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				Lou Montana (talk | contribs)   (Add Bates distribution quirk image - thanks LemonBoi)  | 
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{{RV|type=command  | |||
|game1= ofp  | |||
|version1= 1.00  | |||
|game2= ofpe  | |||
|version2= 1.00  | |||
|game3= arma1  | |||
|version3= 1.00  | |||
|game4= arma2  | |||
|version4= 1.00  | |||
|game5= arma2oa  | |||
|version5= 1.50  | |||
|game6= tkoh  | |||
|version6= 1.00  | |||
|game7= arma3  | |||
|version7= 0.50  | |||
|gr1= Math  | |||
|descr= {{{!}} class="float-right valign-top"  | |||
{{!}} [[File:bellcurve.jpg|thumb|120px|[[#Syntax 2|Syntax 2]]'s distribution]]  | |||
{{!}}  [[File:rv-random rescaled bates distribution graph.png|thumb|120px|[[#Syntax 2|Syntax 2]]'s distribution if ''mid'' is off-centre]]  | |||
{{!}}}  | |||
{{{!}} class="valign-top"  | |||
! style="padding-right: 1em; white-space: nowrap" {{!}} {{Link|#Syntax 1}}  | |||
{{!}} generates a random floating point value  | |||
{{!}}-  | |||
! style="padding-right: 1em; 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; white-space: nowrap" {{!}} {{Link|#Syntax 3}}  | |||
{{!}} generates a {{Link|https://en.wikipedia.org/wiki/Random_seed|seed-based}} random number  | |||
{{!}}-  | |||
! style="padding-right: 1em; 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  | |||
|p1= x: [[Number]]  | |||
|r1= [[Number]] from 0 (included) to ''x'', '''ex'''cluded  | |||
{{Feature|important|''x'' was accidentally '''in'''cluded due to a bug introduced in {{GVI|arma2|1.00|size= 0.75}} and fixed in {{GVI|arma3|2.18|size= 0.75}}.}}  | |||
|s2= [[random]] [min, mid, max]  | |||
|s2since= arma3 1.56  | |||
|p21= min: [[Number]]  | |||
|p22= mid: [[Number]]  | |||
|p23= max: [[Number]]  | |||
|r2= [[Number]] in range from ''min'' to ''max'', weighted by ''mid'' - '''can''' be higher than max (maximum value is {{hl|min + max - mid}})  | |||
To return a whole number   | |s3= seed [[random]] x  | ||
|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]]  | |||
|r3= [[Number]] from 0 (included) to ''x'' ('''in'''cluded)  | |||
|s4= seed [[random]] [x, y]  | |||
|s4since= arma3 1.68  | |||
|p61= seed: [[Number]]  | |||
|p62= x: [[Number]] - x texture position  | |||
|p63= y: [[Number]] - y texture position  | |||
|r4= [[Number]] from 0 (included) to 1 ('''ex'''cluded)  | |||
|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= Visualisation of {{Link|#Syntax 4}} (warning, it takes a bit to execute and draw):<br>  | |||
[[File:A3 random syntax4.png|thumb|right|Result]]  | |||
<sqf>  | |||
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;  | |||
	};  | |||
};  | |||
</sqf>  | |||
|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>  | |||
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.<br>  | |||
To return a whole number use either '''[[round]]''', '''[[ceil]]''' or '''[[floor]]''' together with [[random]]:  | |||
<sqf>  | |||
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)  | |||
</sqf>  | |||
}}  | |||
{{Note  | |||
|user= Lou Montana  | |||
|timestamp= 20180722125800  | |||
|text= <nowiki/>  | |||
{{{!}} class="wikitable align-right align-left-col-1 align-center-row-1"  | |||
{{!}}+ Repartition comparison  | |||
! Formula  | |||
! 0  | |||
! 1  | |||
! 2  | |||
! 3  | |||
! 4  | |||
! 5  | |||
! 6  | |||
! 7  | |||
! 8  | |||
! 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 14:42, 9 July 2025
Description
- Description:
 - 
  Syntax 2's distribution
  Syntax 2's distribution if mid is off-centreSyntax 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 - 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:
 - 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:
_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):
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
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