by splitting texts

#

please someone make it ๐Ÿ™

sick shell
#

u can only do it by setting max length

#

like 100 characters per actionbar

sinful crypt
#

is it the only way?

sick shell
#

no, easy way

sinful crypt
#

i mean

#

Suppose I want to put 20 letter inside it, after max reach it'll split
But another text i have it 10 letter

#

But

#

um does it count " " spaces

#

.

sinful crypt
#

I have \n after each line

#

But i want to make individual action bar for them

sick shell
#

u can see the problems on it tho

sinful crypt
#

I want to split more than 8 lines

#

it only support 2 text splitting lol

woeful musk
#

My first JSON UI

sinful crypt
sick shell
#

just do it multiple time

sinful crypt
#

mh

hardy lily
#

you gives me another Idea

neat lintel
# woeful musk

Cool. I've seen people do something like that too. Not sure how they do chest guis. I think I'll do that too but you did well with it.

#

Does it passover enchants potion levels etc?

#

I know you can use dynamic property to passover enchants but potions and storage containers. Idk

#

Shulkers, potions, and bundles I don't know how to passover

oak shoal
#

How do I make the image just appear, when I send the night_vision, and when I send the night_vision_exit, it disappears, when I send any other word in the title, it disappears, can anyone help me?

neat sequoia
neat lintel
#

so how do you modify panels in game. like if i want a ui with sections

#

i have a plugin configuration menu and i want to the user to configure specific plugins made by me within it. I dont want it to use multiple uis but the same one with panels that change based on which plugin you have selected to configure

hollow needle
#

Is it possible to invert an animation?

#

For example I want a button to trigger an animation for the offset and stay like that until I press another button to return the offset to its original state

neat lintel
#

how do you center text?

unreal ravine
placid geode
neat lintel
#

thanks

#

how can i do an outline on the text?

neat lintel
#

how can one blur the background on a ui

#

like the world behind the ui

unreal ravine
neat lintel
#

how do you use json ui on a toggle switch. or move json ui from button from action for to toggle

placid geode
woeful musk
#

I use entity inventory components

#

Copy Itemstack directly

neat lintel
#

This is supposed to bind with my action form but i realized i needed to use a modal form. how can i bind it to my modal form

#

ok how do i use json ui on modals anyway?

neat lintel
#

how can i make the buttons on the left side open a modal form on the right

#

do i have to make those fake buttons so they dont close the action form?

#

is that even possible

dapper gyro
#

How to set enable the button inside factory? Because I got error dont modify the template

modern urchin
#

It is possible to make buttons that cannot be clicked.That is, buttons that are visible but you cannot click on them.

This in ActionFormData or ChestFormData

#

?

frigid drift
#

how to make image act as a button?

-# or to be specific can someone js give me custom button type sample like "type": "button" lol

frigid drift
#

isnt it theres a button type i just dont know the properties

#

im tired of using button template

turbid nimbus
#

use common.button reference as button panel and create your image as sibling element of this button. If you want your image to react for button states (hover/pressed/default), specify your image as children on this button

chilly yacht
gaunt apex
#

adaptation in 4 months

chilly yacht
#

nice

#

now learn how to do that without a library and fully custom code

turbid nimbus
turbid nimbus
young dune
#

is it possible to have ui pick a random element?

frigid drift
chilly yacht
#

youd have to communicate with bp

young dune
#

Im working on the VHS effect in showcase and rn I have script api just select a random animation, but Im curious if I could put everything in json ui

young dune
chilly yacht
#

cant

#

actually

#

you could possibly use uh

#

animation controllers?

young dune
#

how so?

frigid drift
young dune
#

Im thinking of doing it in layers

chilly yacht
young dune
#

you got the base noise, and you can randomly select the other layers at random intervals

chilly yacht
#

could use math.random in that

#

and display an entity

#

and yeah

#

idk how all that works though

young dune
#

well yeah I know you can do that, but I want to see if I can do fully json ui

chilly yacht
#

ohhh

#

yeah no

frigid drift
#
{
   "count_panel": {
    "type": "panel",
    "size": [ "100%c", "100%c" ],
    "$display": "stk.display:",
    "controls": [
      {
        "background": {
          "texture": "textures/ext/tip",
          "type": "image",
          "size": [ "100%c + 8px", "15px" ],
          "alpha": 0.7,
          "controls": [
            {
              "grid": {
                "type": "stack_panel",
                "orientation": "horizontal",
                "layer": 1,
                "size": [
                  "100%c",
                  "100%cm"
                ],
                "offset": [
                  1,
                  0.6
                ],
                "controls": [
                  {
                    "fire_panel": {
                      "type": "panel",
                      "size": [9,9],
                          "controls": [
                     {
                       "fire_orig@fire_img": {
                         "$texture": "textures/ext/fire/default",
                         "$icon": "Original"
                       }
                     }
                     ]
                    }
                  },
                  {
                    "div": {
                      "type": "panel",
                      "size": [
                        2,
                        2
                      ]
                    }
                  }
                ]
              }
            }
          ]
        }
      }
    ]
  },
  
             
    "fire_img": {
     "type": "image",
     "texture": "$texture",
     "size": ["100%", "100%"]
}
}```

im trying to display image when preserved text matches $icon but it just doesnt work (i js removed bindings ion have nitro) full code below ๐Ÿ‘‡๐Ÿป
upbeat frigate
#

is it possible to put toggle in the actionform for server_form.json?

frigid drift
#

preserved text works when the view condition isnt there, but if I check out #text = 'Original' it doesnt display anymore

#

my title text is ยงr9:/:Original btw and that one returns Original

frigid drift
#

btw how can i display other players' paperdoll thru actuonform

#

or just display the player

sharp gorge
frigid drift
#
                      "renderer": "live_player_renderer", 
                      "use_uuid": true,
                      "use_selected_skin": false,
                      "bindings": [
                        {
                          "binding_name": "#player_uuid"
                        }

i saw this but i dont have an idea how to put in player's uuid hsing server form, i can use form text tho but how

#

nvm i think i found it

sharp zinc
#

I have a question

#

can I use a variable in an animation, and if so how?

frigid drift
tawny gale
#

Clever folks, I have a custom form that is 510px by 250px why does my image for the background need to be 1047px by 527px!! Is there some sort of scaling that's done??

sharp gorge
tawny gale
#

Trial and error, i used the ChestUI that LeGend did, placed known icons in each corner, scaled up the form and tweaked the background image in photoshop to line up the images

#

I thought it might be a pixel per inch issue??

tawny gale
#

so after fiddling with PPI values in photoshop the closest i get to 510x250 is a ppi of 46!! scalling that up to 200 sets my image at 2180x1092! this keep everything lined up. There must be somesort of scaling thing going on, but its too early for my little brain to compute

frigid drift
#

tried to use paperdoll but ion think its showing

lament kraken
#

i made betting game in mc

#

yellow: Higher or equal
purple: Lower or equal

tawny gale
#

not sure i can nineslice this?? lol

oak verge
#

you definitely can't

unreal ravine
frigid drift
#

byt doesnt work for me

#

imean it works but for myself only

#

i alr override with player uuid it still doesnt work

unreal ravine
#

I see

chilly yacht
#

and bind their id

frigid drift
chilly yacht
#
{
              "renderer": {
                "type": "custom",
                "size": [ "75%", "300%" ],
                "offset": [ 0, "130%" ],
                "renderer": "live_horse_renderer",
                "animation_reset_name": "screen_animation_reset",
                "anims": [
                  "@common.screen_exit_size_animation_push",
                  "@common.screen_exit_size_animation_pop",
                  "@common.screen_entrance_size_animation_push",
                  "@common.screen_entrance_size_animation_pop",
                  "@common.screen_exit_animation_push_fade",
                  "@common.screen_exit_animation_pop_fade",
                  "@common.screen_entrance_animation_push_fade",
                  "@common.screen_entrance_animation_pop_fade"
                ],
                "bindings": [
                  {
                    "binding_name": "#form_button_texture",
                    "binding_name_override": "#entity_id",
                    "binding_type": "collection",
                    "binding_collection_name": "form_buttons"
                  }
                ]
              }
            }```
frigid drift
#

let me test that rq

chilly yacht
#

well thats on a button

frigid drift
#

yeah ill just use form text

chilly yacht
#

alright

#

i dont think u can bind form text

#

i mean you can but like its really bad

#

it most likely wont work

frigid drift
#

oh well maybe ill use collection index instead

chilly yacht
#

you can just use title

frigid drift
#

can i use something like

{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "(#title_text - $prefix)",
"target_property_name": "#entity_id"
}
chilly yacht
#

but you might have to directly pass it through instead of having a flag or something

#

so you might need to use collections sorry ๐Ÿ˜ญ

#

but i mean that should work

frigid drift
#

so in ur code u used player.id as label in ur button right?

#

oh that crashed my mc

#

i think its because of the numbers

frigid drift
chilly yacht
frigid drift
#

oh okay

#

it works, now how can i make this face front lol

chilly yacht
#

cant

chilly yacht
#
"button_mappings": [
  {
    "from_button_id": "button.menu_cancel",
    "to_button_id": "button.menu_exit",
    "mapping_type": "global"
  },
  {
    "from_button_id": "button.menu_tab_left",
    "to_button_id": "button.menu_tab_left",
    "mapping_type": "global",
    "scope": "view"
  },
  {
    "from_button_id": "button.menu_tab_right",
    "to_button_id": "button.menu_tab_right",
    "mapping_type": "global",
    "scope": "view"
  }
],```
does anyone know why these mappings keep a button hovered when i switch to controller? or when i use any sort of tab right or left ( controller and pc )
oak verge
#

Test it with vanilla forms to confirm that it is not a bug

turbid nimbus
#

How we can convert string to number? Multiplication like #string * 1 seems not to work

chilly yacht
#

its really not forms

broken trail
#

from my knowledge this should work, or in other words you need to set type first, so in this example its number

broken trail
#

like I dont remember name for it but variable responsible for default tab selection

chilly yacht
#

the default selection is 0

#

or the forced index is 0

broken trail
broken trail
#

well I guess you have something weird inside tab button, I am fan of creating completely custom compontents like this from scratch so I have whole control over it

turbid nimbus
broken trail
#

I did something many times and got always number

#

or maybe try to number * (ยงz + bool)

oak verge
#

If so you should try my multi tab form and see if it does that too

chilly yacht
#

Or i think your tabs are treated as buttons

oak verge
#

didn't add button mapping, yeah

chilly yacht
#

Its not that big of a deal

#

I can fix it easily through visible bindings and stuff to show hover states for only pc and mobile

#

But im just wondering why its happening

neat lintel
#

how do you remove the snapping when you press a button in an action form. or the delay. I know you can alter the animations but it creates a delay and I also forgot where the animation is for the action form.

sharp zinc
#

how can i use clipping without it rescaling the image?

frigid drift
sharp zinc
frigid drift
#

oh okay

sharp zinc
#

for some reason it stopped resizing it when I put the size to px instead of %

neat lintel
#

how do you add 2 control names into a factory?

wicked mountain
#

guys how to implement a custom crafting ui for my custom crafting table?

turbid nimbus
#

bool * number works for some reason ๐Ÿ‘

sick shell
#

theres reason since it works on other langs

oak verge
rain furnace
#

Is it possible to dynamically store a value inside a bag of property variable with bindings and access it from children elements? I tried to set a custom property_bag and added a property "#player_level_text": "Test", but when trying to read the variable in a child element it is empty

chilly yacht
upbeat frigate
#

is it possible to get the current text of what is toggled, or is it not possible?

cunning bridge
#

jsonui is missing with my brain again, when i do this the game crashes:

type: panel
size: [1, 1]
bindings: [
 ...,
 {
  binding_type: view,
  source_property_name: (#l / #x), 
  target_property_name: #size_binding_x
 }
]
#

both #l and #x are integers extracted from a form button text.

neat sequoia
#

how can i get the amount of items in a collection??

cunning bridge
cunning bridge
# cunning bridge both #l and #x are integers extracted from a form button text.

I am trying to make the button have a dynamic offset and size, i managed to do them both separately, but if i want to combine them i will have to reset the size of my button's parent to the size of the button's offset parent, so i divided the button size by the offset size, but apparently, bindings don't like division

neat sequoia
# cunning bridge #collection_length
"bindings": [
    {
        "binding_collection_name": "scoreboard_players",
        "binding_type": "collection_details",
        "binding_name": "#collection_length"
    },
    {
        "binding_type": "view",
        "source_property_name": "(not (#collection_length < 3))",
        "target_property_name": "#visible"
    }
],

like this??

cunning bridge
#

try it

neat sequoia
#

i have this one

#

and the controls visibility is true, and the parent is not visible

#

i wanna check if the amount of items in scoreboard, is equals the amount that i want, and turn the visibility

hardy lily
#

Is it even possible to detect /camera using json ui ๐Ÿค”

cunning bridge
#

@raw barn can we get someone to correct this in the wiki?

#

here it says that / is Division when in reality it's Floor Division

broken trail
jovial hemlock
#

hello guys, anyone knows what might be causing a crash in my code?

#

its for making a fake title

cunning bridge
#

it's not perfect but it's good enough for my needs

sharp gorge
#

my control image is offsetted even though i didnt offset it?
code:

"derivatives": {
        "type": "image",
        "anchor_from": "top_left",
        "anchor_to": "top_left",
        "size": [
            327,
            74
        ],
        "texture": "textures/ui/hud_sprite",
        "uv": [
            0,
            0
        ],
        "uv_size": [
            327,
            74
        ],
        "layer": 29,
        "visible": true,
        "controls": [
            {
                "picture": {
                    "type": "image",
                    "size": [
                        59,
                        64
                    ],
                    "texture": "textures/ui/hud_sprite",
                    "uv": [
                        0,
                        129
                    ],
                    "uv_size": [
                        60,
                        64
                    ],
                    "layer": 32,
                    "visible": true
                }
            }
        ]
    }
#

i think its cuz i didnt set any anchor idk

upbeat frigate
#

anyone have some vscode extensions i can install like for typing property bags and such?

uneven sedge
#

#1369796299599122662 help me pls

crimson mulch
#

how can i change a global variable with my button?

sharp zinc
#

can I use bindings in an animation?

#

I wanna know before I try it

chilly yacht
sharp zinc
#

:(

#

is there a way I can input a variable?

#

like, let's say I wanted to dynamically change the duration of the animation

#

is that possible?

chilly yacht
#

you can input a variable but you cant use bindings

#

i think that animation stuff has to be static

#

youd have to basically flag different panels with seperate animations

hollow needle
#

How can I set custom form elements wherever I want?

#

Is it also with collection_name and collection_index?

weary wind
#

They know why this happens to me

neat lintel
#

anyone know any methods for kind of preventing the scroll back in action form? any way to remember the scroll position or something. I assume no, but i though i'd ask

#

also anyone to customize the outline on the button

#

when border is visible

#

also how do i add tooltips

#

the inactivity of this server makes me feel like its dead

#

only thing I could think of is bad timing

wicked mountain
chilly yacht
#

No

green oak
#
                "[email protected]_image": {
                    "anchor_from": "left_middle",
                    "anchor_to": "right_middle",
                    "texture": "path",
                    "size": [8, 9],
                    "offset": [-2, 0],
                    "bindings": [
                        {
                            "binding_name": "#hover_text",
                            "binding_type": "collection",
                            "binding_collection_name": "container_items"
                        },
                        {
                            "binding_type": "view",
                            "source_property_name": "(not(#hover_text - ':isntactive') = #hover_text)",
                            "target_property_name": "#visible"
                        }
                    ]
                }

what's wrong with it?
i want to do icon in ui what can be hidden when name of one of items in ui is ":isntactive"

rain furnace
rain furnace
#

Do you know why when I do this

"source_property_name": "('ยงz' + ((#form_button_text * 1) / $divisor))",
"target_property_name": "#text"```

The #text value is equal to empty?
#

#form_button_text is a value between "0" and "100", from the form_buttons collection as it name tells, and $divisor is equal to 100.0

sick shell
#

when u do that it turns the integer into float

rain furnace
#

Yeah that's why I added 'ยงz', actually this is not the real context of my problem, the thing is that even when I try to use the float for example for clip ratio, it always end up being used as an empty string

#

Here there is an example, when I display it as a text without conversion it works, when I subtract the prefix and convert the number value into float for the clip ratio, the HP bar is empty (as if the clip ratio was 1.0/undefined ?)

"opponent_hp_bar": {
  "type": "image",
  "clip_direction": "left",
  "clip_ratio": "#ratio",
  "texture": "textures/ui/battle/hpbar_green",
  "size": [56, 10],
  "anchor_from": "right_middle",
  "anchor_to": "right_middle",
  "offset": [
    -1,
    0
  ],
  "layer": 10,
  "$float_conversion": 100.0,
  "controls": [
    {
      "opponent_hp_bar_data_control": {
        "type": "collection_panel",
        "size": [ 0, 0 ],
        "collection_name": "form_buttons",
        "controls": [
          {
            "opponent_hp_bar_collection": {
              "type": "panel",
              "size": [ 0, 0 ],
              "collection_index": 6,
              "bindings": [
                {
                  "binding_type": "collection_details",
                  "binding_collection_name": "form_buttons"
                },
                {
                  "binding_type": "collection",
                  "binding_condition": "none",
                  "binding_collection_name": "form_buttons",
                  "binding_name": "#form_button_text",
                  "binding_name_override": "#form_button_text"
                }
              ]
            }
          }
        ]
      }
    }
  ],
  "bindings": [
    {
      "binding_type": "view",
      "source_control_name": "opponent_hp_bar_collection",
      "source_property_name": "(#form_button_text - 'opponentbar:)",
      "target_property_name": "#ratio_string"
    },
    {
      "binding_type": "view",
      "source_property_name": "(#ratio_string / $float_conversion)",  // should be a float between 0 and 1
      "target_property_name": "#ratio"
    }
  ]
}```

This is very weird
clear lantern
#

How can I add multiple bindings to a server form regarding it's title?

#

But also I would like to use default forms

#

I have this in custom form 1: (#title_text = 'ยงlยง9Password Fragments')
I have this in custom form 2: (#title_text = 'ยงlยงcFirewall Fragments')

and in default form i have this: ((not (#title_text = 'ยงlยง9Password Fragments')) and (not (#title_text = 'ยงlยงcFirewall Fragments')))

And it's working, but I want add more custom ui's, and when I add more it's broken

rain furnace
# clear lantern I have this in custom form 1: ```(#title_text = 'ยงlยง9Password Fragments')``` I h...

Did you try something like this in the long_form modifications?

"value": [
  {
    "binding_name": "#title_text"
  },
  {
    "binding_type": "view",
    "source_property_name": "((#title_text - 'ยงlยง9Password Fragments' - 'ยงlยงcFirewall Fragments') = #title_text)", // We need to define the title we added on $title_needs_to_contain
    // By the way, you can also put the title of your forms as much as you want like this -> (#title_text - 'form_1' - 'form_2' - 'form_3' - 'form_4')
    "target_property_name": "#visible"
  }
]
clear lantern
#

Nope, I will try it now, gimme short time

rain furnace
untold dawn
#

is it possible to make a UI image appears above the GUI controls and buttons?

clear lantern
rain furnace
clear lantern
#

You mean this: "$title_needs_to_contain": "wiki_form:"

rain furnace
clear lantern
#

I don't think it would help me directly: I have 5 different titles, so each have different ui interface. I could use that, so it would looks better in code

#

It's multiplying the same ui, but I need different for each

rain furnace
#

yeah actually it depends of your needs

clear lantern
#

Sure, but still - thanks you so much, I didn;t saw it before

sick shell
rain furnace
rain furnace
clear lantern
#

How I can use "" in title_text binding?

turbid nimbus
clear lantern
#

Thank you!

tacit belfry
#

how to fix this error?

untold dawn
winged flicker
#
"grid_content": {
    "type": "grid",
    "size": ["100%", "100%c"],
    "anchor_from": "bottom_right",
    "anchor_to": "bottom_right",
    "grid_item_template": "square_form.square_button",
    "grid_rescaling_type": "horizontal",
    "collection_name": "form_buttons",
    "bindings": [
      {
        "binding_name": "#form_button_length",
        "binding_name_override": "#maximum_grid_items"
      }
    ]
  },

  "square_button": {
    "type": "panel",
    "size": [105, 105],
    "anchor_from": "top_middle",
    "anchor_to": "top_middle",
    "controls": [
      {
        "form_button@common_buttons.light_text_button": {

          "anchor_from": "top_left",
          "anchor_to": "top_left",
          "size": [95, 95],

          "$button_text": "#form_button_text",
          "$button_text_binding_type": "collection",
          "$button_text_grid_collection_name": "form_buttons",
          "$button_text_max_size": [85, 85],

          "$default_text_color": [0.8196, 0.8196, 0.8196],
          "$hover_text_color": [0.9541, 0.9541, 0.9541],
          "$pressed_text_color": [0.9541, 0.9541, 0.9541],

          "$default_button_texture": "textures/ui/minequest/common/button_default",
          "$hover_button_texture": "textures/ui/minequest/common/button_hover",
          "$pressed_button_texture": "textures/ui/minequest/common/button_pressed",

          "$border_visible": false,
          "$pressed_button_name": "button.form_button_click",

          "bindings": [
            {
              "binding_type": "collection_details",
              "binding_collection_name": "form_buttons"
            }
          ]
        }
      }
    ]
  },

How can I remove a button from my grid if its text is โ€œexampleโ€ and modify it as I wish, independently of the grid (modify its controls, offset, size, etc.) ?

tacit belfry
unreal ravine
#

Hey guys, how can i trigger an Animation just pressing one custom toggle button?

uneven sedge
#

somebody know why this is doing this ?

winged flicker
#

From the panel of your buttons (grid item)

uneven sedge
winged flicker
#

You have to be able to position your buttons like this ๐Ÿค”

#

But I think your button panel is too wide

uneven sedge
#

my button padding was too high

clear lantern
#

Can I somehow have 2 text fields in one server form?

jolly rock
#

can

clear lantern
#

How I can do that, can you point me how to or show example?

jolly rock
#

Just use ModalForm

#

Or what do you mean by two textField?

modern urchin
#

Hmm

clear lantern
#

I would like to make in one server form - 2 different text box, so for example: in right corner I would have text "hi" and on the left corner I would have text "bye"

hollow needle
#

Then do```js
form.body('You text'.padEnd(30, '~') + 'Second text')

#

No wait

#

I called the wrong property

#

Now its ok

digital finchBOT
#
decsplayzfn9545

Greetings! I am the head of Dragon Studio! The beginner project minecraft servers and addons of the hip of the publication. We need good coders to embody our ideas, and stumbled upon you. We pay for work, the price is contractual and we do not have special deadlines, if there are any questions I ask everything I will answer at the moment, we are transition from version 1.21.2 to the latest, if it is annoying you, we can contact you later as we move. Also now we are interested in mobs and objects as a subject of development, tell me if you doubt that you are good in this

dapper berry
#

Ah thats what the guy said in my dms

clear lantern
#

So let me tell this if I understand correctly:
When I add these bindings to my form text like this

                  {
                    "form_text": {
                      "type": "label",
                      "text": "#form_text",
                      "anchor_from": "top_left",
                      "anchor_to": "top_left",
                      "font_type": "default",
                      "color": "black",
                      "offset": [12, 164],
                      "size": ["100% - 16px", "default"],
                      "bindings": [
                        {
  "binding_type": "view",
  "source_property_name": "(('%.30s' * #form_text) - '~')",
  "target_property_name": "#text_1"
},
{
  "binding_type": "view",
  "source_property_name": "(#form_text - ('%.30s' * #form_text))",
  "target_property_name": "#text_2"
}
                      ]
                    }
                  }

and in my actionForm in script can I make use rawtext formatting??

#

I need to use: {rawtext: [{ translate: "TEXT", with: ["\n"] }]}

clear lantern
#

@hollow needle Sorry for ping, it's not working for me

hollow needle
hollow needle
plucky token
#

Anyone know exactly how to make a screen animation last longer? I've been trying to create a kind of timer, but no matter what I do, it never lasts as long as it should

clear lantern
clear lantern
#

Can I somehow hide title in custom server forms?

upbeat frigate
#

how do you pass a variable from the grid to its factory components?

tacit belfry
#

yo

upbeat frigate
sharp gorge
sick shell
#

sybau gurt

upbeat frigate
#

Anyone know how to not render (delete) some elements that are not visible from the grid. Although some elements are not visible, it still acts like it's exists. (New to JSON UI)

Here's my item_scroll, item_grid, item_button:

tacit belfry
#

I had fixed it

#

But ranch to another problem

sick shell
neat lintel
#

How do you set the global font to minecraft 5?

upbeat frigate
#

Is there a way to connect script-api with json-ui? Like

Json-ui is the sender
Script-api is the receiver

sick shell
#

using form buttons*