Difference between revisions of "random"
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Lou Montana (talk  contribs) m (Text replacement  " <! (DIS)?CONTINUE Notes >" to "") 
m (formatting) 

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{{RVtype=command  {{RVtype=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.jpgright200px]] Random real (floating point) value from 0 (inclusive) to x (not inclusive).<br>  +  descr= [[Image:bellcurve.jpgright200px]] 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 pseudorandom [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 pseudorandom [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] {{Sincearma31.56y}}  
−  
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 {{Sincearma31.  +  s3= seed [[random]] x {{Sincearma31.68y}} 
+  
p41= seed: [[Number]]  p41= seed: [[Number]]  
+  
p42= x: [[Number]]  p42= x: [[Number]]  
−  
−  s4= seed [[random]] [x, y] {{Sincearma31.  +  r3= [[Number]]  Value from 0 to x 
+  
+  s4= seed [[random]] [x, y] {{Sincearma31.68y}}  
+  
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{{Sincearma31.  +  {{cc{{Sincearma31.56}}}} 
_random = [[selectRandom]] _array;</code>  _random = [[selectRandom]] _array;</code>  
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}}  }}  
−  
−  
−  
−  
−  
−  
<dl class="command_description">  <dl class="command_description"> 
Revision as of 10:11, 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 semirandom number based on provided seed (Alternative Syntax 2)
 generating pseudorandom 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. (nonuniform 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