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{{Command
{{RV|type=command


| ofp
|game1= ofp
|version1= 1.00


|1.00
|game2= ofpe
|version2= 1.00
 
|game3= arma1
|version3= 1.00
 
|game4= arma2
|version4= 1.00
 
|game5= arma2oa
|version5= 1.50
 
|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>
{{GVI|arma3|1.56}} alternative syntax is added, allowing the definition of {{Wikipedia|Normal_distribution|Gaussian Distribution}}<ref>Technically, it is a rescaled {{Wikipedia|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 ({{HashLink|#Alternative Syntax 1}})<br><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>
{{GVI|arma3|1.68}} two alternative syntaxes are available:
Since Arma 3 v1.67.139663 two alternative syntaxes are available:
* allowing to generate {{Wikipedia|Random seed|seed-based}} random number based on provided seed ({{HashLink|#Alternative Syntax 2}})
* allowing to generate semi-random number based on provided seed ('''Alternative Syntax 2''')
* generating {{Wikipedia|Random seed|seed-based}} random noise texture based on provided seed and returning a single number between 0 (included) and 1 (excluded) at supplied ''x'' and ''y'' coordinates ({{HashLink|#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]]
 
|p22= min: [[Number]]
 
|p23= mid: [[Number]]
 
|p24= max: [[Number]]


|s2= [[random]] [min, mid, max] {{Since|arma3|1.55.133393|y}}
|p21= [min, mid, max]: [[Array]] |Parameter 21=
|p22= min: [[Number]] |Parameter 22=
|p23= mid: [[Number]] |Parameter 23=
|p24= max: [[Number]] |Parameter 24=
|r2= [[Number]]
|r2= [[Number]]


|s3= seed [[random]] x {{Since|arma3|1.67.139663|y}}
|s3= seed [[random]] x {{Since|arma3|1.68|y}}
|p41= seed: [[Number]] |Parameter 41=
 
|p42= x: [[Number]] |Parameter 42=
|p41= 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''')
|r3= [[Number]] - value from 0 to x
 
|p42= x: [[Number]]
 
|r3= [[Number]] - Value from 0 to x
 
|s4= seed [[random]] [x, y] {{Since|arma3|1.68|y}}
 
|p61= seed: [[Number]]
 
|p62= [x, y]: [[Array]] - texture position (''not'' a Perlin noise)
 
|p63= x: [[Number]]
 
|p64= y: [[Number]]
 
|r4= [[Number]] - Value from 0 to 1


|s4= seed [[random]] [x, y] {{Since|arma3|1.67.139663|y}}
|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
 
|x1= <code>_rNumber = [[random]] 1;</code>
|x1= <code>_rNumber = [[random]] 1;</code>


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|x3= Generate a random position inside a circle (see also [[Example Code: Random Area Distribution]])
|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>
<code>_center [[getPos]] [_radius * [[sqrt]] [[random]] 1, [[random]] 360];</code>


|x4= To select random value from an array:
|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;
_random = _array [[select]] [[floor]] [[random]] [[count]] _array;
{{cc|{{Since|arma3|1.55.133393}}}}
{{cc|{{Since|arma3|1.56}}}}
_random = [[selectRandom]] _array;</code>
_random = [[selectRandom]] _array;</code>


| [[selectRandom]], [[selectRandomWeighted]]
|seealso= [[selectRandom]], [[selectRandomWeighted]]
}}
}}


<h3 style="display:none">Notes</h3>
<dl class="command_description">


[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]
<dt></dt>
[[Category:Scripting Commands OFP 1.46|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.96|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.99|{{uc:{{PAGENAME}}}}]]
{{GameCategory|arma1|Scripting Commands}}
{{GameCategory|arma2|Scripting Commands}}
{{GameCategory|arma3|Scripting Commands}}
{{GameCategory|tkoh|Scripting Commands}}
 
<!-- CONTINUE Notes -->
<dl class="command_description">
<dd class="notedate">Posted on July 12, 2015 - 20:32 (UTC)</dd>
<dd class="notedate">Posted on July 12, 2015 - 20:32 (UTC)</dd>
<dt class="note">[[User:Hcpookie|Hcpookie]]</dt>
<dt class="note">[[User:Hcpookie|Hcpookie]]</dt>
<dd class="note">
<dd class="note">
Random selections including negative numbers can be obtained via:
Random selections including negative numbers can be obtained via:
<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>
* 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]]:
To return a whole number use either '''[[round]]''', '''[[ceil]]''' or '''[[floor]]''' together with [[random]]:
<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)
<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)
x = floor(random 5) will return 0,1,2,3 or 4.  (uniform distribution, all numbers have the same probability of being selected)
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>
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>
<dd class="notedate">Posted on July 22, 2018 - 12:58 (UTC+2)</dd>
<dd class="notedate">Posted on July 22, 2018 - 12:58 (UTC+2)</dd>
<dt class="note">[[User:Lou Montana|Lou Montana]]</dt>
<dt class="note">[[User:Lou Montana|Lou Montana]]</dt>
<dd class="note">
<dd class="note">
{{{!}}class="wikitable"
{| class="wikitable"
{{!}}+ Repartition comparison
|+ Repartition comparison
! Formula
! Formula
! 0
! 0
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! 8
! 8
! 9
! 9
{{!}}-
|-
{{!}} [[floor]] [[random]] 10;
| [[floor]] [[random]] 10;
{{!}} 10%
| 10%
{{!}} 10%
| 10%
{{!}} 10%
| 10%
{{!}} 10%
| 10%
{{!}} 10%
| 10%
{{!}} 10%
| 10%
{{!}} 10%
| 10%
{{!}} 10%
| 10%
{{!}} 10%
| 10%
{{!}} 10%
| 10%
{{!}}-
|-
{{!}} [[floor]] [[random]] [0, 5, 10]
| [[floor]] [[random]] [0, 5, 10]
{{!}} 0%
| 0%
{{!}} 2%
| 2%
{{!}} 7%
| 7%
{{!}} 17%
| 17%
{{!}} 25%
| 25%
{{!}} 25%
| 25%
{{!}} 17%
| 17%
{{!}} 7%
| 7%
{{!}} 2%
| 2%
{{!}} 0%
| 0%
{{!}}-
|-
{{!}} [[floor]] [[random]] [0, 10, 0]
| [[floor]] [[random]] [0, 10, 0]
{{!}} 0%
| 0%
{{!}} 0%
| 0%
{{!}} 1%
| 1%
{{!}} 2%
| 2%
{{!}} 5%
| 5%
{{!}} 9%
| 9%
{{!}} 14%
| 14%
{{!}} 19%
| 19%
{{!}} 24%
| 24%
{{!}} 26%
| 26%
{{!}}-
|-
{{!}} [[floor]] [[random]] [0, 10, 5]
| [[floor]] [[random]] [0, 10, 5]
{{!}} 0%
| 0%
{{!}} 0%
| 0%
{{!}} 0%
| 0%
{{!}} 1%
| 1%
{{!}} 2%
| 2%
{{!}} 5%
| 5%
{{!}} 9%
| 9%
{{!}} 16%
| 16%
{{!}} 28%
| 28%
{{!}} 38%
| 38%
{{!}}}
|}
</dd>
</dd>
</dl>
</dl>
<!-- DISCONTINUE Notes -->

Revision as of 19:54, 17 July 2021

Hover & click on the images for description

Description

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

Arma 3 logo black.png1.56 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)

Arma 3 logo black.png1.68 two alternative syntaxes are available:

Groups:
Math

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 - 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 - Value from 0 to x

Syntax 4

Syntax:
seed random [x, y] Template:Since
Parameters:
seed: Number
[x, y]: Array - texture position (not a Perlin noise)
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%
  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.