My Randomly Generated String isnt Random

Griffen25

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Hello I'm trying to make a spell that displays a randomly generated string to each player however each time I restart the game and generate the supposedly random string I get the same pattern, the first one is the same, the second is the same and so on. :(
Is the "generate random integer between X and Y" really random? what does is used to generate it?
Also is there anyway I can fix this.


- Characters allowed for selection aswell as the length of the string
Trigger:
  • Random String
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set Strings = ABCDEFGHJKLMNPQRSTUVWXYZ23456789
      • Set StringLength = 5


- Trigger that generates the random string and displays it.
Trigger:
  • PlayerString
    • Events
      • Player - Player 1 (Red) skips a cinematic sequence
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Set PlayerString[(Integer A)] = <Empty String>
          • For each (Integer B) from 1 to StringLength, do (Actions)
            • Loop - Actions
              • Set TempInt = (Random integer number between 1 and 32)
              • Set PlayerString[(Integer A)] = (PlayerString[(Integer A)] + (Substring(Strings, TempInt, TempInt)))
          • Game - Display to (Player group((Player((Integer A))))) for 20.00 seconds the text: (Your String Is: + PlayerString[(Integer A)])





I got my code with help from Komaqtion
 

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Random functions use a preset order when you test the map fro the World Editor (seemingly even when "Fixed Random Seed" is turned off in the preferences). Start a custom game from WC3 itself and you should see the appropriate randomness.
 
For some reason, people may find that unchecking the box may still not work. If this happens, you can still play on battle.net and it will work.
 
For some reason, people may find that unchecking the box may still not work. If this happens, you can still play on battle.net and it will work.

Just a note, this will work as I tested doing this for all players in the mao when I made it, and it shows completely random stuff for me ;)

But yeah, some stuff doesn't even work then XD
Blizz Fail ! :p
 
Yeah, I think its a (Mac, only, maybe) Editor Bug.

I suspect Mac only because I`m pretty sure Komaq is a PC.
 
Yeah I got the same 'bug' (if that would be the appropriate name) on my mac editor (only when testing though) so I guess you're right ToolTipError.
 
I have this bug. Then again, I use vista. :banghead:

bug? is this a bug? i dont think so, look a computer can never truely generate random it can only emulate what appears to be random; which is why in tfteditor it appears sometimes like its choosing the same non random choice everytime; like everyone said though whilst playing the game on battle.net or whatever it will be 'random'
 
bug? is this a bug? i dont think so, look a computer can never truely generate random it can only emulate what appears to be random; which is why in tfteditor it appears sometimes like its choosing the same non random choice everytime; like everyone said though whilst playing the game on battle.net or whatever it will be 'random'

I only said bug because others were using that term. It was kind of a joke. :p

Forgot to put it in quotes :banghead:
 
I have had this same issue. When the game generates a random number while you are testing the map, it seems to always pick THE SAME number. I don't know if this is because when you are testing it it always is tested at the same time (i.e. the amount of seconds it takes you to type in the command to test it) or what.
 
Yes, it's always the same when you test it -- for example my 150-200 damage spell that hits three targets always dealt 146, 121 and 126 the first cast, and it dealt the same damage as it did the previous testing on consecutive spells -- it might be considered a bug, but I don't worry about it, it doesn't really matter since you aren't actually playing your map when you're testing it.
 
Sometimes even that won't fix it. The random seeding system WC3 uses is really bad - many of my maps have a problem where even in battle.net the outcome will be identical in all scenarios regardless of what I do. The only fix is to have some units with extremely high attack rates and regeneration rates attacking each other in a corner, and using the damage values from that as integers to make your own random seed.
 
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