#s
1 messages · Page 1 of 1 (latest)
what?
learn how to put pictures on defined coordinates of the screen
im getting off pc so i cant help
but thats a way
@primal locust you need to make sure to set the binding type to view for source/target property to work. Also you can only pull hardcoded binding values out of the "student_buttons_collection", so I'm a bit confused why you have a variable for the binding name since you are very limited in your options there. It'd be easier to pull a binding out of the collection (like you are pulling out "#student_button_text") then use a view type binding to control visibility with an equation.
try removing your visible binding and changing last binding to
{
"binding_type": "view",
"source_property_name": "(#student_button_text * #clip_float)",
"target_property_name": "#clip_ratio"
}
and bringing back the clip float and set clip ratio to the new binding
It may be because the collection details for the button are left out. I will try in my world in a minute and see
@primal locust I tried a few times to get it to work with passing in the decimal directly but it still seemed to be bugging out a bit. You could probably get it to work that way if you messed around with the equation and conversion a bit more. But I decided to just pass it in as a percentage, so instead of having the student button text be 0.6, I used 60 and then divided by 100 in the equation:
{
"custom_bar": {
"type": "image",
"offset": [ 0, -100 ],
"texture": "textures/ui/experience_bar_empty_blue",
"size": [ 127, 7 ],
"collection_index": 1,
"layer": 2,
"controls": [
{
"custom_bar": {
"type": "image",
"texture": "textures/ui/experience_bar_full_blue",
"size": [ 127, 7 ],
"layer": 2,
"clip_direction": "left",
"clip_pixelperfect": false,
"$clip_float": 100.0,
"bindings": [
{
"binding_name": "#student_button_text",
"binding_type": "collection",
"binding_collection_name": "student_buttons_collection"
},
{
"binding_type": "view",
"source_property_name": "((#student_button_text * 1) / $clip_float)",
"target_property_name": "#clip_ratio"
}
]
}
}
]
}
},
glad it's working now 🙂
I haven't tried so I'm not sure if it'd work but you could try using source/target property to overwrite a custom binding name with a modified version of itself, which should be updated every frame. But imo if you want ui elements with good looking animation I think it's usually better to use the live player renderer element and attach the ui as a geo/texture so that it can be animated through normal RP animations in the entity definition.
s
are you suggesting that it is possibly to get the same hobar opacity effect for an entity-ui element? something that links with the adjustable hotbar opacity setting like in the photos below
Don't necro-post on someone else's post. Go make your own one.