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{{RV|type=command | {{RV|type=command | ||
| ofp | |game1= ofp | ||
|1.00 | |version1= 1.00 | ||
|game2= ofpe | |||
|version2= 1.00 | |||
|game3= arma1 | |||
|version3= 1.00 | |||
|game4= arma2 | |||
|version4= 1.00 | |||
|game5= arma2oa | |||
|version5= 1.51 | |||
|game6= tkoh | |||
|version6= 1.00 | |||
|game7= arma3 | |||
|version7= 0.50 | |||
|gr1= Math | |gr1= Math | ||
|[[Image:bellcurve.jpg|right|200px]] Random real (floating point) value from 0 (inclusive) to x (not inclusive).<br> | |descr= [[Image:bellcurve.jpg|right|200px]] Random real (floating point) value from 0 (inclusive) to x (not inclusive).<br> | ||
<br> | <br> | ||
Since Arma 3 v1.56 alternative syntax is added, allowing the definition of [https://en.wikipedia.org/wiki/Normal_distribution Gaussian Distribution]<ref>Technically, it is a rescaled [https://en.wikipedia.org/wiki/Bates_distribution Bates distribution] with n = 4. The distribution is split in two at its midpoint and scaled linearly such that its maximum lies at the specified midpoint.</ref> params. Uses the same method as [[setTriggerTimeout]] command. Quite useful for spawning loot for example, making more valuable items more rare ('''Alternative Syntax 1''')<br><br> | Since Arma 3 v1.56 alternative syntax is added, allowing the definition of [https://en.wikipedia.org/wiki/Normal_distribution Gaussian Distribution]<ref>Technically, it is a rescaled [https://en.wikipedia.org/wiki/Bates_distribution Bates distribution] with n = 4. The distribution is split in two at its midpoint and scaled linearly such that its maximum lies at the specified midpoint.</ref> params. Uses the same method as [[setTriggerTimeout]] command. Quite useful for spawning loot for example, making more valuable items more rare ('''Alternative Syntax 1''')<br><br> | ||
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* generating pseudo-random [https://en.wikipedia.org/wiki/Perlin_noise noise texture] based on provided seed and returning a single number between 0 (included) and 1 (excluded) at supplied ''x'' and ''y'' coordinates ('''Alternative Syntax 3''') | * generating pseudo-random [https://en.wikipedia.org/wiki/Perlin_noise noise texture] based on provided seed and returning a single number between 0 (included) and 1 (excluded) at supplied ''x'' and ''y'' coordinates ('''Alternative Syntax 3''') | ||
| [[random]] x | |s1= [[random]] x | ||
|p1= x: [[Number]] | |p1= x: [[Number]] | ||
| [[Number]] | |r1= [[Number]] | ||
|s2= [[random]] [min, mid, max] {{Since|arma3|1.56|y}} | |||
|p21= [min, mid, max]: [[Array]] | |p21= [min, mid, max]: [[Array]] | ||
|p22= min: [[Number]] | |p22= min: [[Number]] | ||
|p23= mid: [[Number]] | |p23= mid: [[Number]] | ||
|p24= max: [[Number]] | |p24= max: [[Number]] | ||
|r2= [[Number]] | |r2= [[Number]] | ||
|s3= seed [[random]] x {{Since|arma3|1. | |s3= seed [[random]] x {{Since|arma3|1.68|y}} | ||
|p41= seed: [[Number]] | |p41= seed: [[Number]] | ||
|p42= x: [[Number]] | |p42= x: [[Number]] | ||
|s4= seed [[random]] [x, y] {{Since|arma3|1. | |r3= [[Number]] - Value from 0 to x | ||
|s4= seed [[random]] [x, y] {{Since|arma3|1.68|y}} | |||
|p61= seed: [[Number]] | |p61= seed: [[Number]] | ||
|p62= [x, y]: [[Array]] | |||
|p62= [x, y]: [[Array]] - Position on the [https://en.wikipedia.org/wiki/Perlin_noise Perlin noise texture] | |||
|p63= x: [[Number]] | |p63= x: [[Number]] | ||
|p64= y: [[Number]] | |p64= y: [[Number]] | ||
|r4= [[Number]] - | |||
|r4= [[Number]] - Value from 0 to 1 | |||
|x1= <code>_rNumber = [[random]] 1;</code> | |x1= <code>_rNumber = [[random]] 1;</code> | ||
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<code>_array = ["apples", "pears", "bananas", "M16"]; | <code>_array = ["apples", "pears", "bananas", "M16"]; | ||
_random = _array [[select]] [[floor]] [[random]] [[count]] _array; | _random = _array [[select]] [[floor]] [[random]] [[count]] _array; | ||
{{cc|{{Since|arma3|1. | {{cc|{{Since|arma3|1.56}}}} | ||
_random = [[selectRandom]] _array;</code> | _random = [[selectRandom]] _array;</code> | ||
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}} | }} | ||
<dl class="command_description"> | <dl class="command_description"> |
Revision as of 09:11, 29 May 2021
Description
- Description:
- Random real (floating point) value from 0 (inclusive) to x (not inclusive).
Since Arma 3 v1.56 alternative syntax is added, allowing the definition of Gaussian Distribution[1] params. Uses the same method as setTriggerTimeout command. Quite useful for spawning loot for example, making more valuable items more rare (Alternative Syntax 1)
Since Arma 3 v1.68 two alternative syntaxes are available:- allowing to generate semi-random number based on provided seed (Alternative Syntax 2)
- generating pseudo-random noise texture based on provided seed and returning a single number between 0 (included) and 1 (excluded) at supplied x and y coordinates (Alternative Syntax 3)
- Groups:
- Math
Syntax 1
Syntax 2
- Syntax:
- random [min, mid, max] Template:Since
- Parameters:
- [min, mid, max]: Array
- min: Number
- mid: Number
- max: Number
- Return Value:
- Number
Syntax 3
- Syntax:
- seed random x Template:Since
- Parameters:
- seed: Number
- x: Number
- Return Value:
- Number - Value from 0 to x
Syntax 4
- Syntax:
- seed random [x, y] Template:Since
- Parameters:
- seed: Number
- [x, y]: Array - Position on the Perlin noise texture
- x: Number
- y: Number
- Return Value:
- Number - Value from 0 to 1
Examples
- Example 1:
_rNumber = random 1;
- Example 2:
_rNumber = random -10;
- Example 3:
- Generate a random position inside a circle (see also Example Code: Random Area Distribution)
_center getPos [_radius * sqrt random 1, random 360];
- Example 4:
- To select random value from an array:
_array = ["apples", "pears", "bananas", "M16"]; _random = _array select floor random count _array; // Template:Since _random = selectRandom _array;
Additional Information
- See also:
- selectRandomselectRandomWeighted
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
- Posted on July 12, 2015 - 20:32 (UTC)
- Hcpookie
-
Random selections including negative numbers can be obtained via:
_Xrnd = round(random 200) -100;
This will yield numbers between -100 and 100.- Be careful using random numbers in multiplayer, each client will come up with a different result. See multiplayer tutorials for more general information about locality.
- The number returned is unlikely to be a whole number.
x = round(random 5) will return 0,1,2,3,4 or 5. (non-uniform distribution, 0 and 5 are half as likely to be selected than any of the other numbers) x = floor(random 5) will return 0,1,2,3 or 4. (uniform distribution, all numbers have the same probability of being selected) x = ceil(random 5) will return 0,1,2,3,4 or 5. (0 is very unlikely, but possible, as ceil 0 is 0)
- Posted on July 22, 2018 - 12:58 (UTC+2)
- Lou Montana
-
Repartition comparison Formula 0 1 2 3 4 5 6 7 8 9 floor random 10; 10% 10% 10% 10% 10% 10% 10% 10% 10% 10% floor random [0, 5, 10] 0% 2% 7% 17% 25% 25% 17% 7% 2% 0% floor random [0, 10, 0] 0% 0% 1% 2% 5% 9% 14% 19% 24% 26% floor random [0, 10, 5] 0% 0% 0% 1% 2% 5% 9% 16% 28% 38%
- ↑ Technically, it is a rescaled Bates distribution with n = 4. The distribution is split in two at its midpoint and scaled linearly such that its maximum lies at the specified midpoint.
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Math