Difference between revisions of "random"
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Lou Montana (talk  contribs) (Fix description) 
Lou Montana (talk  contribs) (Fix description and examples) 

(8 intermediate revisions by the same user not shown)  
Line 14:  Line 14:  
game5= arma2oa  game5= arma2oa  
−  version5= 1.  +  version5= 1.50 
game6= tkoh  game6= tkoh  
Line 24:  Line 24:  
gr1= Math  gr1= Math  
−  descr= [[Image:bellcurve.jpg  +  descr= [[Image:bellcurve.jpgthumb120px[[#Syntax 2Syntax 2]]'s distribution]] 
−  {{  +  {{{!}} 
−  {{  +  ! style="paddingright: 1em; verticalalign: top; whitespace: nowrap" {{!}} {{HashLink#Syntax 1}} 
−  +  {{!}} generates a random floating point value  
−  +  {{!}}  
+  ! style="paddingright: 1em; verticalalign: top; whitespace: nowrap" {{!}} {{HashLink#Syntax 2}}  
+  {{!}} generates a {{WikipediaNormal_distributionGaussian Distribution}}<ref>Technically, it is a rescaled {{WikipediaBates 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="paddingright: 1em; verticalalign: top; whitespace: nowrap" {{!}} {{HashLink#Syntax 3}}  
+  {{!}} generates a {{WikipediaRandom seedseedbased}} random number  
+  {{!}}  
+  ! style="paddingright: 1em; verticalalign: top; whitespace: nowrap" {{!}} {{HashLink#Syntax 4}}  
+  {{!}} generates a {{WikipediaRandom seedseedbased}} random noise ('''not''' Perlin) texture based on provided seed and returning the value at supplied coordinates  
+  {{!}}}  
s1= [[random]] x  s1= [[random]] x  
Line 34:  Line 43:  
p1= x: [[Number]]  p1= x: [[Number]]  
−  r1= [[Number]]  +  r1= [[Number]] from 0 (included) to ''x'' (excluded) 
−  s2= [[random]] [min, mid, max]  +  s2= [[random]] [min, mid, max] 
−    +  s2since= arma3 1.56 
−    +  p21= min: [[Number]] 
−    +  p22= mid: [[Number]] 
−    +  p23= max: [[Number]] 
−  r2= [[Number]]  +  r2= [[Number]] in range from ''min'' to ''max'', weighted by ''mid'' 
−  s3= seed [[random]] x  +  s3= seed [[random]] x 
−  p41= seed: [[Number]]  +  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]]  p42= x: [[Number]]  
−  r3= [[Number]]  +  r3= [[Number]] from 0 (included) to ''x'' (excluded) 
−  s4= seed [[random]] [x, y]  +  s4= seed [[random]] [x, y] 
+  
+  s4since= arma3 1.68  
p61= seed: [[Number]]  p61= seed: [[Number]]  
−  p62=  +  p62= x: [[Number]]  x texture position 
−  p63=  +  p63= y: [[Number]]  y texture position 
−    +  r4= [[Number]] from 0 (included) to 1 (excluded) 
−  
−  
x1= <code>_rNumber = [[random]] 1;</code>  x1= <code>_rNumber = [[random]] 1;</code>  
Line 73:  Line 84:  
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]] [  +  <code>_center [[getPos]] [_radius * [[sqrt]] [[random]] 1, [[random]] 360];</code> 
−  x4=  +  x4= Select a random value from an array: 
<code>_array = ["apples", "pears", "bananas", "M16"];  <code>_array = ["apples", "pears", "bananas", "M16"];  
−  _random = _array [[select]] [[floor]] [[random]] [[count]] _array;  +  
−  {{cc{{  +  _random = _array [[select]] [[floor]] [[random]] [[count]] _array; {{ccBefore {{arma2}}}} 
−  _random = [[selectRandom]] _array;</code>  +  _random = _array [[call]] [[BIS_fnc_selectRandom]]; {{ccSince {{arma2}}}} 
+  _random = [[selectRandom]] _array; {{ccSince {{arma3}} v1.56}}</code>  
seealso= [[selectRandom]], [[selectRandomWeighted]]  seealso= [[selectRandom]], [[selectRandomWeighted]]  
Line 85:  Line 97:  
<dl class="command_description">  <dl class="command_description">  
+  
<dt></dt>  <dt></dt>  
<dd class="notedate">Posted on July 12, 2015  20:32 (UTC)</dd>  <dd class="notedate">Posted on July 12, 2015  20:32 (UTC)</dd>  
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* 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. (nonuniform 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. (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 = [[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  +  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>  
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}  }  
</dd>  </dd>  
+  
</dl>  </dl> 
Latest revision as of 23:07, 17 August 2021
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 seedbased random number Syntax 4 generates a seedbased 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:
_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
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