#JSON-UI General
1 messages · Page 40 of 1
try adding "$jump_to_bottom_on_update": true in the scrollbar
still goes to the start, anyways, nvm. Thank you for responding!
How do you concatenate one hardcoded variable (#) and a string in json-ui?
how do u add a scrolbar ?
use filter
for example:
- §l -> for left button
- §r -> for grid (right button)
creating a new button scroll panel will works
What? 😅
I just copied this template from this #1291336871011680338 message
thx
is it possible to set the default position of the scrollbar box with json-ui? or not?
what i mean position is like the scroll bar like it should be not in the top most, possibly like 50% of the whole content
Ta utilisé un stack_panel ou une grid ?
j'avais mis un stack_panel mais j'ai changer pour grid et c good
merci
Anyone have like an element for creating dynamic grid but using stack panels? 😅
what's dynamic grid
You can have dynamic grid without stack panel
You just have to minus the amount of buttons you already have from maximum grid items
Whenever you bind it
What I do is just creating more invisible buttons to fill up an entire row and then put the grid inside another panel that will cut off the grid
Why
Hmmm
I've learned this upon reading [this](#1291336871011680338 message) template's server_form
However, the problem is when there's an invisible element, it still saves the grid position of those invisible elements
Seen here.
It's somewhat "too" dynamic 😅 still rendering the invisible elements
My painful option for this is to create a dynamic grid using stack panel, so possible it could be automatically sorted/filtered for the invisible elements. But I'm just new to json-ui🥸 so, I'm here begging if someone already has it, that would be amazing, if not. Possibly will try to create it
You sure?
Yep 😅 i was trying with [this](#1067870274894172260 message)
What i did is display all the buttons from the server_form, then filter it with json-ui's similar to .startsWith😅 to overwrite the "#visible", it works based on what i expected it to be. However the problem as seen in the images is it's floating.
The server_form json code was just based from the template.
The code i've used in the image is this:
https://github.com/Adr-hyng/Anglers-Desire/blob/customizable_update/RP/ui/server_form.json
A Minecraft Bedrock Addon that adds immersion to vanilla fishing feat. realistic reeling just like the fishing minigames of other popular comfort games such Stardew Valley, Animal Crossing, and Har...
Ya I wasn’t talking about visible binding lol
oh
No.
Please dont randomly ping people.
ai bet
Why do labels with the MinecraftTen font make the second line have a different tone of color when the text is too large?
Yo I could really use some help
I apologize for disturbing you or giving you a soft ping seeing your conversation with the gentleman above. I simply had an issue with the hud_screen.json area of an RP I recently downloaded to use and it’s basically broken atm. The HP 1/100 ect is broken and just a red bar that goes up and down when hit no text, as well as the key on the hotbar reserved and locked for an action key(to use haki and other abilities) isn’t working as designed either and isn’t allowing you to use it unless forcefully giving yourself exp and forcing one of the ability requirements, then however you can’t change said ability or cycle them as intended either and are Stuck with the force broken one. I’ll send a file attachment of the current state of the UI file the issue is at as well as the warning message on the RP that keeps being flagged and shown
If anybody seasoned could take a look at this and check if anything Speaks out to them as the problem and how to go about fixing it
Again this is a Asas One Piece Mod most recent version, typically used on PE however I’m trying to get it to work on Xbox
just make the hud_actionbar_text child control names unique/not same. basically what the error is saying.
...
Can I somehow hide title in custom server form?
nevermind, $title_size= ["-100%", "-100%"]
wont 0 works also
nah, I tried and didn't worked
"bonsai_tree_icon@test_3.bonsai_tree_icon": {
"layer": 5,
"size": [16, 16],
"offset": [10, 4],
"bindings": [
{
"binding_type": "collection",
"binding_collection_name": "container_items",
"binding_name": "#has_item",
"binding_name_override": "#has_item",
"binding_condition": "always"
},
{
"binding_type": "view",
"source_property_name": "(not #has_item)",
"target_property_name": "#visible"
}
]
}
When I put the item in the slot, the image is not becoming invisible. How do I fix this?
And that’s what I’ve been trying to do but every fix I try Dosent work, already had a friend try his quick fix with that too and it didn’t work. (Which was basically just making one of the names Hud_actionbar_text_mobile and Hud_actionbar_text_PC
Hud_Actionbar_hp_mobile
Hud_Actionbar_hp_Pc)
Ect ect
did you tried changing only one of those?
Quick question
not_centered_gui_elements
These are the health bar and the food bar, right?
What about these
centered_gui_elements_at_bottom_middle
centered_gui_elements
not_centered contains health, hunger, armor, etc. for pocket layout (top left and top right)
centered_gui_elements_at_bottom_middle contains health hunger armor etc for deskyop layout (in the hotbar)
centered_gui_elements contains only a paperdoll afaik
If I remove these, will the hotbar stay?
no
I want to remove the health bar and the food bar without removing the hotbar
you can just ignore the renderers
How? (Im pretty new with json ui)
wait a moment
Thanks man
"heart_renderer": {
"ignored": true
},
"armor_renderer": {
"ignored": true
},
"horse_heart_renderer": {
"ignored": true
},
"bubbles_renderer": {
"ignored": true
},
"hunger_renderer": {
"ignored": true
}
put that on your hud_screen.json
Thx
What I can add to increase ?
?
They look familiar thats all im saying
UI Dev, just saying that it looks pretty close to one I made in the past, like down to the hex codes.
Just thought it was interesting thats legit all im gonna say.
I download it on dingsel description of this video
C’est le mec qui a créé de pack de Zeqa
I dont see anything wrong with mine but its still not working
can i use controls in grid like does it automatically put in the content of it
i wanna use collection index for it
is it being called anywhere?
it uses grid position, it follows the grid dimension
Oe j capter
Is it possible to run an animation on hover?
Or if not, maybe every time #visible is true
uhm it is possible.
Great
Can you maybe... Teach me how?
here's an example button, credit to arxance : https://github.com/LeGend077/json-ui-examples#:~:text=Animated Button States%3A
oe il ma dit
how to add several form to a pack?
So i followed it and my whole computer almost crashed
i fixed the crash issue but it wont create the panel
its set to bind to it
seems like no matter how hard I try, it wont bind
ok so it binded but now it shows nothing
Thanks
Is there maybe a way to run an animation in an element every time I open a form?
Not necessarily a button
Yep, but it play once (flipbooks is an exception )
How can I split texts and make individual Actionbar for each text?
Such as suppose, It's a actionbar displayed by scripts:
"isSneaking: True, isStanding: False"
I want it to be like:
"IsSneaking: True".
"isStanding: False"
So that'll be like 2 actionbar.
It was a example but i have to make multiple actionbar.
Also How would I change the position offset of actionbar?
I want to show one actionbar on left top screen, and another actionbar on top right corner.
i dont know
not possible
how to add several form to a pack?
Y not. Not part of hud?
hardcoded
Is there a way for me to get a score from a scoreboard, without using the /scoreboard objectives setdisplay sidebar?
just add a simple animation and it will play everytime when you open form screen
I tried before and it played only the first time I opened the form
It’ll play once every time a new iteration of the form is loaded, you can’t loop anims tho
how to add several form to a pack?
How do I make my image follow the cursor? follows_cursor seems to do literally nothing
{
"type": "image",
"texture": "textures/ui/Black",
"size": [
10,
10
],
"layer": 301,
"anchor_to": "top_left",
"anchor_from": "top_left",
"follows_cursor": true
}
it has to be on a screen
Ah, I'll test that out, thanks!
Just make the parent screen size 0 and the children should be whatever
any size
but unfortunately its not like the hover text render so it goes off the screen 😭
As in just parent it to a screen? Cus no behaviour changed
{
"type": "screen",
"size": [
0,
0
],
"controls": [
{
"0": {
"type": "image",
"texture": "textures/ui/Black",
"size": [
10,
10
],
"layer": 301,
"anchor_to": "top_left",
"anchor_from": "top_left",
"follows_cursor": true
}
}
]
}
Found out if i add follows_cursor directly to the screen it follows, so technically good enough lmao, thanks guys!
yeah thats what i meant lol
but its quite nice to make fully custom hover text
How to make it so this only plays the in animation once?
"variables": [
{
"requires": "(not (($title_text - '.hidden') = $title_text))",
"$offset": [ 144, 5 ],
"$alpha": 0.5
},
{
"requires": "(($title_text - '.hidden') = $title_text)",
"$offset": "@hud.anim_title_text_offset_in",
"$alpha": "@hud.anim_title_text_alpha_in"
}
]
It does play the animation over and over, and makes it so the animation never finishes
u could try destroying it at the end
The problem is that I don't want the element to dissapear, only a part of it is visible and it comes out in specific situations
guys i only have 2 apps 
I tried with "requires": "((($title_text - '.hidden') = $title_text) and ($alpha = 0.5))"
But it stops working
Actually I think the animation is not playing over and over, but the element is reseting itself each time I run /title
Wich makes me more confused on how to solve it
?
holy lag, start from android 4.1
How did you do this?
The code is right there
how to paste a command using a button (just like the set spawn from the bottom panel)
how can i remove the item category like construction and items from the creative menu and same with the damage values like +4 attack damage
{
// inventory_screen.json
"tab_navigation_panel_layout/navigation_tabs/construction_tab_panel": { "ignored": true },
"tab_navigation_panel_layout/navigation_tabs/items_tab_panel": { "ignored": true }
}
i think the +4 attack damage can be change through lang files
Can someone help me and tell how I can make fullscreen server form?
"main_screen_content": { "size": [ "100%", "100%" ] }
Thanks, I found it out and also I've added this: ```
"controls": [
{
"server_form_factory": {
"type": "factory",
"control_ids": {
"long_form": "@server_form.long_form"
}
}
}
]
u dont need to add that, mc already fills out those missing properties
Thanks, I have another question regarding paper dolls: I've found all posts about paper dolls here, but I still cannot understand how I can display my custom entity into my custom form. I've made player, but I need my custom entity there. Can you or someone help me with bindings how I can set them so it will display my entity in form?
I have this:
"renderer": "live_horse_renderer",
"bindings": [
{
"binding_name": "#form_button_texture",
"binding_name_override": "#entity_id",
"binding_type": "collection",
"binding_collection_name": "form_buttons"
}
],
But I don't know how I can use that in scripts so it will work...
Can you please elaborate this? I'm still learning js...
Like this:
const entity = event.source.dimension.getEntities() .find((ent) => ent.typeId === "test:test");
But how I can then add this to my button in form?
I've get my entity.id on the button now (-5089536245758), but it's not displaying my entity in the form
Hooolllyyy, it worked after one ""
so this was working until i added a second ui template to my code
now it doesnt
can we determine the index of the first element of a grid?
omg so cool damn how
The position of the phone is saved when you close the interface and reopen it.??
"source_property_name": "((%.8s - #title_text) = $title_1)",
"$title_1": "§2§2§2§r",
How I can make that form will be displayed only when this prefix is presented, but it won't affect rest of the title, like this: §2§2§2§rTest
pretty sure theres a guide on bedrock.dev
I found this, that's why I have %.8s
But I don't know how to make this working
pretty sure this can be done with binding
wait
Yes, I have bindings:
For default form:
"bindings": [
{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "((#title_text - $title_1) = #title_text)",
"target_property_name": "#visible"
}
]
For custom form:
"bindings": [
{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "(#title_text = $title_1)",
"target_property_name": "#visible"
}
]
And prefix $title_1 = §2§2§r
But I want make title for this form like this: §2§2§rTitle Form
So I want only prefix to be read and correctly display custom form, but rest of tittle should be normaly visible
It's not solution for me. I need to detect only prefix of my title form, not rest of it. In the example: 'wiki_form:' wil be visible, but I especially must detect only text formatting part like §2§2 and rest of title should be left intact
something like this?
you can remove wiki_form: using binding too
{
"binding_type": "view",
"source_property_name": "(#text - ':')",
"target_property_name": "#health"
}
As I correctly understand now: In what I have sent here above, currently when my form title is equal prefix §2§2§r it will show my custom form. But when title is somehow another it will display default form.
But I'm trying to make, that the custom form will be displayed ONLY when prefix is presented but rest of title is not detected and don't impact displaying form.
So for example: §2§2§rTest Title
And in json ui it would use %.6s
but I don't know how to implement it so it will work
you can use the standard method shown in https://wiki.bedrock.dev/json-ui/modifying-server-forms
like if you check for §2§2§2§r and the title is §2§2§2§rTitle Form itll display custom other wise no
Okey it worked after couple tryouts, but now I have another issue:
This is my binding for custom form:
{
"binding_type": "view",
"source_property_name": "(not (('%.8s' - #title_text) = $title_1))",
"target_property_name": "#visible"
}
But after opening different default form my custom ovveride it and it's mess.
My default form has binding from this bedrock.wiki Modifying Server Forms
Like this: "source_property_name": "((#title_text - $title_1) = #title_text)",
How I can make this work?? So I can still open default form and be able to open custom form ONLY when prefix is applied
just put a not
that binding is for default form
for custom form put the same binding with a not
(not (#title_text - $title_1 = #title_text))
Jeez, was that amazingly simple? Thank you so much.
Hey guys, Quick question , How can I get This color (#8079ff/blue-mangenta) in color:[]??
Does anyone know why this isn't working to prevent chat messages with the string inside it? I've tried loads of variations of it too like: (not (#text - 'redacted:' = #text)). Ive also tried chat_grid_item/chat_background
"chat_grid_item": {
"bindings": [
{
"binding_type": "view",
"source_property_name": "(not #text - 'redacted:' = #text)",
"target_property_name": "#visible"
}
]
}
"chat_grid_item/chat_background":{
bindings: [
{
"binding_name": "#chat_text",
"binding_name_override": "#text",
"binding_collection_name":"chat_text_grid",
"binding_collection":"always"
},
{
"binding_type":"view",
"source_property_name":"(not(#text = 'redacted:'))",
"target_property_name":"#visible"
}
]
}
Seems to just result in a content log error
changing it to be binding_condition: "always", fixes the log, but the filtering doesnt work
also wait. this example doesnt even act as a filter, im not doing an exact check, i'm checking if its a substring in the message
Well, i Kinda have something in #1373010146996916406 , chat screen to prevent chat sending that, you can see the files over there and check by yourself , cuz it works for me but with tellraw
Oh hey thanks c:
How can I create the power bar in this container and also control it using a script
#1350130244111040593
use the progress bar and change it texture later
Thanks
anyone used the 2.0.0-beta of server-ui i just get a privlidge error and cant figure why
[Scripting][verbose]-Plugin Discovered [QuestGuide] PackId [692888f4-c76a-44e0-b9c6-121212e15e16_1.0.0] ModuleId [6f4f0d85-9e85-42f4-9aa2-78e3bc4c381f]
[Scripting][inform]-QuestGuide system initialized!
[Scripting][inform]-[QuestGuide] D4RKJ0K3R8057 has spawned in the game.
[Scripting][inform]-[QuestGuide] Opening quest menu for D4RKJ0K3R8057
[Scripting][error]-[QuestGuide] Error creating main menu for D4RKJ0K3R8057: ReferenceError: Native function [ActionFormData::show] does not have required privileges.
Package.json dependencies
"dependencies": {
"@minecraft/server-gametest": "^1.0.0-beta.1.21.81-stable",
"@minecraft/math": "^2.2.4",
"@minecraft/server": "^2.0.0-beta.1.21.81-stable",
"@minecraft/server-ui": "^2.0.0-beta.1.21.81-stable",
"@minecraft/vanilla-data": "^1.21.81"
}
Manifest dependencies
"dependencies": [
{
"module_name": "@minecraft/server",
"version": "2.0.0-beta"
},
{
"module_name": "@minecraft/server-ui",
"version": "2.0.0-beta"
}
],
You can't open forms if you use them in the beforeEvent
also go to #1067535382285135923
Thanks totally didn't mean to do it in a before event, ive been looking at this for ages XD
I know this isn’t the appropriate channel and I apologize for that, but I’m looking for someone who offers JSON UI services. Please contact me in private. ( server form )
Dms
Anyone got any interesting ui showcase for inspiration
I'm working on an essentials addon buy I need ideas for the look of the ui.
Like this?? (wip)
Cool
I was thinking more like a server ui. With options like daily rewards, shop, etc. What does that typically look like, or what would be a good look for it?
There needs to be more showcases. It's good for inspiration. I do like your scp documentation ui though.
how do I fix this
Textures are missing
does the debug error really matters?
I deleted ui.common from the ui folder because it was messing with the genral inventory screen and only these 3 broke
wdym by debug error
something like this
that's not a good idea
I have a plenty of these
yes they matter
you should fix them
where would they be
does it impact to the peformance?
turn on content log gui in settings > creator
it tells you
also I don't recommend deleting ui.common
wdym by messing?
it wouldnt show the items in creative at all in the inventory, im tryna fix an old ui pack
do this and put ui.common back
its custom and merged from alot of packs
and check what error it's throwing
it could be that these 3 ui's are dependent on ui.common
so i can't guarantee
if putting back textures will fix those threee
arent there overrides i can put because i cannot seem to make it work
I'm not sure
if you're combing custom ui from different packs I would say that you shouldn't
because they're not compatible
want to take a look?
also the general_section.json under the settings_sections folder hides my fov slider
kinda
what ive been wanting to do is display text via entities
In the Path of the Jedi add-on on the marketplace, they have this kind of ui forms when interacting with npc, does it mean it's possible to actually render a 3D model of an entity inside a form?
(it's a 3D model because it actually moves)
its actually just an npc menu
it's different than a form?
i want to know this as well
so I used 100% in my size to fit the whole screen but it just disappears
im using a gradiant now for the background for a welcome message
if I use 125%c I can see it but it doesnt fit the screen but when I use 100% it disappears
so for some reason it thinks its this size
my screen is not that small
figured it out
just set "main_screen_content": { "size": ["100%", "100%"] },
in the root
How to add spacing inbetween different text lines on a sidebar?
I have something in my code to kind of remove the delay between ui forms but after adding it I cant seem to use anims in other long forms
got it
but how do you do an out anim
Using "anim_type", with "easing"
well i did that for all and it just registers as an in
Wdym?
these are both like this. You would expect the first one to be in and the second to be out, but thats not the case. Somehow the second one is the in and the first one does nothing.
this is how it looks atm
the out is like this...
recording is wonky
ignore that
dont have a fade in and out referenced
what i do is
anim in
anim wait
anim out
you can transfer between animations by using the "next" property
like anim1: {
"next": "@namespace.anim2"
}
well it should play an anim when close it but it doesnt. it just snaps
you have to define events i believe
next just makes it play after
oh i think i may know why
the main panel doesnt wait
and the rest just gets killed
hmm. actually no. The animations 1.25 duration would hold it
hmm
are you manually closing it?
then yeah u have to define events for it
these are the vanilla ones for when a menu opens/closes
"screen_exit_size_animation_push": {
"anim_type": "size",
"easing": "out_cubic",
"duration": "$transition_time_push_size",
"from": [ "100%", "100%" ],
"to": [ 0, 0 ],
"play_event": "screen.exit_push",
"end_event": "screen.exit_end",
"reset_event": "screen_animation_reset"
},
"screen_exit_size_animation_pop": {
"anim_type": "size",
"easing": "out_cubic",
"duration": "$transition_time_pop_size",
"from": [ "100%", "100%" ],
"to": [ 0, 0 ],
"play_event": "screen.exit_pop",
"end_event": "screen.exit_end",
"reset_event": "screen_animation_reset"
},```
the vanilla ones?
yes
?
its a custom form
it wouldnt make sense though that putting play and end event on both would allow it to tell apart if they have the same events
also maybe there is a non-screen one
Its just weird because if it has the to be in a screen then you cant animate anything else for in out
unless
technically its already in a screen
its in the third party screen
yeah its a little odd
i got it like semi working? but the enterance animation doesnt play for some reason
so when you put "screen.exit_end" on any of your anims. it seems to prioritize it as the fade in. which is weird because its called exit_end
yeah i notice that too
are there more of those events
you can find them in the ui_common.json file
does it work?
I get it now
the end_event is what it will need to receive to end the animation
the play_ event is the event it'll need to receive to start it
but
entrance push is not it
maybe its pop
so youre right. it does seem to lack a start anim
probably have the wrong event for it
idk what i did
but somehow it works
i put no events in the in and put the events in the out
well the corresponding events
"play_event": "screen.exit_pop" pretty sure you only need this
yes
not sure what triggers the play event for the in
but it works
"If it works, dont touch it."
now my current issue is that the screen fades out too fast
I want to make it so some uis have no anims so they look seemless but then I have others like the screen I have to deal with not waiting or playing a pop in anim
so it works but I have to set the wait on the screen to be above the time for the form anims
I cant seem to modify the screen_animations variable outside of it
because it doesnt seem to make a difference
ya because its only used in the base_screen
in common
see how third_party_server_screen references it
can i automatically disable scroll when its content just fit on the screen
the fact that there is a property that literally sounds like that
u just need to find it 👀
anyone knoe how i can remove the black and white borders around the buttons
genrally
That would be tied to the states of the button ($hover, $pressed etc) so my suggestion would be to make all these states the same as the "default" one.
could you dm me and show me i really am new to this
try
"$border_visible": false
or
"$light_border_default_color": [0.12, 0.12, 0.12],
"$light_border_hover_color": [0.12, 0.12, 0.12],
"$light_border_pressed_color": [0.12, 0.12, 0.12],
if you want to change colors
in what .json file do i put that
In your custom button
i really dont get it
the panel you are working on...?
i am assuming that is the pause screen
How do i remove this ugly black border from the buttons [it appears in buttons in the setings aswell]
I'm quite lost on how to modify this property:
Basically I just want to remove the "inventory" text from all inventories globally.
Doing the typical "copy paste" works, but I'm pretty sure this implementation is not recommended at all.
so im using this to get rid of the delay of the menus but it seems to cut off ui close animations of my other uis any ideas?
Somone can tell me wheres the crosshair Ui.Json located???
i think hud_screen.json
Ok, thanks
I am having issues setting the texture of an image with the form body text
this is what i am getting in game
this is the script side
and the texture path is correct
if i use #form_text to supply a label text, it works, but it doesn't work for an image texture
Guys, question: how can I detect hide/show specific Images detecting server form title???
{
"namespace": "doll",
"skin_viewer_panel": {
"type": "input_panel",
"anchor_from": "bottom_middle",
"anchor_to": "bottom_middle",
"size": [
"35%",
"80%"
],
"always_handle_controller_direction": true,
"$skin_viewer_panel_offset|default": [
0,
0
],
"offset": "$skin_viewer_panel_offset",
"gesture_tracking_button": "button.turn_doll",
"tts_ignore_count": true,
"controls": [
{
"paper_doll_panel": {
"type": "panel",
"size": [
"40%",
"80%"
],
"controls": [
{
"paper_doll": {
"type": "custom",
"renderer": "paper_doll_renderer",
"camera_tilt_degrees": -10,
"layer": 2,
"anchor_from": "left_middle",
"anchor_to": "left_middle",
"rotation": "auto",
"size": [
"132%",
"132%"
],
"offset": [
-12,
0
],
"use_uuid": false,
"use_player_paper_doll": true,
"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"
],
"bindings": [
{
"binding_type": "view",
"source_control_name": "viewer_panel",
"source_property_name": "#gesture_delta_source",
"target_property_name": "#gesture_delta_source"
},
{
"binding_type": "view",
"source_control_name": "viewer_panel",
"source_property_name": "#gesture_mouse_delta_x",
"target_property_name": "#gesture_mouse_delta_x"
},
{
"binding_name": "#is_appearance_visible",
"binding_name_override": "#visible",
"binding_condition": "always"
}
]
}
},
{
"[email protected]": {
"anchor_from": "left_middle",
"anchor_to": "left_middle",
"size": [
"100%",
"100%"
],
"offset": [
-4,
75
]
}
}
]
}
}
]
},
"rotateicon": {
"type": "image",
"layer": 6,
"texture": "textures/ui/cosmic/cosmetics/rotateicon"
},
"skin_panel": {
"type": "panel",
"anchor_to": "bottom_right",
"anchor_from": "bottom_right",
"size": [
"50% - 75px",
124
],
"offset": [
0,
"-10% - 4px"
],
"controls": [
{
"[email protected]_viewer_panel": {}
}
]
}
}
Someone know why the paper_doll It doesn't rotate when I move the screen (don't know what I put auto on it was in gesture_x) and because when my skin changes (a cosmetic is added) my normal skin appears on the screen without the cosmetic
is there a client for mcbe that allows to set a hotkey/bind for a command execution? I need it for reload all thats why i ask here
Maybe using bindings and #texture
tried that
^ please help
unless...
Someone knows if theres a automatic rotation like
a circle
??
{
"texture": "#texture",
"bindings": [
{
"binding_name": "#form_text",
"binding_name_override": "#texture"
}
]
}```
Idk @blazing hatch
Add another label type control and put #form_button_text on it and then just offset it
"controls": [
{
"menu_icon": {
"type": "image",
"layer": 5,
"size": [
48,
48
],
"keep_ratio": true,
"offset": [
0,
0
],
"bindings": [
{
"binding_name": "#form_button_contents",
"binding_name_override": "#collection_length"
},
{
"binding_name": "#form_button_texture",
"binding_name_override": "#texture",
"binding_type": "collection",
"binding_collection_name": "form_buttons"
},
{
"binding_name": "#form_button_texture_file_system",
"binding_name_override": "#texture_file_system",
"binding_type": "collection",
"binding_collection_name": "form_buttons"
},
{
"binding_type": "view",
"source_property_name": "(not ((#texture = '') or (#texture = 'loading')))",
"target_property_name": "#visible"
}
]
}
}
]
@jolly rock
Some hel pli?
It didn't work, thanks anyway, i will use the texture of a dummy button instead
{
"image": {
"type": "image",
"texture": "#texture",
"bindings": [
{
"binding_name": "#form_text"
},
{
"binding_type": "view",
"source_property_name": "('textures/ui/maps/' + #form_text)",
"target_property_name": "#texture"
}
]
}
}```
It works with variables too?
"cosmic_buttons": {
"type": "stack_panel",
"anchor_from": "top_left",
"anchor_to": "top_left",
"offset": [
0,
0
],
"size": [
"100%-4px",
"100% -4px"
],
"orientation": "vertical",
"controls": [
{
"menu_icon": {
"size": [
"100%",
"fill"
],
"layer": 2,
"type": "image",
"texture": "$button_texture",
"controls": [
{
"menu_icon": {
"type": "image",
"layer": 5,
"size": [
48,
48
],
"keep_ratio": true,
"offset": [
0,
0
],
"bindings": [
{
"binding_name": "#form_button_texture",
"binding_name_override": "#texture",
"binding_type": "collection",
"binding_collection_name": "form_buttons"
},
{
"binding_name": "#form_button_texture_file_system",
"binding_name_override": "#texture_file_system",
"binding_type": "collection",
"binding_collection_name": "form_buttons"
},
{
"binding_type": "view",
"source_property_name": "(not ((#texture = '') or (#texture = 'loading'))) ",
"target_property_name": "#visible"
},
{
"binding_name": "#form_button_text",
"binding_name_override": "#hover_text",
"binding_collection_name": "form_buttons",
"binding_type": "collection"
}
]
},
"text_label": {
"layer": 10,
"type": "label",
"offset": [
0,
3
],
"text": "#form_button_text",
"bindings": [
{
"binding_collection_name": "form_buttons",
"binding_type": "collection_details"
}
]
}
}
]
}
}
]
}
do u know why this dont work?
the text_label thong
thinf
thinf
make sure the form text file path is valid. That could be the only possibility for the missing texture.
you may be getting the variable incorrectly. Also make sure the binding is correct.
Add "binding_name": "#form_buttom_text"
With that gonna work?
your JSON is invalid
correct your json using gpt or something
The code may be invalid because it is missing two {} at the beginning and at the end?
i am sure the texture path is valid, i copied it from the script and supplied it to the texture property and it worked.
I only got the missing texture when i used the form_text as the texture directly (possibly because is was reading it literally "#form_text" ), when i used bindings i got nothing.
I double checked the binding and used it for a label to test. I have actually tried every combination of sanity checks i know of
thats odd. Is the file valid in the location?
letter for letter
You have tried with just the texture path right?
Is there any possibility to stop following cursor by live_horse_renderer?
Or someone can help me set up image changed by clicking button in forms? (but no texture on button)
Do you guys know what kind of ui menu this could be?
the lightsaber is rotating in 3D
In most cases marketplace developers use npc forms for some reason
you can do "$border_visible": false or remove the border from the button template used.
Or change the border texture to empty
can you dm and show me
uh no, i cannot.
I did this and it did not fix
I am working on changing some UI things for a minigame we are working on, for example: Changing the hotbar.
It seems from my research more than one way would work and I'm not sure the difference, or which to use.
Method 1: There is a png for each slot that you can change. Just putting another png in the folder with the right name changes each slot individually.
resource_pack/textures/ui/hotbar_0.png
Method 2: There is a larger png file you can edit. This file has several aspects of the gui it looks like you can edit what you want and it will keep the change.
resource_pack/textures/gui/gui.png
(there's also another png here with a hotbar as well, not really sure the purpose of it: resource_pack/textures/gui/gui2.png)
I would greatly appreciate any advice or guidance on this.
they are probably more accessible however is there any change except that npc form doesnt reload when clicked?
Yo anyone know how to add a glint over an npc I’m willing to pay like 5$
I'm trying to make a button with round borders but it doesn't matter how much I increase the resolution of the image, it always looks the same
I'm already at 1024x1024 and it doesn't stop looking like when it was 32x32
This is my nineslice
you sure you are not using the wrong texture?
Did you type in .PNG when referencing the nineslice?
seems like. npc form is best for screens with a lot of animations
Completely sure
No, was I supposed to do that?
Nope
One time i typed in .png because of intellisense
and crashed out because i couldnt find the issue with my nineslice
isn't the base size an array?
yes it is
put your texture size there
use this for live preview
https://minato.beyondbedrock.org/content/9slice.html
Let me try
Still the same
send your pack?
Like the whole resource pack?
Its for a private server, but I can send the part where I'm calling the image
"round_button@oc_template_common.main_panel_empty": {
"$background": "textures/ui/custom/round_background",
},
"main_panel_empty": {
"$background|default": "textures/ui/custom/background",
"$background_color": [ 1, 1, 1 ],
"$content_size|default": [ "100% - 4px", "100% - 4px" ],
"$panel_size|default": [ "100%", "100%" ],
"$clips_children|default": false,
"$content|default": [],
"type": "panel",
"size": "$panel_size",
"controls": [
{
"background": {
"type": "image",
"texture": "$background",
"color": "$background_color",
"size": [ "100%", "100%" ],
"layer": 0
}
},
{
"content": {
"type": "panel",
"size": "$content_size",
"anchor_from": "center",
"anchor_to": "center",
"clips_children": "$clips_children",
"layer": 1,
"controls": "$content"
}
}
]
}
Anyone else having issues crashing when opening some server forms?
that is probably skill issue
like literally. If the client crashes after opening a specific form, it could mean that the code is at fault. Things like big resolution, wrong bindings, endless grids, etc.
Nvm, I just found out that I had to set the base_size of the nineslice to a lower resolution
I didn't think it was possible to combine two resource packs that used server_form, I discovered that it was possible, through a package that modifies "long_form" however the other packages should use "modifications"
Does anyone know what the button to open inventory on the hud_screen is called?
bad code
never have had that issue
how do you play flipbook animation once only
oof
I'm kinda confused what actually happen
nevermind. Just found out it was "$button_text" problem
hey guys, how can I make this UIs not override when writing another actionbar... unless i write soemthing to remove it
Does anyone have any ideas?
hmm, is it possible to use scoreboards to show/hide images?
i know its bugged in multiplayer but im too curious how it works.
how do you play a flipbook animation only once
You cant stop it, is a loop, unless you set the Imge opacity to 0
How can I make the orange button small and the disabled button taking the space
It is a grid or a stack_panek?
Does anybody know what this is represented by in _global_variables.json so i can make the border different
also how do i make the menu panorama spin because currently its static and i dont know what is causing it
You probably have screen anims off in settings
Some lil help pli?
Try ('§r' + (#text - 'UpdateBar65.')) on source property name
it worked with health, now I need to detect the second numbers for stamina
Or a efficient way to get the next number?
lol
Omagiafuncionogracias c:
Nohaydequetilin
I am trying to change the #form_buttons_length using source_property_name but it seems like it does not work.
Anyone help me with Stonecutter UI on my custom block?
Is it possible to show a player's inventory with inventory json like in creative?
elaborate, what do you mean by show
This might help #1350130244111040593
ive made my ui, how would i implemetn this in my addon?
check the pins in the post
with script api, you are familiar with that one
not really lol
if possible, could i send my brproj and you have a look for me?
sorry, i really don't have time, i am working with a project with a deadline in 5 days
ok no problem, do you have a link to info on how to do the script
just look into the inventory component api
One message removed from a suspended account.
auto gui scale problem
One message removed from a suspended account.
Nope
so this,
"source_property_name":"('@' + #preserved_text - $update_text = '@true')",
will show the image whenever the title has $update_text and ends with true,
what should i do to make it hide the image whenever the title has another specific word? such as a:true or b:true
Is there a way for me to define two parameters, for example, if the player is in the hud pocket, and if he is a pocket?
"variables": [
{
"requires": "$pocket_screen",
"$anchor": "top_left",
"$offset": [
-1,
11
]
},
{
"requires": "$desktop_screen",
"$anchor": "bottom_middle",
"$offset": [
-53,
-41
]
}
]```
I want to separate the HUDs for those who play on mobile, and separate the HUD for those who play on PC.
increased loading times is pretty normal in a large scale but if it's lagging while interacting the UI, probably bad code
can i use smth like "$variable": "#string"?
Does anyone know why this makes the non charged creepers show as charged
Does anyone know how to have multiple toggles with the same toggle_view_binding_name? To be clear, I do not mean radio toggles here. I mean literally two toggles which both effect the same element, i.e. clicking either toggles the current state of both toggles, flipping the visibility of page_0 no matter which of the two toggles were clicked
{
"type": "panel",
"anchor_to": "center",
"anchor_from": "center",
"$toggle_to_select|default": 0,
"controls": [
{
"toggles": {
"type": "stack_panel",
"size": [
40,
20
],
"anchor_to": "top_left",
"anchor_from": "top_left",
"orientation": "vertical",
"controls": [
{
"0@common_toggles.light_text_toggle": {
"$toggle_name": "custom_toggles_test",
"$toggle_view_binding_name": "custom_toggle_0",
"$radio_toggle_group": true,
"$toggle_group_default_selected": "$toggle_to_select",
"$toggle_group_forced_index": 0,
"$checked_control": "server_form.toggle_content_toggled",
"$unchecked_control": "server_form.toggle_content_untoggled",
"$checked_hover_control": "server_form.toggle_content_toggled",
"$unchecked_hover_control": "server_form.toggle_content_untoggled"
}
}
]
}
},
{
"page_0": {
"type": "panel",
"bindings": [
{
"binding_type": "view",
"source_control_name": "custom_toggle_0",
"source_property_name": "#toggle_state",
"target_property_name": "#visible",
"resolve_sibling_scope": true
}
],
"anchor_to": "center",
"anchor_from": "center",
"controls": [
{
"0@common_toggles.light_text_toggle": {
"$toggle_name": "custom_toggles_test",
"$toggle_view_binding_name": "custom_toggle_0",
"$radio_toggle_group": true,
"$toggle_group_default_selected": "$toggle_to_select",
"$toggle_group_forced_index": 0,
"$checked_control": "server_form.toggle_content_toggled",
"$unchecked_control": "server_form.toggle_content_untoggled",
"$checked_hover_control": "server_form.toggle_content_toggled",
"$unchecked_hover_control": "server_form.toggle_content_untoggled"
}
}
]
}
}
]
}
In this scenario the buttons act pretty much independantly, once the main toggle is opened, the toggle inside does literally nothing
Either that, or does anyone know if it'd be possible to map clicking one json-ui button to clicking the original toggle instead?
make them have same toggle name and toggle group index and make them both toggle group
they already have the same toggle name and index
and theyre already a toggle group. i assume this is also a scope issue having the second toggle inside, but even at the outer level it enables, then both stop working and can no longer be toggled off
Anyone know how to add glinta
someone that knows how to trigger images with chat can tell me why it triggers without tellraw?'
One message removed from a suspended account.
ummm, can i get some help here? #1376672206771458129
Please ? C':
Really like this video because I can skid her style /s
https://www.youtube.com/watch?v=_Dm9_lUV3uA
Try Brilliant for free for 30 days: https://brilliant.org/Juxtopposed/
You’ll also get 20% off an annual premium subscription.
I Finally Redesigned Minecraft’s UI, both Java and Bedrock. Hope you enjoy!
// Helpful stuff:
Figma Design: https://www.figma.com/community/file/1508839458520231151/minecraft-redesign
World Seed: -4361528937055201...
Recreate all her concepts into a texture pack lmao
other than the title screen its decent
"anim_test": {
"anim_type": "offset",
"from": [
0,
0
],
"to": [
80,
0
],
"duration": 1,
"play_event": "button.close_test_panel_0",
"reset_event": "button.reset_test_panel_0",
"resettable": true
},
"redacted": {
"type": "panel",
"controls": [
{
"0@common_buttons.light_text_button": {
"offset": [
0,
20
],
"size": [
80,
20
],
"$button_text": "Close",
"$pressed_button_name": "button.close_test_panel_0"
}
},
{
"1@common_buttons.light_text_button": {
"offset": [
80,
20
],
"size": [
80,
20
],
"$button_text": "Reset",
"$pressed_button_name": "button.reset_test_panel_0"
}
},
{
"2": {
"type": "label",
"text": "Hello!!",
"anims": [
"@server_form.anim_test"
]
}
}
]
}
Does anyone know why once the animation is complete, reset completely stops working? I need reset to always set it back to the default state
Oh wait, even with two animations, once an animation is complete, it never can be played again...?
maybe? a factory triggered by a button?
difficult part is i need it to be triggerable from both clicking the button, and trigger on open
apparently < and > break JSON UI
thats why a normal message triggers it
And how can i trigger with tellraw?
you mean only with tellraw?
I might 😂
Yup
make the player messages not include < and >
basically a custom chat
I see
I found this in one publication created by @coddyxbox this could work?
not sure
not really
just add §z in front of it all im pretty sure
And what will it contribute when the image is shown?🤔
it doesnt work
welll first of all dont use chat for toggling certain images visibility
So, what should I do? Cuz im currently using title and actionbar for certain things
So is not very viable if u dont wanna override your Uis
Unless , theres a way to do not override ui with Actionbar , like #1375231013143314462
that includes titles; im spaming titles to updates bar soo..
u still can use spam titles to update all of ur other UI by using tick specific
like if u want to use two or three different images that requires spamming titles, u can give each title a different tick speed
such as:
title0: 1 (once every tick)
title1: 2 (once every two ticks)
title2: 3 (once every three ticks)
that will prevent spamming titles at the same exact tick so all of ur other images will be updated
but with a very tiny delay, it depends on how many titles u are spamming
i actually leaned how it works and i will be using it
give it a shot if u want to, but trust me it will work just fine
also since u have a progress bar, u can set a simple interval in ur script to run each title on a different tick,
so u can spam like three different titles each one will change the bar filling quantity,
Yeah, but i dont know how to detect them when the value changes, ill try that later
is ur progress bar working?
if not, check out my Hydration Addon
and use it to learn how to make a fully functional progress bar,
(('use it to learn') and not ('copy' - 'pasta'))
i want to open the ui when interacted, but how can i open json ui (can i open using scripting in the latest version)
block interaction
holy thats urs??
50k downloads
thats insane
ty!
-# thats why i keep asking for json-ui help, to make my addons better
btw, is this thing #1377013972498387045 even possible?
look guys, all what im trying to do now is just toggling an image animations, i know i can use factory to do so but the factory i am using isnt text specific, like sending any message in the chat will toggle the image animation, or sending any title will toggle it too and completely breaks it when i spam titles,
so is it possible to make the factory text specific or toggling the animations using bindings somehow
heres my animations:
"weak_impact0_in":{
"anim_type":"alpha",
"duration":0.3,
"from":0,
"to":1,
"next":"@hud.weak_impact0_wait"
},
"weak_impact0_wait":{
"anim_type":"wait",
"duration":2.4,
"next":"@hud.weak_impact0_out"
},
"weak_impact0_out":{
"anim_type":"alpha",
"duration":3.6,
"from":1,
"to":0
},
```as u can see, its not looping so the image will be completely invisible when the animation is done
btw, what is this animation_reset_name used for?!
I have a text box inside the server form as search box. And is it possible to temporary save the words?
-# wheres everybody when i need help?
Is it possible to use a variable (#) in a size's height?
"item_category_selector": {
"type": "stack_panel",
"size": ["100%","#my_height"],
"anchor_from": "top_right",
"anchor_to": "top_right",
"orientation": "horizontal",
"$category|default": "Jungle",
"collection_name": "form_buttons",
"visible": false,
"property_bag": {
"#my_height": ""
},
"bindings": [
{
"binding_name": "#form_button_length",
"binding_name_override": "#collection_length"
},
{
"binding_type": "view",
"source_control_name": "$toggle_id",
"source_property_name": "#toggle_state",
"target_property_name": "#visible"
},
{
"binding_type": "view",
"source_property_name": "33%c",
"target_property_name": "#my_height"
}
],
...
}
nope, arrays can't use vars
-# ||btw, what is this animation_reset_name used for?||
if i ignored your message that means i don't know
-# it worth the shot ig..
like i can put that in animations only, but by doing so i will receive a log (unknown property)
Bruh
I cant remember the exact way to do it, but u can individually set each x / y of size & offset
"target_property_name": "#size_binding_y" & "target_property_name": "#size_binding_x"
use this instead of that #my_height
ummm, at least does anybody knows how it works, like where should i put it (in my animations or image) and what should i do to it..
Can I somehow change progress bar orientation from horizontal to vertical??? I need bar from down to up
"clip_direction":"right",
It's not that. I need to make sure that the image will go from down to up
yah, just change the direction and try ig
clip_direction: "up" or "down"
Yeah, I found out after like 10 tryouts, that I need to change image, then change size, then change clip_direction
But anyway, thank you guys
How can I use an existing keyword to open a menu? Like, I press the H key and it opens the UI.
https://wiki.bedrock.dev/json-ui/json-ui-documentation.html#hardcoded-button-ids
i think u can navigate the pressed keys using scripts, u can either open a form-ui or sending titles to show/hide image using json-ui
Is variables property actually working ? https://wiki.bedrock.dev/json-ui/json-ui-documentation#variables-property
is it possible to offset/anchor a panel to a different one? example of which is i want my hud title text to be on top of the xp bar even if gui scale changes it will be on top, and can i do it with scaling too?
im trying to make a custom bar with the use of the title
yeah you can.
"anchor_from": "top_left",
"anchor_to": "top_left"
something like that
then use offset to obviously offset from that anchor point
Add the factory inside where the xp bar is located and offset it
ahh, i didn't really think of that
i added it on root_panel/exp_rend via modification but it didn't appear
it worked when i moved it to exp_progress_bar_and_hotbar but now the tool tip is moved to the left (the held item name)
umm, can u help me with this thing?
-# #1377793019075629066 bec nobody is helping me out these days (i just need to reset my image animations, is that hard or something?)
what does c mean?
Will have 100% the width of its child/control. You can read more about it here https://wiki.bedrock.dev/json-ui/json-ui-documentation
Does anyone know why inheriting from elements in other namespaces just sometimes completely breaks?
I used to be able to import stuff from my other namespace from server_form, but now it just doesn't allow me too
literally anything from my custom namespace
it always now just says type not specified (or @ base not found)
its still in _ui_defs.json
there are no other errors
is it possible to change ui text value using script?
check if theres a type property on that element or validate your JSON - Those are the only things that can cause that error
yep there is defintely a type property, and json is valid
its only when trying to import it across
imma just move the elements into server form xD, save the effort of weird json-ui quirks
How can i move the position of the actionbar?
@normal moat help
And how would i make two different actionbars? Please someone can tell me how to use this https://discord.com/channels/523663022053392405/1343184050311139349
is it normal that this custom server form is taking longer when rendering this custom dynamic grid i made?
i wanted to lazily render some elements, however i think "visible" is not it.
hud_actionbar_text change its offset ig
What about splitting actionbar? I want to get two different actionbars by splitting the string
how to lower the position of buttons in my actionform?
realizing that grid is perfect on my use-case than my custom dynamic grid made by stackpanels in a few days that is slow
hours wasted 😄
yeah to be fair im most likely going to switch one of my things to grid as its more performant
Its not bad if you know how to use it
But like I also use a "custom dynamic grid using stack panels" and it needs THREE bindings to put each button
yep, after countless hours, i realized it was slow, or i think its only my client-code that is slow 
Yeah
i am rendering 108 buttons
Its only a little bit of client sided lag when opening the form
I mean bro
Have you looked at hives shop form???
260+ buttons
0 lag
Like what
at least i learned json-ui a bit
(sugarcoating myself)
Pretty sure the Hive uses some weird rewritten forms stuff in their server software
G07HN, could you help me? If you want, I see that you are talking about grids and I am having trouble hiding elements, how could I do it to avoid empty spaces, I have tried many things but nothing worked
I personally have not done it but
For your grid
Minus whatever amount you need on form_button_length
You can also bind title text if u want to make it dynamic
Then it would just be placing a limit of buttons
🤔
Oooh
so it would only generate the 12 buttons instead of 14 if u have 2 out of the grid
hmm
I'll try it, thanks 😄
Holy crap i just sneezed 10 times in a row
no the length
I actually can test it really quick
I have an olddd form that uses grid
Gonna force this design for christmas 
The textures need to be changed
Oh nu uh
The colors are very intense
Alr, sooo nice work
Does anyone actually know what "cache_screen" is used for? It seems to just crash my game after "caching the screen"
That's pretty cool
how do you like limit the number of items from a stack_panel that has a factory property? similar to "maximum_grid_items" of grid?
Maybe with this or idk
"bindings": [
{
"binding_name": "#form_button_contents",
"binding_name_override": "#collection_length"
}
]```
honestly i think u can do like
max children size??
but
im not toooo sure
quick question, is form_button_contents and form_button_length the same?
welp, this is the last self-promo for this image animations...
#1378124403178606775
have you tested this?
Actually I am stuck with subtracting from form button length and setting it as maximum grid items to exclude 2 last buttons but it just wont work for me
"bindings": [
{
"binding_type": "view",
"source_property_name": "(#form_button_length - 2)",
"target_property_name": "#maximum_grid_items"
}
]
what am i doing wrong?
same goes for buttons
"bindings": [
{
"binding_type": "view",
"source_property_name": "(#form_button_length - 1)",
"target_property_name": "#collection_index"
}
]
I think you can't access #collection_index
So i cant control what grid renders at all?
I don't speak English very well, so I don't quite understand what you're trying to say
Can i somehow control how many items render?
Test it
like this
Does anyone have a clue?
still trying to figure it out
do screen_animations in your specifc forms
What would be the number to cover the entire screen?
I can modify it in the forms? how?
"100%"
i think you just place the variable in your long form
and thats it
i think it is what i did
which one?
which form or which variable?
variable
also my exit wait is now 4 and it gives me this
so how do you remove the loading thing or hang at the end
what?
i'll look it up but what about the variable
so I guess its "$use_loading_bars": false, and you have to put it in the screen.
now how do I get rid of the delay when switching menus without it cutting off exit animations on other uis.
or how can I change the animations on the screen within the forms
this is with 0.2 second wait on the screen. Notice how the out animation gets cutoff.
and this is without the cutoff except I had to change the wait to be 4 seconds rather than 0.2
ignore the load. the final rendetion doesnt have it
the wait is to remove the delay that is present inbetween action uis
except I cant seem to modify the anim wait per specific form because I dont know how
btw this doesnt work
split the actionbar with the method or just make it's first 50 characters for the first one and the other 50 for the next one and render them separately ig
thats the question,, how?? how can i use that method
make 2 different label controls and use bindings to get the splitted value
that way you can also control when it should be visible
I am newbie at json ui, please can you guys help me by providing code? 😩
One message removed from a suspended account.
One message removed from a suspended account.
look at LeGend's video on how to make progress bars
and use that
but change the factory to action bar's
The original message already contains the code ready to be used.
if you want to use actionbar. just put your element inside an actionbar factory and make the variable into a binding
"property_bag": {
"#actionbar_text": "$actionbar_text"
}
and use that as your text to be split.
@sinful crypt import this in _ui_defs.json
_ui_defs.json:
{
// Alphabetical order please :)
"ui_defs": [
"ui/custom_hud.json"
]
}
put these in your RP/ui folder
and try
Is there a way to keep the title visible even with a form open? Or in the menu as well, for example, I am on the pause screen, and the title still keeps appearing?
Yea
// hud_screen.json
{
"namespace": "hud",
"hud_screen": {
"render_only_when_topmost": false,
"$use_loading_bars": false,
"$screen_animations": [],
"$background_animations": []
}
}
thanks
whats progress_indicator_renderer?
where did u find that
Hud screen
i think its the same as java attack cooldown
but i think it just doesnt work(maybe until they add that feature to bedrock edition)
i was thinking of block breaking progress circle in touch controls
cool that this can be disabled
DUDE THANKS LEMME TRY IT
How do i control the second actionbar, That was split? do i make two actionbar_message?
like that?
@sharp gorge
using this
wdym?
did you try the code i sent?
it should split the message
yep it did work it split
it changed colors
so that means it split
but i want to control the offset of the individual texts
if it does that then we can continue with splitting the label(text)
such as the green text at the top, and the cyan text at down
how do i control the offset of them?
help me pls
i want green text at left, cyan text on right
i dont want them on center
how did you put a value for value2?
make 2 label in controls
in seperator_factory@custom_hud.seperator_factory
and pass them the splitted string
can you please do it inside this file for me?
please 🙏
@sharp gorge
i can do that for you but you wont learn anything so, go step by step.
okay thank you
plsss
🥹 i am runnning out of time so, i have homework after finish this
also i keep getting this error, it doenst work, can you please fix
wait how does this look
.
wat
wdym?
wait
ok thanksi
i think by editing the vanilla actionbar codes and add like 2 or 3 new label elements to it so u can control each one offset easily, u need to fill them with empty/invisible text tho
ig there is a better way to do it tho but this is an option
i tried to use your code for testing and i got this error, do you know how to fix this?
d u know how to destroy images using bindings?
-# sorry for the ping
can please somene help?
@jolly rock
i am having a hard time
https://discord.com/channels/523663022053392405/1378704585958490122
i opened a post
pls help me someone with this json ui stuff 🙏
Is it possible to edit dropdown separately?
Like, each dropdown has a different size and position
yes
sorry for the ping, but i think i found a way to make the factory text specific
which is by keep destroying the image whenever the text doesnt match and making the image itself not visible until u send the correct text that will generate the image with the animations without a single issue (not even a lag issue since all not visible images are destroyed)
and its related to chatmessages, i havent tried it with titles yet
Something kinda similar I tried to guess in #1375231013143314462
But dont know how could i do that atmb
Atm*
I have an addon (Farmer's delight) that uses custom UI. And there is another addon I want to include that has a custom crafting bench. It uses the standard crafting grid, but when the first addon is active, the custom crating bench's UI does not show up at all.
Is there a way for both addons to work with their custom UI?
Does Anyone know where this two button file located in Minecraft files I want to know how they works
✋ hardcoded 🤚 ✨
Okkk
Can we replicate the perspective button's functionality and pressing mechanism?
Because with a normal button, you need to touch and then release it, but with the perspective button, it works immediately as soon as you touch it
nope
as previously said, its hardcoded
@raw barn sorry for the ping, but im wondering if we could publish some codes into the json-ui document thing in the Bedrock Wiki website.
Its all about making chatmessage factories generate an image by sending a specific message in the chat, which is something that u cant find anywhere i believe, so it would be very helpful for other creators that want to generate new images by sending a specific message.
The whole codes have been written by [ @placid geode - @manic dragon - @untold dawn ]
-# sorry for the ping everyone;;
So, will u help us publishing the codes into the website?
You need to do them yourself
You can open pull request to directly commit yourself
That is actually a great idea. Someone already suggested opening a pull request. Although this idea is great, this way others could be motivated to post theirs, like me.
Same
So with crafting and the inventory being technically the same tab, is it possible to have a UI be visible only while on the pure inventory tab?
Or even seperate them completely
Im expereincing this issue
When opening a form with 10 buttons the client freezes for a second its extermely noticible
Raymond reddington
yes
is it possible to render only the head part of paperdoll?
with a normal button, you need to touch and then release it, but with the perspective button, it works immediately as soon as you touch it
i think they want to make a button that works when pressing instead of when letting go
to make it feel more responsive or something
hover->pressed instead of click->pressed
Is it possible to completely split the crafting and inventory UIs?
how to destroy a button when the name is §r§r§r
"long_form_dynamic_buttons_panel": {
"type": "stack_panel",
"orientation": "vertical",
"size": ["100%", "100%c"],
"anchor_from": "top_left",
"anchor_to": "top_left",
"factory": {
"name": "buttons",
"control_name": "server_form.custom_button"
},
"collection_name": "form_buttons",
"bindings": [
{
"binding_name": "#form_button_length",
"binding_name_override": "#collection_length"
},
{
"binding_type": "view",
"source_property_name": "(#text = '§r§r§r')",
"target_property_name": "#visible"
}
]
}
hey guys, question, how can I make an image that changes depending the form title
with custom toggle*
I don’t think that’s possible unfortunately
But maybe someone has found some magic method
But from what I have discovered unfortunately no
WHAAAAAAAA- D: I THOUGHT YOU ALREADY FOUND OUT
Anything close will be enough.
Like if I can just show the last valid text instead of making the text invisible
Kinda hard, ngl, i got something but the problem is, it detects any chat and tellraw , not specific text(i errase it sadly)
Nope
Dammm
Guess I'll have to stick with titles
Definitely
How can I stop Json UI from compressing the textures?
I have a 128x128 texture that looks weird when I set a small size for it
This is the texture
And this is how it looks like in game
A lot of pixels are missing
Sorry for bothering you
Can you help with this
https://discord.com/channels/523663022053392405/1379148292109111489
If not, you can ignore this
not possible afaik
Got it
chatmessages required u to use factories in order to show/hide images using it.
It's not about showing or hiding images
I want to show text
same thing, u need to use factories for everything related to chatmessages.
-# afaik
Well, I know that much and I'm currently using factories to do what i described in my post
But that won't be enough
-# So I guess Title is my best option here
titles are the best option with downsides of course (making ur addon incompatible)
That's the reason I wanted to use chat text
in that case, u can use the method I have||n't published in the Bedrock Wiki|| to show ur stuff by sending specific chatmessages.
I know about that but the text is not static so that's not possible
Can someone tell me how the #anchored_offset_value_x and #anchored_offset_value_y bindings work
I can't seem to figure it out
nvm figured it out
Is it possible to have 2 or more addons with their own crafting UIs visible?
Namely 1 that uses customised UI, and another that uses the standard UI.
Because I have one addon where the UI for it does not show up at all. This is the one with that uses the standard crafting table layout. And the other is using custom UI.
I can get both to work when the custom one is set to use the standard crafting layout. Though wonder how to get the standard one to work when the custom UI is enabled.
Did you figure out how to make chat messages not trigger?
No, Sadly
any ideas?
What I do is base the button panel off of the title
So the buttons flag has to be enabled in the tittle to use it in a button
Therefore u only load the buttons u need so it doesn’t lag at all
fr I didn't understand anything xD
I think you misunderstood me. I meant the button in the top right is the same as the empty button. I want to remove the empty button from the list. How do I do that?
you want to delete a button from a grid?
btw your pronouns are funny as hell ngl
Btw, can someone help me with thi'? c':
Is there a way to move an element when I press a button and keep accumulating that offset the more I press it?
Like an scrolling panel but you can only scroll down with a button
maybe when you press the button
a binding will add to a value?
not sure how exactly
Why xd
Yes
I had the same issue i struggled for hours. I found a solution. Afaik you cant hide elements in a grid. I came up with an idea to have like 50 buttons. Since you cant edit #form_button_length you will need to use a different property. Forexample #form_text. You multiply it by 1 and set it as maximum grid length. You set the form text as the maximum of buttons you want to show (example 10) and then you make the desired buttton you want not to include at a collection_index 50. In script API you place 51 buttons. The last one is your hidden one and the 50 - shown are blank while the first that you want to show are actual buttons.
Not sure if its the perfect way but no one gave a fück and did not help so i came up with this
😭
So you creating your own buttons with that?
{
"preview_grid": {
"type": "grid",
"grid_item_template": "crate-preview.preview_button",
"collection_name": "form_buttons",
"grid_fill_direction": "horizontal",
"grid_rescaling_type": "horizontal",
"anchor_from": "top_middle",
"anchor_to": "top_middle",
"size": [
"100%",
"100%c"
],
"bindings": [
{
"binding_type": "view",
"binding_condition": "once",
"source_property_name": "(#form_text * 1)",
"target_property_name": "#maximum_grid_items"
}
]
}
}```
this would be your grid
and then the button you want to place there
would be like this:
{
"[email protected]": {
"collection_index": 50
}
}
first 50 buttons are for the grid and the 51th (in json ui 50 cuz 0-based) is placed anywhere you want cuz it will not be shown
And the form text should whatever number of shown buttons within the range is
I will try it tomorrow thank you
I have been trying for two hours to make this clip_radio work, but I can't. This godsend is not working, but I know that a number is being returned because when I set it to 123, the numbers appear. For example, if I leave it at 123, it appears as :00, and if I increase it to 124, it stays 00 < but the json ui does not show the numbers. The problem is that I pass the blessed value and it does not work!! Can anyone help me?
system.runInterval(() => {
for (let player of world.getAllPlayers()) {
player.onScreenDisplay.setTitle(
`thirst:${getThirst(player).padEnd(30, " ")}` +
`bleeding:${getBleeding(player).padEnd(30, " ")}`+
`stamina:${String(getStamina(player)).padStart(4, "0")}`
, { fadeInDuration: 0, fadeOutDuration: 0, stayDuration: 0 }
);
}
});
function getThirst(player: Player): string {
let thirst = Scoreboard.getObjective('thirst')?.getScore(player) ?? 0;
if (thirst < 0 || thirst > 10) thirst = 0;
const cheio = '';
const vazio = '';
return cheio.repeat(thirst) + vazio.repeat(10 - thirst);
}
function getBleeding(player: Player): string {
let bleeding = Scoreboard.getObjective('bleeding')?.getScore(player) ?? 0;
if (bleeding < 0 || bleeding > 10) bleeding = 0;
const cheio = '';
const vazio = '';
return cheio.repeat(bleeding) + vazio.repeat(10 - bleeding);
}
function getStamina(player: Player): number {
let stamina = Scoreboard.getObjective('stamina')?.getScore(player) ?? 0;
return stamina as number
}
script
😭
ive noticed clip_ration is veryyy annoying, i would personally just use size bindings
size_binding_x and y
How do I use it please? Can you show me? I'm really getting angry with this clip_radio.
`thirst:${getThirst(player)}`.padEnd(20, " ") +
`bleeding:${getBleeding(player)}`.padEnd(20, " ") +
`stamina:${getStamina(player)}`
working fine for me
yes
maybe set your stamina to 2000
.
try with this
`thirst:${getThirst(player)}`.padEnd(20, " ") +
`bleeding:${getBleeding(player)}`.padEnd(20, " ") +
`stamina:500`
It's not possible, I put it in and still it doesn't work, I'm getting frustrated.
it was not
hum..