random: Difference between revisions

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m (Some wiki formatting)
(Add findings)
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{{!}}}
{{!}}}


|s1= [[random]] ceiling
|s1= [[random]] x


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


|r1= [[Number]] from 0 (included) to ''ceiling'', '''excluded''' (was '''included''' since {{GVI|arma2|1.00|size= 0.75}} and until {{GVI|arma3|2.18|size= 0.75}})
|r1= [[Number]] from 0 (included) to ''x'', '''ex'''cluded (was '''in'''cluded since {{GVI|arma2|1.00|size= 0.75}} and until {{GVI|arma3|2.18|size= 0.75}})


|s2= [[random]] [min, mid, max]
|s2= [[random]] [min, mid, max]
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|p23= max: [[Number]]
|p23= max: [[Number]]


|r2= [[Number]] in range from ''min'' to ''max'', weighted by ''mid''
|r2= [[Number]] in range from ''min'' to ''max'', weighted by ''mid'' - '''can''' be higher than max (maximum value is {{hl|min + max - mid}})


|s3= seed [[random]] x
|s3= seed [[random]] x
Line 65: Line 65:
|p42= x: [[Number]]
|p42= x: [[Number]]


|r3= [[Number]] from 0 (included) to ''x'' (excluded)
|r3= [[Number]] from 0 (included) to ''x'' ('''in'''cluded)


|s4= seed [[random]] [x, y]
|s4= seed [[random]] [x, y]
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|p63= y: [[Number]] - y texture position
|p63= y: [[Number]] - y texture position


|r4= [[Number]] from 0 (included) to 1 (excluded)
|r4= [[Number]] from 0 (included) to 1 ('''ex'''cluded)


|x1= <sqf>_rNumber = random 1;</sqf>
|x1= <sqf>_rNumber = random 1;</sqf>
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private _parent = call BIS_fnc_displayMission;
private _parent = call BIS_fnc_displayMission;
if (is3DEN) then { _parent = findDisplay 313 };
if (is3DEN) then { _parent = findDisplay 313 };
private _disp = _parent createDisplay "RscDisplayEmpty";
private _display = _parent createDisplay "RscDisplayEmpty";
private _BG = _disp ctrlCreate ["RscBackground", -1];
private _background = _disp ctrlCreate ["RscBackground", -1];


private _coef = 0.1;
private _coef = 0.1;
Line 110: Line 110:
{
{
private _random = 0 random [_x * _coef, _y * _coef];
private _random = 0 random [_x * _coef, _y * _coef];
private _dot = _disp ctrlCreate ["RscBackground", -1];
private _dot = _display ctrlCreate ["RscBackground", -1];


_dot ctrlSetPosition [0.5 + pixelW * _x, 0.5 + pixelH * _y, pixelW, pixelH];
_dot ctrlSetPosition [0.5 + pixelW * _x, 0.5 + pixelH * _y, pixelW, pixelH];

Revision as of 15:09, 12 March 2024

Hover & click on the images for description

Description

Description:
Syntax 2's distribution
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:
random x
Parameters:
x: Number
Return Value:
Number from 0 (included) to x, excluded (was included since Logo A2.png1.00 and until Arma 3 logo black.png2.18)

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 - can be higher than max (maximum value is min + max - 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 (included)

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:
_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:
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
Example 5:
Visualisation of Syntax 4 (warning, it takes a bit to execute and draw):
Result
private _parent = call BIS_fnc_displayMission; if (is3DEN) then { _parent = findDisplay 313 }; private _display = _parent createDisplay "RscDisplayEmpty"; private _background = _disp ctrlCreate ["RscBackground", -1]; private _coef = 0.1; for "_x" from 1 to 100 do { for "_y" from 1 to 100 do { private _random = 0 random [_x * _coef, _y * _coef]; private _dot = _display ctrlCreate ["RscBackground", -1]; _dot ctrlSetPosition [0.5 + pixelW * _x, 0.5 + pixelH * _y, pixelW, pixelH]; _dot ctrlSetBackgroundColor [_random, _random, _random, 1]; _dot ctrlCommit 0; }; };

Additional Information

See also:
selectRandom selectRandomWeighted Example Code: Random Area Distribution

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
Hcpookie - c
Posted on Jul 12, 2015 - 20:32 (UTC)
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)
Lou Montana - c
Posted on Jul 22, 2018 - 12:58 (UTC)
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.