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hamis

Very quick help with random numbers needed

9 posts in this topic

Well,i need very quick help in this:

sleep 1;
if (isNil 'CSLA_noRandomNumbers') then {CSLA_noRandomNumbers = false};
if !CSLA_noRandomNumbers then {
_vehiculum = _this;
_via       = '\csla_opn\data\cisla_white_armour\'; if (_vehiculum isKindOf 'AIR') then {_via = '\csla_opn\data\cisla_black_big\'};

_posX      = 1; if (abs((getPos _vehiculum) select 0) > 1) then {_posX = abs((getPos _vehiculum) select 0)};
_posY      = 1; if (abs((getPos _vehiculum) select 1) > 1) then {_posY = abs((getPos _vehiculum) select 1)};
_posZ      = 1; if (abs((getPosASL _vehiculum) select 2) > 1) then {_posZ = abs((getPosASL _vehiculum) select 2)};

_numero    = floor(_posX*_posY*_posZ);
_numero    = toArray(str(_numero MOD 10000));
_numero0   = '0'; if (count(_numero) > 3) then {_numero0 = toString[_numero select 3]};
_numero1   = '0'; if (count(_numero) > 2) then {_numero1 = toString[_numero select 2]};
_numero2   = '0'; if (count(_numero) > 1) then {_numero2 = toString[_numero select 1]};
_numero3   = '0'; if (count(_numero) > 0) then {_numero3 = toString[_numero select 0]};

_vehiculum setObjectTexture [0, _via + _numero0 + '.paa'];
_vehiculum setObjectTexture [1, _via + _numero1 + '.paa'];
_vehiculum setObjectTexture [2, _via + _numero2 + '.paa'];
if (_vehiculum isKindOf 'AIR') then {_vehiculum setObjectTexture [3, _via + _numero3 + '.paa']} else {_vehiculum setObjectTexture [3, _via + 'sign.paa']};
};

; Number Randomizer

_unit = _this select 0

?norandomnumbers: Exit

_unit setObjectTexture [3, "\csla_apc\signs\sign.paa"], goto "n1"


#n1
_nrand = random(100)
?_nrand > 90: _unit setObjectTexture [0, "\csla_apc\signs\9.paa"], goto "n2"
?_nrand > 80: _unit setObjectTexture [0, "\csla_apc\signs\8.paa"], goto "n2"
?_nrand > 70: _unit setObjectTexture [0, "\csla_apc\signs\7.paa"], goto "n2"
?_nrand > 60: _unit setObjectTexture [0, "\csla_apc\signs\6.paa"], goto "n2"
?_nrand > 50: _unit setObjectTexture [0, "\csla_apc\signs\5.paa"], goto "n2"
?_nrand > 40: _unit setObjectTexture [0, "\csla_apc\signs\4.paa"], goto "n2"
?_nrand > 30: _unit setObjectTexture [0, "\csla_apc\signs\3.paa"], goto "n2"
?_nrand > 20: _unit setObjectTexture [0, "\csla_apc\signs\2.paa"], goto "n2"
?_nrand > 10: _unit setObjectTexture [0, "\csla_apc\signs\1.paa"], goto "n2"
?_nrand > 0: _unit setObjectTexture [0, "\csla_apc\signs\0.paa"], goto "n2"

#n2
_nrand = random(100)
?_nrand > 90: _unit setObjectTexture [1, "\csla_apc\signs\9.paa"], goto "n3"
?_nrand > 80: _unit setObjectTexture [1, "\csla_apc\signs\8.paa"], goto "n3"
?_nrand > 70: _unit setObjectTexture [1, "\csla_apc\signs\7.paa"], goto "n3"
?_nrand > 60: _unit setObjectTexture [1, "\csla_apc\signs\6.paa"], goto "n3"
?_nrand > 50: _unit setObjectTexture [1, "\csla_apc\signs\5.paa"], goto "n3"
?_nrand > 40: _unit setObjectTexture [1, "\csla_apc\signs\4.paa"], goto "n3"
?_nrand > 30: _unit setObjectTexture [1, "\csla_apc\signs\3.paa"], goto "n3"
?_nrand > 20: _unit setObjectTexture [1, "\csla_apc\signs\2.paa"], goto "n3"
?_nrand > 10: _unit setObjectTexture [1, "\csla_apc\signs\1.paa"], goto "n3"
?_nrand > 0: _unit setObjectTexture [1, "\csla_apc\signs\0.paa"], goto "n3"

#n3
_nrand = random(100)
?_nrand > 90: _unit setObjectTexture [2, "\csla_apc\signs\9.paa"], Exit
?_nrand > 80: _unit setObjectTexture [2, "\csla_apc\signs\8.paa"], Exit
?_nrand > 70: _unit setObjectTexture [2, "\csla_apc\signs\7.paa"], Exit
?_nrand > 60: _unit setObjectTexture [2, "\csla_apc\signs\6.paa"], Exit
?_nrand > 50: _unit setObjectTexture [2, "\csla_apc\signs\5.paa"], Exit
?_nrand > 40: _unit setObjectTexture [2, "\csla_apc\signs\4.paa"], Exit
?_nrand > 30: _unit setObjectTexture [2, "\csla_apc\signs\3.paa"], Exit
?_nrand > 20: _unit setObjectTexture [2, "\csla_apc\signs\2.paa"], Exit
?_nrand > 10: _unit setObjectTexture [2, "\csla_apc\signs\1.paa"], Exit
?_nrand > 0: _unit setObjectTexture [2, "\csla_apc\signs\0.paa"], Exit

I need to get these to have functionality(mostly "mytime" i think) from this:

private ["_tex", "_number", "_nr", "_mytime"];
// e.g.: init="test=[this, 123] execVM ""\smurfc_era\assignNumber.sqf"";";
_tex = _this select 0;
_number = _this select 1;

if (_number < 0) then
{
_number=(((getpos _tex select 0)+(getpos _tex select 1)*3+(time-(time Mod 5))*17)Mod 1000)-1;
};

// set _mytime to zero to assign the texture once
_mytime=0;

while {true} do {
sleep 0.1;
waitUntil {time != 0};

// if load, time is reset
if (_mytime < 2) then
{

_nr = (_number / 100) Mod 10;
_nr = _nr - (_nr Mod 1);
switch (format ["%1", _nr]) do
{
case "0": { _tex setObjectTexture [3,"\smurfc_era\numbers\zero"];};
case "1": { _tex setObjectTexture [3,"\smurfc_era\numbers\one"];};
case "2": { _tex setObjectTexture [3,"\smurfc_era\numbers\two"];};
case "3": { _tex setObjectTexture [3,"\smurfc_era\numbers\three"];};
case "4": { _tex setObjectTexture [3,"\smurfc_era\numbers\four"];};
case "5": { _tex setObjectTexture [3,"\smurfc_era\numbers\five"];};
case "6": { _tex setObjectTexture [3,"\smurfc_era\numbers\six"];};
case "7": { _tex setObjectTexture [3,"\smurfc_era\numbers\seven"];};
case "8": { _tex setObjectTexture [3,"\smurfc_era\numbers\eight"];};
default { _tex setObjectTexture [3,"\smurfc_era\numbers\nine"];};
};

_nr = (_number / 10) Mod 10;
_nr = _nr - (_nr Mod 1);
switch (format ["%1", _nr]) do
{
case "0": { _tex setObjectTexture [4,"\smurfc_era\numbers\zero"];};
case "1": { _tex setObjectTexture [4,"\smurfc_era\numbers\one"];};
case "2": { _tex setObjectTexture [4,"\smurfc_era\numbers\two"];};
case "3": { _tex setObjectTexture [4,"\smurfc_era\numbers\three"];};
case "4": { _tex setObjectTexture [4,"\smurfc_era\numbers\four"];};
case "5": { _tex setObjectTexture [4,"\smurfc_era\numbers\five"];};
case "6": { _tex setObjectTexture [4,"\smurfc_era\numbers\six"];};
case "7": { _tex setObjectTexture [4,"\smurfc_era\numbers\seven"];};
case "8": { _tex setObjectTexture [4,"\smurfc_era\numbers\eight"];};
default { _tex setObjectTexture [4,"\smurfc_era\numbers\nine"];};
};

_nr = (_number) Mod 10;
_nr = _nr - (_nr Mod 1);
switch (format ["%1", _nr]) do
{
case "0": { _tex setObjectTexture [5,"\smurfc_era\numbers\zero"];};
case "1": { _tex setObjectTexture [5,"\smurfc_era\numbers\one"];};
case "2": { _tex setObjectTexture [5,"\smurfc_era\numbers\two"];};
case "3": { _tex setObjectTexture [5,"\smurfc_era\numbers\three"];};
case "4": { _tex setObjectTexture [5,"\smurfc_era\numbers\four"];};
case "5": { _tex setObjectTexture [5,"\smurfc_era\numbers\five"];};
case "6": { _tex setObjectTexture [5,"\smurfc_era\numbers\six"];};
case "7": { _tex setObjectTexture [5,"\smurfc_era\numbers\seven"];};
case "8": { _tex setObjectTexture [5,"\smurfc_era\numbers\eight"];};
default { _tex setObjectTexture [5,"\smurfc_era\numbers\nine"];};
};
};

_mytime=time;
sleep 1;
};

I hope this time someone will even try to help.

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It might be a good idea to tell us what your problem is exactly. Any error messages? You want a new feature?

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The problem is that with first(two part) script random numbering is lost if you load saved game,with third one it doesn't.

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The only trick included is to move the random number generation outside an endless loop. When a mission reload is performed, the variable time is reset to zero. You have to reapply the textures when you have detected a reset. So, to make it reload secure, I have chosen to make it this way:

// Generate all random numbers you need here


// set _mytime to zero to assign the texture once
_mytime=0;

while {true} do {
sleep 0.1;
waitUntil {time != 0};

// if load, time is reset
if (_mytime < 2) then
{

// Apply the textures here by using the ramdom numbers generated outside the endless loop
};

_mytime=time;
sleep 1;
};

I use the variable _mytime to detect, when the time is reset @ load.

btw.: I think that the correct comparison should be "_mytime < 1", but have not tested this fully, yet.

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Hi mike,long time no see!Could you convert it to me,i'm absolutely hopeless with scripting?

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Hi mike,long time no see!Could you convert it to me,i'm absolutely hopeless with scripting?

It is not that hard to do... please give it a try ;)

Because... I am still pretty occupied with other tasks and after some hours of coding/modelling, I perfer someting else to do :)

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Well,i tried this but got error 7 and ctd:

// Generate all random numbers you need here
if (isNil 'CSLA_noRandomNumbers') then {CSLA_noRandomNumbers = false};
if !CSLA_noRandomNumbers then {
_vehiculum = _this;
_posX      = 1; if (abs((getPos _vehiculum) select 0) > 1) then {_posX = abs((getPos _vehiculum) select 0)};
_posY      = 1; if (abs((getPos _vehiculum) select 1) > 1) then {_posY = abs((getPos _vehiculum) select 1)};
_posZ      = 1; if (abs((getPosASL _vehiculum) select 2) > 1) then {_posZ = abs((getPosASL _vehiculum) select 2)};

_numero    = floor(_posX*_posY*_posZ);
_numero    = toArray(str(_numero MOD 10000));
_numero0   = '0'; if (count(_numero) > 3) then {_numero0 = toString[_numero select 3]};
_numero1   = '0'; if (count(_numero) > 2) then {_numero1 = toString[_numero select 2]};
_numero2   = '0'; if (count(_numero) > 1) then {_numero2 = toString[_numero select 1]};
_numero3   = '0'; if (count(_numero) > 0) then {_numero3 = toString[_numero select 0]};

_vehiculum setObjectTexture [0, _via + _numero0 + '.paa'];
_vehiculum setObjectTexture [1, _via + _numero1 + '.paa'];
_vehiculum setObjectTexture [2, _via + _numero2 + '.paa'];

// set _mytime to zero to assign the texture once
_mytime=0;

while {true} do {
sleep 0.1;
waitUntil {time != 0};

// if load, time is reset
if (_mytime < 2) then
{

// Apply the textures here by using the ramdom numbers generated outside the endless loop
_unit = _this select 0

?norandomnumbers: Exit

_unit setObjectTexture [3, "\csla_apc\signs\sign.paa"], goto "n1"


#n1
_nrand = random(100)
?_nrand > 90: _unit setObjectTexture [0, "\csla_apc\signs\9.paa"], goto "n2"
?_nrand > 80: _unit setObjectTexture [0, "\csla_apc\signs\8.paa"], goto "n2"
?_nrand > 70: _unit setObjectTexture [0, "\csla_apc\signs\7.paa"], goto "n2"
?_nrand > 60: _unit setObjectTexture [0, "\csla_apc\signs\6.paa"], goto "n2"
?_nrand > 50: _unit setObjectTexture [0, "\csla_apc\signs\5.paa"], goto "n2"
?_nrand > 40: _unit setObjectTexture [0, "\csla_apc\signs\4.paa"], goto "n2"
?_nrand > 30: _unit setObjectTexture [0, "\csla_apc\signs\3.paa"], goto "n2"
?_nrand > 20: _unit setObjectTexture [0, "\csla_apc\signs\2.paa"], goto "n2"
?_nrand > 10: _unit setObjectTexture [0, "\csla_apc\signs\1.paa"], goto "n2"
?_nrand > 0: _unit setObjectTexture [0, "\csla_apc\signs\0.paa"], goto "n2"

#n2
_nrand = random(100)
?_nrand > 90: _unit setObjectTexture [1, "\csla_apc\signs\9.paa"], goto "n3"
?_nrand > 80: _unit setObjectTexture [1, "\csla_apc\signs\8.paa"], goto "n3"
?_nrand > 70: _unit setObjectTexture [1, "\csla_apc\signs\7.paa"], goto "n3"
?_nrand > 60: _unit setObjectTexture [1, "\csla_apc\signs\6.paa"], goto "n3"
?_nrand > 50: _unit setObjectTexture [1, "\csla_apc\signs\5.paa"], goto "n3"
?_nrand > 40: _unit setObjectTexture [1, "\csla_apc\signs\4.paa"], goto "n3"
?_nrand > 30: _unit setObjectTexture [1, "\csla_apc\signs\3.paa"], goto "n3"
?_nrand > 20: _unit setObjectTexture [1, "\csla_apc\signs\2.paa"], goto "n3"
?_nrand > 10: _unit setObjectTexture [1, "\csla_apc\signs\1.paa"], goto "n3"
?_nrand > 0: _unit setObjectTexture [1, "\csla_apc\signs\0.paa"], goto "n3"

#n3
_nrand = random(100)
?_nrand > 90: _unit setObjectTexture [2, "\csla_apc\signs\9.paa"], Exit
?_nrand > 80: _unit setObjectTexture [2, "\csla_apc\signs\8.paa"], Exit
?_nrand > 70: _unit setObjectTexture [2, "\csla_apc\signs\7.paa"], Exit
?_nrand > 60: _unit setObjectTexture [2, "\csla_apc\signs\6.paa"], Exit
?_nrand > 50: _unit setObjectTexture [2, "\csla_apc\signs\5.paa"], Exit
?_nrand > 40: _unit setObjectTexture [2, "\csla_apc\signs\4.paa"], Exit
?_nrand > 30: _unit setObjectTexture [2, "\csla_apc\signs\3.paa"], Exit
?_nrand > 20: _unit setObjectTexture [2, "\csla_apc\signs\2.paa"], Exit
?_nrand > 10: _unit setObjectTexture [2, "\csla_apc\signs\1.paa"], Exit
?_nrand > 0: _unit setObjectTexture [2, "\csla_apc\signs\0.paa"], Exit

};

_mytime=time;
sleep 1;
};

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Very big THANK YOU,mike!:D

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