random: Difference between revisions
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|descr= [[File:bellcurve.jpg|thumb|120px|[[#Syntax 2|Syntax 2]]'s distribution]]  | |descr= [[File:bellcurve.jpg|thumb|120px|[[#Syntax 2|Syntax 2]]'s distribution]]  | ||
{{{!}}  | {{{!}} class="valign-top"  | ||
! style="padding-right: 1em  | ! style="padding-right: 1em; white-space: nowrap" {{!}} {{Link|#Syntax 1}}  | ||
{{!}} generates a random floating point value  | {{!}} generates a random floating point value  | ||
{{!}}-  | {{!}}-  | ||
! style="padding-right: 1em  | ! 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  | {{!}} 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  | ! style="padding-right: 1em; white-space: nowrap" {{!}}  {{Link|#Syntax 3}}  | ||
{{!}} generates a {{Link|https://en.wikipedia.org/wiki/Random_seed|seed-based}} random number  | {{!}} generates a {{Link|https://en.wikipedia.org/wiki/Random_seed|seed-based}} random number  | ||
{{!}}-  | {{!}}-  | ||
! style="padding-right: 1em  | ! 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  | {{!}} 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]]   | |s1= [[random]] ceiling  | ||
|p1=   | |p1= ceiling: [[Number]]  | ||
|r1= [[Number]] from 0 (included) to ''  | |r1= [[Number]] from 0 (included) to ''ceiling'', '''excluded''' (was '''included''' since {{GVI|arma2|1.00|size= 0.75}} and until {{GVI|arma3|2.18|size= 0.75}})  | ||
|s2= [[random]] [min, mid, max]  | |s2= [[random]] [min, mid, max]  | ||
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</sqf>  | </sqf>  | ||
|x5=   | |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>  | <sqf>  | ||
private _parent = call BIS_fnc_displayMission;  | private _parent = call BIS_fnc_displayMission;  | ||
| Line 117: | Line 118: | ||
};  | };  | ||
</sqf>  | </sqf>  | ||
|seealso= [[selectRandom]] [[selectRandomWeighted]] [[Example Code: Random Area Distribution]]  | |seealso= [[selectRandom]] [[selectRandomWeighted]] [[Example Code: Random Area Distribution]]  | ||
Revision as of 15:45, 11 March 2024
Description
- Description:
 
  Syntax 2's distributionSyntax 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:
 - random ceiling
 - Parameters:
 - ceiling: Number
 - Return Value:
 - Number from 0 (included) to ceiling, excluded (was included since 
 1.00 and until 
 2.18) 
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 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 _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