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Lou Montana (talk | contribs) m (Text replacement - " *\| *([Cc]omments|COMMENTS|Game|[Gg]ame [Nn]ame( +[0-9])?|Game [Vv]ersion( +[0-9])?|Game Version \(number surrounded by NO SPACES\)|Arguments in MP|MP[Aa]rg|Multiplayer Arguments( \("local" or "global"\))?|Effects|Execution|Effects...) |
Lou Montana (talk | contribs) m (Some wiki formatting) |
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{{ | {{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| | |descr= [[Image:bellcurve.jpg|thumb|120px|[[#Syntax 2|Syntax 2]]'s distribution]] | ||
{{{!}} | |||
! style="padding-right: 1em; vertical-align: top; white-space: nowrap" {{!}} {{Link|#Syntax 1}} | |||
{{!}} generates a random floating point value | |||
{{!}}- | |||
! 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 {{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}} | |||
{{!}} 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}} | |||
{{!}} 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 | |||
{{!}}} | |||
| [[random]] x | |s1= [[random]] x | ||
|p1= x: [[Number]] | |p1= x: [[Number]] | ||
| [[Number]] | |r1= [[Number]] from 0 (included) to ''x'' (excluded) | ||
|s2= [[random]] [min, mid, max] | |||
|s2since= arma3 1.56 | |||
|p21= min: [[Number]] | |||
|p22= mid: [[Number]] | |||
|p23= max: [[Number]] | |||
|r2= [[Number]] in range from ''min'' to ''max'', weighted by ''mid'' | |||
|s3= seed [[random]] x | |||
|s3since= arma3 1.68 | |||
|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''') | |||
|p42= x: [[Number]] | |||
|r3= [[Number]] from 0 (included) to ''x'' (excluded) | |||
|s4= seed [[random]] [x, y] | |||
|s4since= arma3 1.68 | |||
| | |p61= seed: [[Number]] | ||
| | |p62= x: [[Number]] - x texture position | ||
| | |p63= y: [[Number]] - y texture position | ||
|x2= < | |r4= [[Number]] from 0 (included) to 1 (excluded) | ||
|x1= <sqf>_rNumber = random 1;</sqf> | |||
|x2= <sqf>_rNumber = random -10;</sqf> | |||
|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]]) | ||
< | <sqf>_center getPos [_radius * sqrt random 1, random 360];</sqf> | ||
|x4= Select a random value from an array: | |||
<sqf> | |||
_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 = _array | _random = selectRandom _array; // since Arma 3 v1.56 | ||
</sqf> | |||
_random = | |||
| [[selectRandom]] | |seealso= [[selectRandom]] [[selectRandomWeighted]] | ||
}} | }} | ||
{{Note | |||
|user= Hcpookie | |||
|timestamp= 20150712203200 | |||
|text= Random selections including negative numbers can be obtained via: | |||
<sqf>_Xrnd = round(random 200) -100;</sqf> | |||
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]]: | ||
< | <sqf> | ||
x = floor(random 5) will return 0,1,2,3 or 4. (uniform distribution, all numbers have the same probability of being selected) | 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 = ceil(random 5) will return | 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) | |||
</sqf> | |||
}} | |||
{{{!}}class="wikitable" | {{Note | ||
|user= Lou Montana | |||
|timestamp= 20180722125800 | |||
|text= <nowiki/> | |||
{{{!}} class="wikitable align-right align-left-col-1 align-center-row-1" | |||
{{!}}+ Repartition comparison | {{!}}+ Repartition comparison | ||
! Formula | ! Formula | ||
Line 99: | Line 133: | ||
! 9 | ! 9 | ||
{{!}}- | {{!}}- | ||
{{!}} | {{!}} <sqf>floor random 10</sqf> | ||
{{!}} 10% | {{!}} 10% | ||
{{!}} 10% | {{!}} 10% | ||
Line 111: | Line 145: | ||
{{!}} 10% | {{!}} 10% | ||
{{!}}- | {{!}}- | ||
{{!}} | {{!}} <sqf>floor random [0, 5, 10]</sqf> | ||
{{!}} 0% | {{!}} 0% | ||
{{!}} 2% | {{!}} 2% | ||
Line 123: | Line 157: | ||
{{!}} 0% | {{!}} 0% | ||
{{!}}- | {{!}}- | ||
{{!}} | {{!}} <sqf>floor random [0, 10, 0]</sqf> | ||
{{!}} 0% | {{!}} 0% | ||
{{!}} 0% | {{!}} 0% | ||
Line 135: | Line 169: | ||
{{!}} 26% | {{!}} 26% | ||
{{!}}- | {{!}}- | ||
{{!}} | {{!}} <sqf>floor random [0, 10, 5]</sqf> | ||
{{!}} 0% | {{!}} 0% | ||
{{!}} 0% | {{!}} 0% | ||
Line 147: | Line 181: | ||
{{!}} 38% | {{!}} 38% | ||
{{!}}} | {{!}}} | ||
}} | |||
Revision as of 18:30, 5 June 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 10% 10% 10% 10% 10% 10% 10% 10% 10% 10% 0% 2% 7% 17% 25% 25% 17% 7% 2% 0% 0% 0% 1% 2% 5% 9% 14% 19% 24% 26% 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