Random is not random

Solu9

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SOLVED

I have a region on top of a Circle of Power. When the player moves his Wisp onto the circle a random hero is supposed to spawn in a nearby region.

Trigger 1.

Trigger:
  • Set Agility
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set HeroAgi[1] = Naga Sea Witch
      • Set HeroAgi[2] = Naga Sea Witch
      • Set HeroAgi[3] = Naga Sea Witch
      • Set HeroAgi[4] = Naga Sea Witch
      • Set HeroAgi[5] = Naga Sea Witch
      • Set HeroAgi[6] = Naga Sea Witch
      • Set HeroAgi[7] = Naga Sea Witch
      • Set HeroAgi[8] = Naga Sea Witch
      • Set HeroAgi[9] = Naga Sea Witch
      • Set HeroAgi[10] = Naga Sea Witch


The name is the same because the units are made from the same hero. Every number from 1-10 has been assigned to a unit different from the others. The name will be changed at the very end, because it's much easier to keep track of the units this way.

Trigger 2.

Trigger:
  • Pick Agility
    • Events
      • Unit - A unit enters Pick Agility <gen>
    • Conditions
      • (Unit-type of (Entering unit)) Equal to Wisp
    • Actions
      • Unit - Remove (Entering unit) from the game
      • Unit - Create 1 HeroAgi[(Random integer number between 1 and 10)] for (Owner of (Entering unit)) at (Center of Choose Passive <gen>) facing Default building facing degrees


This is where the random unit will be created BUT. For some reason the game always picks the number 7, and thus the same unit will always spawn.

What's wrong?
 

Dirac

22710180
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This will never happen in multiplayer, but if you want to test your map with random values go to preferences>testmap>fixed random seed and uncheck it
 

Solu9

You can change this now in User CP.
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This will never happen in multiplayer, but if you want to test your map with random values go to preferences>testmap>fixed random seed and uncheck it

Hm just tried this but the same thing happens. Number 7 is always chosen.

Edit: I may add, that these triggers have actually worked. But when I moved the entering region and changed the spawn region to another spawn region this happened.
 

inevit4ble

Well-Known Member
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As Dirac said, unticking the "Use Fixed Seed" should give you a different result every time.

Alternatively you can add the units to a group and create 1 random unit from group.

And you could try 1 more thing, Set TempInt = random number 1-10. and Create Hero[TempInt]. Don't know if that would make a diference
 
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7
If you're using a temp variable you can have a 'Text Message' to see if it's actually coming up 7 every time.
You should really have different names for the units, even if you just put something in Editor Suffix so that it doesn't appear in game.
(Use Fixed Random Seed makes no sense to me. It just sends users off looking for workarounds to bugs that don't exist in the first place.)
 

Solu9

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UPDATE

This very same trigger works in multiplayer. Where it fails to pick a random hero in "Test Map" it succeeds in, at least, lan games.
 

GFreak45

I didnt slap you, i high 5'd your face.
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try this

Trigger:
  • Random hero picker
    • Events
      • Unit - A unit enters region1
    • Conditions
      • (Unit type of (triggering unit) is yourunit) equal to true
    • Actions
      • Set Dice_roll (integer variable) = random number between 1 and 10
      • If (all conditions are true) then (do actions) else do (else actions)
        • If - Conditions
          • Dice_roll is equal to 1
        • Then - Actions
          • Unit - create one herotype1 for owner of triggering unit at the center of region facing default building facing degrees
        • Else - Actions
          • If (all conditions are true) then (do actions) or else (do actions)
            • If - Conditions
              • Dice_Roll is equal to 2
              • etc etc etc
 
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