Difference between revisions of "random"
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|gr1= Math | |gr1= Math | ||
− | |descr= [[ | + | |descr= [[File: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 | ||
+ | {{!}}} | ||
|s1= [[random]] x | |s1= [[random]] x | ||
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|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] | ||
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|s2since= arma3 1.56 | |s2since= arma3 1.56 | ||
− | |p21= | + | |p21= min: [[Number]] |
− | |p22= | + | |p22= mid: [[Number]] |
− | |p23= | + | |p23= max: [[Number]] |
− | + | |r2= [[Number]] in range from ''min'' to ''max'', weighted by ''mid'' | |
− | |||
− | |r2= [[Number]] | ||
|s3= seed [[random]] x | |s3= seed [[random]] x | ||
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|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] | ||
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|p61= seed: [[Number]] | |p61= seed: [[Number]] | ||
− | |p62= [x | + | |p62= x: [[Number]] - x texture position |
+ | |||
+ | |p63= y: [[Number]] - y texture position | ||
+ | |||
+ | |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]]) |
+ | <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 {{arma2}} | |
+ | _random = _array call BIS_fnc_selectRandom; // since {{arma2}} | ||
+ | _random = selectRandom _array; // since {{arma3}} v1.56 | ||
+ | </sqf> | ||
− | | | + | |x5= Visualization of Syntax 4 (warning, it takes a bit to execute to draw): |
+ | <sqf> | ||
+ | private _parent = call BIS_fnc_displayMission; | ||
+ | if (is3DEN) then { _parent = findDisplay 313 }; | ||
+ | private _disp = _parent createDisplay "RscDisplayEmpty"; | ||
+ | private _BG = _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 = _disp ctrlCreate ["RscBackground", -1]; | ||
− | + | _dot ctrlSetPosition [0.5 + pixelW * _x, 0.5 + pixelH * _y, pixelW, pixelH]; | |
− | + | _dot ctrlSetBackgroundColor [_random, _random, _random, 1]; | |
− | _random | + | _dot ctrlCommit 0; |
− | + | }; | |
− | + | }; | |
+ | </sqf> | ||
+ | [[File:A3 random syntax4.png|thumb|left|Example result]] | ||
− | |seealso= [[selectRandom]] | + | |seealso= [[selectRandom]] [[selectRandomWeighted]] [[Example Code: Random Area Distribution]] |
}} | }} | ||
− | + | {{Note | |
− | + | |user= Hcpookie | |
− | + | |timestamp= 20150712203200 | |
− | + | |text= Random selections including negative numbers can be obtained via: | |
− | + | <sqf>_xRnd = round (random 200) - 100;</sqf> | |
− | |||
− | Random selections including negative numbers can be obtained via: | ||
− | < | ||
This will yield numbers between -100 and 100. | This will yield numbers between -100 and 100. | ||
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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]]: | ||
− | < | + | <sqf> |
− | x = | + | 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 = | + | 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> | ||
+ | }} | ||
− | + | {{Note | |
− | + | |user= Lou Montana | |
− | + | |timestamp= 20180722125800 | |
− | { | + | |text= <nowiki/> |
− | + | {{{!}} class="wikitable align-right align-left-col-1 align-center-row-1" | |
+ | {{!}}+ Repartition comparison | ||
! Formula | ! Formula | ||
! 0 | ! 0 | ||
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! 8 | ! 8 | ||
! 9 | ! 9 | ||
− | + | {{!}}- | |
− | + | {{!}} <sqf>floor random 10</sqf> | |
− | + | {{!}} 10% | |
− | + | {{!}} 10% | |
− | + | {{!}} 10% | |
− | + | {{!}} 10% | |
− | + | {{!}} 10% | |
− | + | {{!}} 10% | |
− | + | {{!}} 10% | |
− | + | {{!}} 10% | |
− | + | {{!}} 10% | |
− | + | {{!}} 10% | |
− | + | {{!}}- | |
− | + | {{!}} <sqf>floor random [0, 5, 10]</sqf> | |
− | + | {{!}} 0% | |
− | + | {{!}} 2% | |
− | + | {{!}} 7% | |
− | + | {{!}} 17% | |
− | + | {{!}} 25% | |
− | + | {{!}} 25% | |
− | + | {{!}} 17% | |
− | + | {{!}} 7% | |
− | + | {{!}} 2% | |
− | + | {{!}} 0% | |
− | + | {{!}}- | |
− | + | {{!}} <sqf>floor random [0, 10, 0]</sqf> | |
− | + | {{!}} 0% | |
− | + | {{!}} 0% | |
− | + | {{!}} 1% | |
− | + | {{!}} 2% | |
− | + | {{!}} 5% | |
− | + | {{!}} 9% | |
− | + | {{!}} 14% | |
− | + | {{!}} 19% | |
− | + | {{!}} 24% | |
− | + | {{!}} 26% | |
− | + | {{!}}- | |
− | + | {{!}} <sqf>floor random [0, 10, 5]</sqf> | |
− | + | {{!}} 0% | |
− | + | {{!}} 0% | |
− | + | {{!}} 0% | |
− | + | {{!}} 1% | |
− | + | {{!}} 2% | |
− | + | {{!}} 5% | |
− | + | {{!}} 9% | |
− | + | {{!}} 16% | |
− | + | {{!}} 28% | |
− | + | {{!}} 38% | |
− | + | {{!}}} | |
− | + | }} | |
− | |||
− |
Latest revision as of 23:12, 20 November 2023
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 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:
- Example 5:
- Visualization of Syntax 4 (warning, it takes a bit to execute to draw):
private _parent = call BIS_fnc_displayMission; if (is3DEN) then { _parent = findDisplay 313 }; private _disp = _parent createDisplay "RscDisplayEmpty"; private _BG = _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 = _disp 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
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