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Lou Montana (talk | contribs) m (Text replacement - "// since Arma 3" to "// since {{arma3}}") |
Lou Montana (talk | contribs) m (Some wiki formatting) |
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_array = ["apples", "pears", "bananas", "M16"]; | _array = ["apples", "pears", "bananas", "M16"]; | ||
_random = _array select floor random count _array; // before | _random = _array select floor random count _array; // before {{arma2}} | ||
_random = _array call BIS_fnc_selectRandom; // since | _random = _array call BIS_fnc_selectRandom; // since {{arma3}} | ||
_random = selectRandom _array; // since {{arma3}} v1.56 | _random = selectRandom _array; // since {{arma3}} v1.56 | ||
</sqf> | </sqf> | ||
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<sqf> | <sqf> | ||
private _parent = call BIS_fnc_displayMission; | private _parent = call BIS_fnc_displayMission; | ||
if (is3DEN) then {_parent = findDisplay 313}; | if (is3DEN) then { _parent = findDisplay 313 }; | ||
private _disp = _parent createDisplay "RscDisplayEmpty"; | private _disp = _parent createDisplay "RscDisplayEmpty"; | ||
private _BG = _disp ctrlCreate ["RscBackground",-1]; | private _BG = _disp ctrlCreate ["RscBackground", -1]; | ||
private _coef = 0.1; | private _coef = 0.1; | ||
for "_x" from 1 to 100 do { | for "_x" from 1 to 100 do | ||
for "_y" from 1 to 100 do { | { | ||
private _random = 0 random [_x*_coef,_y*_coef]; | for "_y" from 1 to 100 do | ||
private _dot = _disp ctrlCreate ["RscBackground",-1]; | { | ||
private _random = 0 random [_x * _coef, _y * _coef]; | |||
_dot ctrlSetPosition [0.5+pixelW*_x,0.5+pixelH*_y,pixelW,pixelH]; | private _dot = _disp ctrlCreate ["RscBackground", -1]; | ||
_dot ctrlSetBackgroundColor [_random,_random,_random,1]; | |||
_dot ctrlSetPosition [0.5 + pixelW * _x, 0.5 + pixelH * _y, pixelW, pixelH]; | |||
_dot ctrlSetBackgroundColor [_random, _random, _random, 1]; | |||
_dot ctrlCommit 0; | _dot ctrlCommit 0; | ||
}; | }; | ||
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[[File:A3 random syntax4.png|thumb|left|Example result]] | [[File:A3 random syntax4.png|thumb|left|Example result]] | ||
|seealso= [[selectRandom]] [[selectRandomWeighted]] | |seealso= [[selectRandom]] [[selectRandomWeighted]] [[Example Code: Random Area Distribution]] | ||
}} | }} | ||
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|timestamp= 20150712203200 | |timestamp= 20150712203200 | ||
|text= Random selections including negative numbers can be obtained via: | |text= Random selections including negative numbers can be obtained via: | ||
<sqf> | <sqf>_xRnd = round (random 200) - 100;</sqf> | ||
This will yield numbers between -100 and 100. | This will yield numbers between -100 and 100. | ||
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<sqf> | <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 = 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. | 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) | 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> | </sqf> |
Revision as of 18:20, 18 November 2023
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 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:
_array = ["apples", "pears", "bananas", "M16"]; _random = _array select floor random count _array; // before Arma 2 _random = _array call BIS_fnc_selectRandom; // since Arma 3 _random = selectRandom _array; // since Arma 3 v1.56
- 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