GroupPickRandomUnit isn't so random.

cleeezzz

The Undead Ranger.
Reaction score
268
not really, RandomInt(1,count) is returning 5 all the time, so it looped back to the GetRandomInt is not random problem.


JASS:
function Add takes nothing returns nothing
    call GroupAddUnit(AddGroup, GetEnumUnit())
endfunction

function GroupAddGroupAdv takes group sourceGroup, group destGroup returns group
    set AddGroup = null
    set AddGroup = destGroup
    call ForGroup(sourceGroup, function Add)
    return AddGroup
endfunction



this is so lame, its not even funny. its like WE april fools day

and i tested on single player in the actual game, not test.
 

Builder Bob

Live free or don't
Reaction score
249
not really, RandomInt(1,count) is returning 5 all the time, so it looped back to the GetRandomInt is not random problem.

So if you write GetRandomInt(1,6) instead of GetRandomInt(1,count), do you still get the same results of non-randomness? If you do, then you must have the fixed random seed on. Or a corrupt mpq or something, which doesn't seem very likely to me.
 

cleeezzz

The Undead Ranger.
Reaction score
268
first test = 5, starting second test

2nd test = 5

nope no difference

JASS:
function Trig_Untitled_Trigger_001_Actions takes nothing returns nothing
    call BJDebugMsg(I2S(GetRandomInt(1,6)))
    call BJDebugMsg(I2S(GetRandomInt(1,6)))
    call BJDebugMsg(I2S(GetRandomInt(1,6)))
    call BJDebugMsg(I2S(GetRandomInt(1,6)))
    call BJDebugMsg(I2S(GetRandomInt(1,6)))
endfunction

//===========================================================================
function InitTrig_Untitled_Trigger_001 takes nothing returns nothing
    set gg_trg_Untitled_Trigger_001 = CreateTrigger(  )
    call TriggerRegisterTimerEventSingle( gg_trg_Untitled_Trigger_001, 5 )
    call TriggerAddAction( gg_trg_Untitled_Trigger_001, function Trig_Untitled_Trigger_001_Actions )
endfunction


Test 1
2
1
4
4
4

Test 2
3
3
6
6
2

see why this is stupid. its random when i put it somewhere else.
 

Builder Bob

Live free or don't
Reaction score
249
first test = 5, starting second test

2nd test = 5

nope no difference

It's getting late.

If you write a stripped down map with just the triggers that causes this to happen, I can dl it and take a look at it tomorrow for you if you like.
 

Builder Bob

Live free or don't
Reaction score
249
edited post, this is why its so complicated.

Yeah, I saw. It made me laugh. You didn't get any 5 now :)

Well, I would make a copy of the map and strip it down bit by bit to see if anything changes. The problem is extremely weird, and actually hard to believe can happen in any way.

I'd really like to look into it, but as you say, not even you are able to reproduce the issue anywhere else than exactly in the bit of code you have now. The only way I will be able to experiment with the problem is if I get that part of the code from you.

I understand completely if you're reluctant to pass on any unprotected versions of your map, so that's also one of the reasons I suggested to strip it down.
 

cleeezzz

The Undead Ranger.
Reaction score
268
WHAT THE HELL, after i strip it down, i test it to make sure everything that is needed still works and guess what, the integer is random now. omgmgmgmmg WHYYYY

i realized what it was, its something to do with Korolen's Kode system, all that stuff somehow effects the randomness of the integer, i deleted kode and now its random

but i would like to keep that system in the map what can i do to fix it
 

Azlier

Old World Ghost
Reaction score
461
That's the strangest thing I've ever heard here on TH. A save/load code causing GetRandomInt to have a fixed return value? Insanity! :nuts:
 

Azlier

Old World Ghost
Reaction score
461
Oh. Then it makes perfect sense. I'm not exactly the kind of person who trudges through save/load codes to find out why GetRandomInt is not working correctly ;).
 

Builder Bob

Live free or don't
Reaction score
249
Funny how even the strangest problems can make perfectly sense in the end.

Glad you got to the bottom of this :)
 
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