Difference between revisions of "random"
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bovine3dom (talk  contribs) m (Corrected distribution) 
killzone_kid (talk  contribs) m 

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p23= mid: [[Number]] Parameter 23=  p23= mid: [[Number]] Parameter 23=  
p24= max: [[Number]] Parameter 24=  p24= max: [[Number]] Parameter 24=  
−  r2= [[Number]] Return value 2=  +  r2= [[Number]]Return value 2= 
s3= seed [[random]] x (''Since Arma 3 v1.67.139663'')Syntax 3=  s3= seed [[random]] x (''Since Arma 3 v1.67.139663'')Syntax 3=  
p41= seed: [[Number]] Parameter 41=  p41= seed: [[Number]] Parameter 41=  
p42= x: [[Number]] Parameter 42=  p42= x: [[Number]] Parameter 42=  
−  r3= [[Number]] Return value 3=  +  r3= [[Number]]  value from 0 to x Return value 3= 
s4= seed [[random]] [x, y] (''Since Arma 3 v1.67.139663'') Syntax 4=  s4= seed [[random]] [x, y] (''Since Arma 3 v1.67.139663'') Syntax 4=  
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p63= x: [[Number]] Parameter 63=  p63= x: [[Number]] Parameter 63=  
p64= y: [[Number]] Parameter 64=  p64= y: [[Number]] Parameter 64=  
−  r4= [[Number]] Return value 4=  +  r4= [[Number]]  value from 0 to 1Return value 4= 
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Revision as of 00:10, 2 September 2019
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 the definition of Gaussian Distribution^{[1]} params. Uses the same method as setTriggerTimeout command. Quite useful for spawning loot for example, making more valuable items more rare (Alternative Syntax 1)
Since Arma 3 v1.67.139663 two alternative syntaxes are available: allowing to generate semirandom number based on provided seed (Alternative Syntax 2)
 generating pseudorandom noise texture based on provided seed and returning a single number between 0 (included) and 1 (excluded) at supplied x and y coordinates (Alternative Syntax 3)
 Groups:
 Uncategorised
Syntax 1
Syntax 2
 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
Syntax 3
 Syntax:
 seed random x (Since Arma 3 v1.67.139663)
 Parameters:
 seed: Number
 x: Number
 Return Value:
 Number  value from 0 to x
Syntax 4
 Syntax:
 seed random [x, y] (Since Arma 3 v1.67.139663)
 Parameters:
 seed: Number
 [x, y]: Array position on the Perlin noise texture
 x: Number
 y: Number
 Return Value:
 Number  value from 0 to 1
Examples
 Example 1:
_rNumber = random 1;
 Example 2:
_rNumber = random 10;
 Example 3:
 Generate random position inside a circle
_center getPos [_radius * sqrt random 1, random 360];
 Example 4:
 To select random value from an array:
_array = ["apples", "pears", "bananas", "M16"]; _random = _array select floor random count _array; // since Arma 3 v1.55.133393 _random = selectRandom _array;
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
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.
x = round(random 5) will return 0,1,2,3,4 or 5. (nonuniform 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
 Command Command : Uncategorised
 Scripting Commands OFP 1.46
 Scripting Commands OFP 1.96
 Scripting Commands OFP 1.99
 Scripting Commands ArmA
 Command Group: Variables
 Scripting Commands ArmA2
 Scripting Commands Take On Helicopters
 Scripting Commands Arma 3