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{{Command|= Comments
{{RV|type=command
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| ofp |= Game name
| ofp


|1.00|= Game version
|1.00
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| Random real value from 0 (inclusive) to x (not inclusive). |= Description
|gr1= Math
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| [[Number]] <nowiki>=</nowiki> '''random''' x |= Syntax
|[[Image:bellcurve.jpg|right|200px]] Random real (floating point) value from 0 (inclusive) to x (not inclusive).<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 v1.68 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''')
 
| [[random]] x


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


| [[Number]] |= Return value
| [[Number]]
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|s2= [[random]] [min, mid, max] {{Since|arma3|1.55.133393|y}}
|p21= [min, mid, max]: [[Array]]
|p22= min: [[Number]]
|p23= mid: [[Number]]
|p24= max: [[Number]]
|r2= [[Number]]
 
|s3= seed [[random]] x {{Since|arma3|1.67.139663|y}}
|p41= seed: [[Number]]
|p42= x: [[Number]]
|r3= [[Number]] - value from 0 to x
 
|s4= seed [[random]] [x, y] {{Since|arma3|1.67.139663|y}}
|p61= seed: [[Number]]
|p62= [x, y]: [[Array]] position on the [https://en.wikipedia.org/wiki/Perlin_noise Perlin noise texture]
|p63= x: [[Number]]
|p64= y: [[Number]]
|r4= [[Number]] - value from 0 to 1
   
   
|x1= <pre>_rNumber = random 1</pre> |= Example 1
|x1= <code>_rNumber = [[random]] 1;</code>
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| [[Math Commands]] |= See also
|x2= <code>_rNumber = [[random]] -10;</code>


|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>
|x4= To select random value from an array:
<code>_array = ["apples", "pears", "bananas", "M16"];
_random = _array [[select]] [[floor]] [[random]] [[count]] _array;
{{cc|{{Since|arma3|1.55.133393}}}}
_random = [[selectRandom]] _array;</code>
|seealso= [[selectRandom]], [[selectRandomWeighted]]
}}
}}


<h3 style="display:none">Notes</h3>
 
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]
{{GameCategory|arma1|Scripting Commands}}
{{GameCategory|arma2|Scripting Commands}}
{{GameCategory|arma3|Scripting Commands}}
{{GameCategory|tkoh|Scripting Commands}}
 
<dl class="command_description">
<dl class="command_description">
<!-- Note Section BEGIN -->
<dt></dt>
<dd class="notedate">Posted on July 12, 2015 - 20:32 (UTC)</dd>
<dt class="note">[[User:Hcpookie|Hcpookie]]</dt>
<dd class="note">
Random selections including negative numbers can be obtained via:


<code>_Xrnd = round(random 200) -100;</code>
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 '''[[ceil]]''' or '''[[floor]]''' together with '''random'''.<br>
* The number returned is unlikely to be a whole number.<br>
x=floor(random 5) will return 0,1,2,3 or 4.
To return a whole number use either '''[[round]]''', '''[[ceil]]''' or '''[[floor]]''' together with [[random]]:
x=ceil(random 5) will return 0, 1,2,3,4 or 5. (0 is unlikely, but possible, as ceil 0 is 0)
<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)
* You can also use '''[[round]]''' with '''random''' to create whole numbers, if you don't want to exclude the high or low numbers, as will happen with [[ceil]] and [[floor]].
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>
<!-- Note Section END -->
</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="wikitable"
{{!}}+ 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>
</dl>
</dl>
<h3 style="display:none">Bottom Section</h3>
[[Category:Scripting Commands|RANDOM]]
[[Category:Scripting Commands OFP 1.96|RANDOM]]
[[Category:Scripting Commands OFP 1.46|RANDOM]]
[[Category:Scripting Commands ArmA|RANDOM]]
[[Category:Command_Group:_Variables|{{uc:{{PAGENAME}}}}]]

Revision as of 01:52, 6 April 2021

Hover & click on the images for description

Description

Description:
Description needed
Groups:
Math

Syntax 1

Syntax:
Syntax needed
Parameters:
x: Number
Return Value:
Return value needed

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.
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%