ArmaMan360 94 Posted November 29, 2015 I got these arrays: _city = ["city1","city2","city3","city4","city5","city6","city7","city8","city9","city10","city11","city12","city13","city14","city15","city16","city17","city18","city19","city20","city21","city22","city23","city24","city25","city26","city27","city28","city29","city30","city31","city32","city33"]; _base = ["base1","base2","base3","base4","base5","base6","base7","base8","base9","base10","base11","base12","base13","base14","base15","base16","base17","base18","base19","base20","base21","base22"]; _allloc = ["city1","city2","city3","city4","city5","city6","city7","city8","city9","city10","city11","city12","city13","city14","city15","city16","city17","city18","city19","city20","city21","city22","city23","city24","city25","city26","city27","city28","city29","city30","city31","city32","city33","base1","base2","base3","base4","base5","base6","base7","base8","base9","base10","base11","base12","base13","base14","base15","base16","base17","base18","base19","base20","base21","base22"]; These are 3 arrays, _city = 33 values, _base = 22 values, and _allloc = 55 values. Each is a marker name for random mission location. So I will be utilizing a value from only one of these 3 main arrays at a time. I read about an issue with bis_fnc_selectrandom "leaving out" the first and last value and more probability towards whats in between. Which is the best way now to return a truely random value which is like throwing a 6-sided die, where the possibility throughout is 1/6. Any of the following 3 or whatever the geniuses in the community would like to suggest. :) _pos = _city Bis_fnc_selectRandom; // or _pos = floor (random _city); // or _pos = round random _city; // By the way I am running 1.52 Arma client not Dev Build as there changes to the selectrandom i guess :) Thanks :) Share this post Link to post Share on other sites
whiztler 135 Posted November 29, 2015 Give this a try _pos = _city select (floor (random (count _city))); 1 Share this post Link to post Share on other sites
ArmaMan360 94 Posted November 29, 2015 Give this a try _pos = _city select (floor (random (count _city))); What about "-1" at the end? This way it'll ignore the last value imho. Share this post Link to post Share on other sites
R3vo 2652 Posted November 29, 2015 I read about an issue with bis_fnc_selectrandom "leaving out" the first and last value and more probability towards whats in between. _one = 0; _two = 0; _three = 0; _four = 0; _five = 0; for "_i" from 1 to 100000 do { _num = [1,2,3,4,5] call BIS_fnc_selectRandom; switch (_num) do { case 1: { _one = _one + 1 }; case 2: { _two = _two + 1 }; case 3: { _three = _three + 1 }; case 4: { _four = _four + 1 }; case 5: { _five = _five + 1 }; }; hintSilent format ["One: %1\nTwo: %2\n Three: %3\n Four: %4\n Five: %5\n",_one,_two,_three,_four,_five]; }; Whatever you heard, it's not true ;) Share this post Link to post Share on other sites
ArmaMan360 94 Posted November 29, 2015 _one = 0; _two = 0; _three = 0; _four = 0; _five = 0; for "_i" from 1 to 100000 do { _num = [1,2,3,4,5] call BIS_fnc_selectRandom; switch (_num) do { case 1: { _one = _one + 1 }; case 2: { _two = _two + 1 }; case 3: { _three = _three + 1 }; case 4: { _four = _four + 1 }; case 5: { _five = _five + 1 }; }; hintSilent format ["One: %1\nTwo: %2\n Three: %3\n Four: %4\n Five: %5\n",_one,_two,_three,_four,_five]; }; Whatever you heard, it's not true ;) I was referring to this :https://forums.bistudio.com/topic/131090-round-random-unexpected-behaviour-round-floor-expected-behaviour/ :) Share this post Link to post Share on other sites
R3vo 2652 Posted November 29, 2015 The variation with BIS_fnc_selectRandom is ~ 1%, so pretty much negligible. It will probably even become zero if n - > infinite Share this post Link to post Share on other sites
ArmaMan360 94 Posted November 29, 2015 The variation with BIS_fnc_selectRandom is ~ 1%, so pretty much negligible. It will probably even become zero if n - > infinite Hmmmm. But when I restarted the mission over and over again, it frequently chose the nearer positions as the markers with higher numbers in their names were placed farther away. I donno man. Maybe a better way? You personally use selectrandom? Share this post Link to post Share on other sites
R3vo 2652 Posted November 29, 2015 Hmmmm. But when I restarted the mission over and over again, it frequently chose the nearer positions as the markers with higher numbers in their names were placed farther away. Probably just a coincidence. Share this post Link to post Share on other sites
Larrow 2801 Posted November 29, 2015 BIS_fnc_selectRandom use to be different and what you read in that other thread was correct. BIS_fnc_selectRandom is now the same as - ARRAY select (floor(random (count ARRAY))) either of which is the best option for a good spread of results. 1 Share this post Link to post Share on other sites
ArmaMan360 94 Posted November 30, 2015 BIS_fnc_selectRandom use to be different and what you read in that other thread was correct. BIS_fnc_selectRandom is now the same as - ARRAY select (floor(random (count ARRAY))) either of which is the best option for a good spread of results. Thank you Larrow and R3Vo !!! :D 1 Share this post Link to post Share on other sites
R3vo 2652 Posted November 30, 2015 BIS_fnc_selectRandom use to be different and what you read in that other thread was correct. Thanks for the info Larrow, that was probably before my time. 1 Share this post Link to post Share on other sites
ArmaMan360 94 Posted November 30, 2015 Thanks for the info Larrow, that was probably before my time. R3vo, you have helped me out on quite a lot of occasions. :) I Appreciate it bro. :) Share this post Link to post Share on other sites