random
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Introduced in
- Game:
- Operation Flashpoint
- Version:
- 1.00
Description
- Description:
- Random real (floating point) value from 0 (inclusive) to x (not inclusive).
Since Arma 3 v1.55.133393 alternative syntax is added, allowing to define Gaussian Distribution params. Uses the same method as setTriggerTimeout command. Quite useful for spawning loot for example, making more valuable items more rare.
Since Arma 3 v1.67.139663 an alternative syntax is available, generating pseudo-random noise texture based on provided seed and returning a single number between 0 (included) and 1 (excluded) at supplied x and y coordinates.
Since Arma 3 v1.67.139663 an alternative syntax is available, allowing to generate semi-random number based on provided seed.
Syntax
Alternative Syntax
- Syntax:
- random [min, mid, max] (Since Arma 3 v1.55.133393)
- Parameters:
- [min, mid, max]: Array
- min: Number
- mid: Number
- max: Number
- Return Value:
- Number
Alternative Syntax 2
- Syntax:
- seed random x (Since Arma 3 v1.67.139663)
- Parameters:
- seed: Number
- [x, y]: Array
- x: Number
- y: Number
- Return Value:
- Number
Alternative Syntax 3
- Syntax:
- seed random [x,y] (Since Arma 3 v1.67.139663)
- Return Value:
- Number
Examples
- Example 1:
_rNumber = random 1;
- Example 2:
_rNumber = random -10;
- Example 3:
- To select random value from an array:
_array = ["apples", "pears", "bananas", "M16"]; _random = _array select floor random count _array; // or since Arma 3 v1.55.133393 _random = selectRandom _array;
- Example 4:
- Compare (each command was executed 100000 times to gather statistics):
floor random 10; // 0 - 10099 (10%) // 1 - 10040 (10%) // 2 - 10154 (10%) // 3 - 9910 (10%) // 4 - 10023 (10%) // 5 - 9937 (10%) // 6 - 10118 (10%) // 7 - 9716 (10%) // 8 - 9986 (10%) // 9 - 10017 (10%) floor random [0,5,10]; // 0 - 109 (0%) // 1 - 1604 (2%) // 2 - 6839 (7%) // 3 - 16671 (17%) // 4 - 24706 (25%) // 5 - 24702 (25%) // 6 - 16626 (17%) // 7 - 6925 (7%) // 8 - 1702 (2%) // 9 - 116 (0%) floor random [0,10,0]; // 0 - 19 (0%) // 1 - 209 (0%) // 2 - 817 (1%) // 3 - 2384 (2%) // 4 - 4841 (5%) // 5 - 8976 (9%) // 6 - 14067 (14%) // 7 - 18955 (19%) // 8 - 23605 (24%) // 9 - 26127 (26%) floor random [0,10,5]; // 0 - 11 (0%) // 1 - 98 (0%) // 2 - 430 (0%) // 3 - 1149 (1%) // 4 - 2384 (2%) // 5 - 4546 (5%) // 6 - 8612 (9%) // 7 - 16283 (16%) // 8 - 28393 (28%) // 9 - 38094 (38%)
Additional Information
- Multiplayer:
- -
- See also:
- Math CommandsselectRandom
Notes
Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
Add New Note | How To
Add New Note | How To
Notes
- 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.
To return a whole number use either round, ceil or floor together with random:
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)
Categories:
- Pages using duplicate arguments in template calls
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Scripting Commands OFP 1.99
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands ArmA
- Command Group: Variables
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters