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{{Command|= Comments
{{Command|Comments=
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| ofp |= Game name
| ofp |Game name=


|1.00|= Game version
|1.00|Game version=
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|[[Image:bellcurve.jpg|right|200px]] Random real (floating point) value from 0 (inclusive) to x (not inclusive).<br><br>
|[[Image:bellcurve.jpg|right|200px]] Random real (floating point) value from 0 (inclusive) to x (not inclusive).<br />
Since Arma 3 v1.55.133393 alternative syntax is added, allowing to define [https://en.wikipedia.org/wiki/Normal_distribution Gaussian Distribution] params. Uses the same method as [[setTriggerTimeout]] command. Quite useful for spawning loot for example, making more valueable items more rare. |= Description
<br />
Since Arma 3 v1.55.133393 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 v1.67.139663 two alternative syntaxes are available:
* allowing to generate semi-random number based on provided seed ('''Alternative Syntax 2''')
* 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''') |Description=
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|'''random''' x |= Syntax
| [[random]] x |Syntax=


|p1= x: [[Number]]
|p1= x: [[Number]] |Parameter 1=


| [[Number]] |= Return value
| [[Number]] |Return value=
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|s2= '''random''' [min, mid, max] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;''Since Arma 3 v1.55.133393''|= Syntax
|s2= [[random]] [min, mid, max] {{since|arma3|1.55.133393|y}} |Syntax 2=
|p21= [min, mid, max]: [[Array]] |Parameter 21=
|p22= min: [[Number]] |Parameter 22=
|p23= mid: [[Number]] |Parameter 23=
|p24= max: [[Number]] |Parameter 24=
|r2= [[Number]]|Return value 2=
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|p21= [min, mid, max]: [[Array]] |=
|s3= seed [[random]] x {{since|arma3|1.67.139663|y}} |Syntax 3=
|p22= min: [[Number]] |=
|p41= seed: [[Number]] |Parameter 41=
|p23= med: [[Number]] |=
|p42= x: [[Number]] |Parameter 42=
|p24= max: [[Number]] |=
|r3= [[Number]] - value from 0 to x |Return value 3=
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| r2= [[Number]] |= Return value
|s4= seed [[random]] [x, y] {{since|arma3|1.67.139663|y}} |Syntax 4=
|p61= seed: [[Number]] |Parameter 61=
|p62= [x, y]: [[Array]] position on the [https://en.wikipedia.org/wiki/Perlin_noise Perlin noise texture] |Parameter 62=
|p63= x: [[Number]] |Parameter 63=
|p64= y: [[Number]] |Parameter 64=
|r4= [[Number]] - value from 0 to 1 |Return value 4=
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|x1= <code>_rNumber = [[random]] 1;</code> |= Example 1
|x1= <code>_rNumber = [[random]] 1;</code> |Example 1=


|x2= <code>_rNumber = [[random]] -10;</code> |= Example 2
|x2= <code>_rNumber = [[random]] -10;</code> |Example 2=


|x3= To select random value from an array:
|x3= Generate a random position inside a circle (see also [[Example Code: Random Area Distribution]])
<code>_center [[getPos]] [<nowiki/>_radius * [[sqrt]] [[random]] 1, [[random]] 360];</code> |Example 3=
 
|x4= To select random value from an array:
<code>_array = ["apples", "pears", "bananas", "M16"];
<code>_array = ["apples", "pears", "bananas", "M16"];
_random = _array [[select]] [[floor]] [[random]] [[count]] _array;</code>  |= Example 3
_random = _array [[select]] [[floor]] [[random]] [[count]] _array;
 
{{cc|{{since|arma3|1.55.133393}}}}
|x4= Compare (each command was executed 100000 times to gather statistics):<code>[[floor]] [[random]] 10;
_random = [[selectRandom]] _array;</code>  |Example 4=
// 0 - 10099 (10%)
// 1 - 10040 (10%)
// 2 - 10154 (10%)
// 3 - 9910 (10%)
// 4 - 10023 (10%)
// 5 - 9937 (10%)
// 6 - 10118 (10%)
// 7 - 9716 (10%)
// 8 - 9986 (10%)
// 9 - 10017 (10%)
 
[[floor]] [[random]] [0,5,10];
// 0 - 109 (0%)
// 1 - 1604 (2%)
// 2 - 6839 (7%)
// 3 - 16671 (17%)
// 4 - 24706 (25%)
// 5 - 24702 (25%)
// 6 - 16626 (17%)
// 7 - 6925 (7%)
// 8 - 1702 (2%)
// 9 - 116 (0%)
 
[[floor]] [[random]] [0,10,10];
// 0 - 9 (0%)
// 1 - 94 (0%)
// 2 - 420 (0%)
// 3 - 1197 (1%)
// 4 - 2361 (2%)
// 5 - 4447 (4%)
// 6 - 7082 (7%)
// 7 - 9512 (10%)
// 8 - 11889 (12%)
// 9 - 13093 (13%)
// 10 - 49896 (50%)
 
[[floor]] [[random]] [0,10,5];
// 0 - 11 (0%)
// 1 - 98 (0%)
// 2 - 430 (0%)
// 3 - 1149 (1%)
// 4 - 2384 (2%)
// 5 - 4546 (5%)
// 6 - 8612 (9%)
// 7 - 16283 (16%)
// 8 - 28393 (28%)
// 9 - 38094 (38%)</code>  |= Example 2
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| [[Math Commands]], [[selectRandom]] |= See also
| [[Math Commands]], [[selectRandom]], [[selectRandomWeighted]] |See also=
 
}}
}}


<h3 style="display:none">Notes</h3>
<h3 style="display:none">Notes</h3>


[[Category:Scripting Commands|RANDOM]]
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.46|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.96|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.99|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.99|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.96|RANDOM]]
[[Category:Scripting Commands ArmA|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.46|RANDOM]]
[[Category:Scripting Commands Arma 2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands ArmA|RANDOM]]
[[Category:Command_Group:_Variables|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]
[[Category:Command_Group:_Variables|{{uc:{{PAGENAME}}}}]]


<!-- CONTINUE Notes -->
<!-- CONTINUE Notes -->
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<code>_Xrnd = round(random 200) -100;</code>
<code>_Xrnd = round(random 200) -100;</code>
This will yield numbers between -100 and 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.  
* 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.<br>To return a whole number use either '''[[round]]''', '''[[ceil]]''' or '''[[floor]]''' together with '''random''':<br>
* The number returned is unlikely to be a whole number.<br />
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)
To return a whole number use either '''[[round]]''', '''[[ceil]]''' or '''[[floor]]''' together with [[random]]:
<br>x=floor(random 5) will return 0,1,2,3 or 4.  (uniform distribution, all numbers have the same probability of being selected)
<code>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)
<br>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 = 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)</code>
</dd>
<dd class="notedate">Posted on July 22, 2018 - 12:58 (UTC+2)</dd>
<dt class="note">[[User:Lou Montana|Lou Montana]]</dt>
<dd class="note">
{{{!}}class="bikitable"
{{!}}+ 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%
{{!}}}
</dd>
</dd>
</dl>
</dl>
<!-- DISCONTINUE Notes -->
<!-- DISCONTINUE Notes -->

Revision as of 16:05, 10 January 2020

Hover & click on the images for description

Description

Description:
bellcurve.jpg
Random real (floating point) value from 0 (inclusive) to x (not inclusive).


Since Arma 3 v1.55.133393 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 v1.67.139663 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:
Uncategorised

Syntax 1

Syntax:
random x
Parameters:
x: Number
Return Value:
Number

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:
Math CommandsselectRandomselectRandomWeighted

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

Notes

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.
To return a whole number use either round, ceil or floor together with random: 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%
  1. 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.