Difference between revisions of "random"
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Lou Montana (talk | contribs) m (Some wiki formatting) |
Lou Montana (talk | contribs) (Fix description and examples) |
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|gr1= Math | |gr1= Math | ||
− | |descr= [[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" {{!}} {{HashLink|#Syntax 1}} |
− | + | {{!}} generates a random floating point value | |
− | + | {{!}}- | |
+ | ! style="padding-right: 1em; vertical-align: top; white-space: nowrap" {{!}} {{HashLink|#Syntax 2}} | ||
+ | {{!}} generates a {{Wikipedia|Normal_distribution|Gaussian Distribution}}<ref>Technically, it is a rescaled {{Wikipedia|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" {{!}} {{HashLink|#Syntax 3}} | ||
+ | {{!}} generates a {{Wikipedia|Random seed|seed-based}} random number | ||
+ | {{!}}- | ||
+ | ! style="padding-right: 1em; vertical-align: top; white-space: nowrap" {{!}} {{HashLink|#Syntax 4}} | ||
+ | {{!}} generates a {{Wikipedia|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= | + | |p62= x: [[Number]] - x texture position |
− | |p63= | + | |p63= y: [[Number]] - y texture position |
− | + | |r4= [[Number]] from 0 (included) to 1 (excluded) | |
− | |||
− | |r4= [[Number]] | ||
|x1= <code>_rNumber = [[random]] 1;</code> | |x1= <code>_rNumber = [[random]] 1;</code> | ||
Line 81: | Line 86: | ||
<code>_center [[getPos]] [_radius * [[sqrt]] [[random]] 1, [[random]] 360];</code> | <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|Since {{ | + | _random = _array [[select]] [[floor]] [[random]] [[count]] _array; {{cc|Before {{arma2}}}} |
− | _random = [[selectRandom]] _array;</code> | + | _random = _array [[call]] [[BIS_fnc_selectRandom]]; {{cc|Since {{arma2}}}} |
+ | _random = [[selectRandom]] _array; {{cc|Since {{arma3}} v1.56}}</code> | ||
|seealso= [[selectRandom]], [[selectRandomWeighted]] | |seealso= [[selectRandom]], [[selectRandomWeighted]] |
Revision as of 00:07, 18 August 2021
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:
_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. (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%
- ↑ 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