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{{!}}- | {{!}}- | ||
! style="padding-right: 1em; vertical-align: top; white-space: nowrap" {{!}} {{Link|#Syntax 2}} | ! style="padding-right: 1em; vertical-align: top; white-space: nowrap" {{!}} {{Link|#Syntax 2}} | ||
{{!}} generates a {{Link|https://en.wikipedia.org/wiki/Normal_distribution|Gaussian Distribution}}<ref>Technically, it is a rescaled {{ | {{!}} generates a {{Link|https://en.wikipedia.org/wiki/Normal_distribution|Gaussian Distribution}}<ref>Technically, it is a rescaled {{Link|https://en.wikipedia.org/wiki/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>. It uses the same method as [[setTriggerTimeout]] command and is quite useful for e.g spawning loot, making more valuable items more rare | ||
{{!}}- | {{!}}- | ||
! style="padding-right: 1em; vertical-align: top; white-space: nowrap" {{!}} {{Link|#Syntax 3}} | ! style="padding-right: 1em; vertical-align: top; white-space: nowrap" {{!}} {{Link|#Syntax 3}} | ||
{{!}} generates a {{ | {{!}} generates a {{Link|https://en.wikipedia.org/wiki/Random_seed|seed-based}} random number | ||
{{!}}- | {{!}}- | ||
! style="padding-right: 1em; vertical-align: top; white-space: nowrap" {{!}} {{Link|#Syntax 4}} | ! style="padding-right: 1em; vertical-align: top; white-space: nowrap" {{!}} {{Link|#Syntax 4}} | ||
{{!}} generates a {{ | {{!}} generates a {{Link|https://en.wikipedia.org/wiki/Random_seed|seed-based}} random noise ('''not''' Perlin) texture based on provided seed and returning the value at supplied coordinates | ||
{{!}}} | {{!}}} | ||
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<sqf>_array = ["apples", "pears", "bananas", "M16"]; | <sqf>_array = ["apples", "pears", "bananas", "M16"]; | ||
_random = _array select floor random count _array; // | _random = _array select floor random count _array; // before Arma 2 | ||
_random = _array call BIS_fnc_selectRandom; // | _random = _array call BIS_fnc_selectRandom; // since Arma 2 | ||
_random = selectRandom _array; // | _random = selectRandom _array; // since Arma 3 v1.56</sqf> | ||
|seealso= [[selectRandom]] [[selectRandomWeighted]] | |seealso= [[selectRandom]] [[selectRandomWeighted]] | ||
}} | }} | ||
{{Note | |||
|user= Hcpookie | |||
|timestamp= 20150712203200 | |||
|text= Random selections including negative numbers can be obtained via: | |||
Random selections including negative numbers can be obtained via: | |||
<sqf>_Xrnd = round(random 200) -100;</sqf> | <sqf>_Xrnd = round(random 200) -100;</sqf> | ||
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x = ceil (random 5) // will return 0, 1, 2, 3, 4 or 5. (0 is very unlikely, but possible, as ceil 0 is 0) | x = ceil (random 5) // will return 0, 1, 2, 3, 4 or 5. (0 is very unlikely, but possible, as ceil 0 is 0) | ||
</sqf> | </sqf> | ||
}} | |||
{{Note | |||
|user= Lou Montana | |||
|timestamp= 20180722125800 | |||
{ | |text= <nowiki/> | ||
{{{!}} class="wikitable" | |||
{{!}}+ Repartition comparison | |||
! Formula | ! Formula | ||
! 0 | ! 0 | ||
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! 8 | ! 8 | ||
! 9 | ! 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% | |||
{{!}}} | |||
}} | |||
Revision as of 01:07, 24 February 2023
Description
- Description:
-
Syntax 1 generates a random floating point value Syntax 2 generates a Gaussian Distribution[1]. It uses the same method as setTriggerTimeout command and is quite useful for e.g spawning loot, making more valuable items more rare Syntax 3 generates a seed-based random number Syntax 4 generates a seed-based random noise (not Perlin) texture based on provided seed and returning the value at supplied coordinates - Groups:
- Math
Syntax 1
Syntax 2
- Syntax:
- random [min, mid, max]
- Parameters:
- min: Number
- mid: Number
- max: Number
- Return Value:
- Number in range from min to max, weighted by mid
Syntax 3
- Syntax:
- seed random x
- Parameters:
- seed: Number - an integer. Any float value will be truncated (e.g -0.9, -0.1, 0.1 or 0.9 will be read as 0)
- x: Number
- Return Value:
- Number from 0 (included) to x (excluded)
Syntax 4
- Syntax:
- seed random [x, y]
- Parameters:
- seed: Number
- x: Number - x texture position
- y: Number - y texture position
- Return Value:
- Number from 0 (included) to 1 (excluded)
Examples
- Example 1:
- Example 2:
- Example 3:
- Generate a random position inside a circle (see also Example Code: Random Area Distribution)
- Example 4:
- Select a random value from an array:
_array = ["apples", "pears", "bananas", "M16"]; _random = _array select floor random count _array; // before Arma 2 _random = _array call BIS_fnc_selectRandom; // since Arma 2 _random = selectRandom _array; // since Arma 3 v1.56
Additional Information
- See also:
- selectRandom selectRandomWeighted
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 Jul 12, 2015 - 20:32 (UTC)
-
Random selections including negative numbers can be obtained via:
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 Jul 22, 2018 - 12:58 (UTC)
-
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