Is (Random Integer between x and y) not really random or am I doing it wrong?

Versae

New Member
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Hi, I'm Versae. I'm currently working a hero-survival type map (not very original, I know, although you'll see once it's finished :p) and I have a small question.

This is the trigger I currently have for all random mode. This trigger has no events as it is being activated by another trigger, but I don't think that should matter:
Trigger:
  • Hero Randomizer
    • Events
    • Conditions
    • Actions
      • Player Group - Pick every player in (All players matching (((Matching player) controller) Equal to User) and (((Matching player) slot status) Equal to Is playing))) and do (Actions)
        • Set Hero_Random = (Random Integer between 1 and 24)
        • Unit - Create 1 Hero[Hero_Random] for (Picked player) at (Center of Select Hero <gen>) facing Default building facing degrees

I have a few more actions in there but they are not relevant, as for example, one of them is just telling everyone that "(Picked player) has randomed (Last created unit)."

Here are the variables I have which are relevant to this question:
Hero_Random - An integer.
Hero[] - A unit-type array.

And to decide what each array number of Hero[] is equal to I have this:
Trigger:
  • Heroes Available
    • Events
      • Map Initialization
    • Conditions
    • Actions
      • Set Hero[1] = Paladin
      • Set Hero[2] = Demon Hunter
      • Set Hero[3] = Archmage
      • ...
      • Set Hero[24] = Pit Lord

And this list goes through 24 values, as I have 24 heroes available in my map in total.

However, here is my small problem:
Whenever I test this trigger by running the map and selecting all random mode, I always seem to be getting the same hero. I am always getting hero #19 on my list (Tinker), and I have run this test over 15 times now.
I have not tested whether every single player would get tinker, as I have only been testing alone so far, so I should probably do that, but for now there is still the issue as to why I am always getting the same hero.
Have I set up my trigger wrong?
 

Kayoss666

Member
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7
no you set it up correct but what random number actual does is odd. some people think that it is based on current actions so try adding a wait in there before the random number
 

Versae

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So you believe that just by adding a Wait action before the "Set Hero_Random" it will properly generate the random number?
I'll try that now, hopefully it works.
 

Kayoss666

Member
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also make sure the Fixed Random Seed box isn't checked
which is in file -> preferences -> Test Map
 

Versae

New Member
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Ok that did not work...

Here is my new trigger:
Trigger:
  • Hero Randomizer
    • Events
    • Conditions
    • Actions
      • Player Group - Pick every player in (All players matching (((Matching player) controller) Equal to User) and (((Matching player) slot status) Equal to Is playing))) and do (Actions)
        • Wait 0.00 seconds
        • Set Hero_Random = (Random Integer between 1 and 24)
        • Unit - Create 1 Hero[Hero_Random] for (Picked player) at (Center of Select Hero <gen>) facing Default building facing degrees


This time it did not even spawn the hero, in fact it did not do anything...

I then tried adding actions other than a "Wait" action, as I thought that maybe putting the Wait action was somehow breaking the trigger, and this time it did spawn a hero... But once again, the hero was always tinker...

EDIT: Fixed random seed! Wow, I didn't even know that option existed. I disabled it and the randomization worked perfectly. Thank you very much for your help :D. It wasn't like this was a game breaking issue, but it was bothering me quite a bit.
 

Kayoss666

Member
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7
okay and a wait for 0.0 seconds will mess up a lot of stuff. if you use a wait at least us 0.01. for i myself just found that box the other day but my randoms were working fine. but your welcomed.
 

PrisonLove

Hard Realist
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78
also make sure the Fixed Random Seed box isn't checked
which is in file -> preferences -> Test Map

This. A computer is not capable of generating a random number. Instead, what it does is use several fixed seeds (values) and then uses an algorithm to pick a number, which mimicks a random selection. If you know the seed and the algorithm you can accurately guess the number the computer will generate. If "Fixed Random Seed" is checked, then the computer is always using the same seed and will therefore always pick the same number or sequence of numbers. A bit of a digression, but I hope that helps clarify what may be happening here.
 

Versae

New Member
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Ah don't worry, I know what a seed is, I just didn't know that option existed ^.^

On a side-note, I don't feel like making a new thread for this, but I have 4 upgrades available for research in my map (let's just call them upgrades A, B, C and D), do you know how I could make it that when a player researches one of these upgrades all other upgrades become unavailable for research (for example, he researches upgrade A, upgrades B, C and D become unavailable)?
 

Solu9

You can change this now in User CP.
Reaction score
216
Didn't look at this for a very long time so there might be a better solution.

"Player - Set the max research level of YOUR_RESEARCH to 0 for Player 1 (Red)"

And make one for each of the upgrades unavailable for searching after the first one is picked.
 
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