| 10-27-2003, 07:13 PM | #1 |
I'm stumped on why the Random Number between x and y function seems to ALWAYS go for the same number. Each time my map-in-progress generates a random number, it's always the same one. I've turned off the "Fixed random number seed" option, and tried both testing the map and loading it through Warcraft; same results each time -- "random" event after "random" event comes up with the same thing happening. Adding more random number generating statements simply sets the number to something else -- 7 instead of 5, but always 7's, no matter how many iterations. Anybody got a random function that actually does its job? |
| 10-27-2003, 07:29 PM | #2 |
I bet your using "Test Map" cuz it always generates the same number. You can turn that off in your WE Options. Martinez |
| 10-27-2003, 07:31 PM | #3 | |
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| 10-27-2003, 07:37 PM | #4 |
OOPS! Big sorry for that. Too fast answer I guess. Could you copy the trigger or the function in which you make it cuz I can't think of anything that could cause the problem. My random generated numbers always worked. Martinez |
| 10-27-2003, 07:45 PM | #5 |
Hey, it's no biggie, thanks for checking back. Set RandomInteger = (Random integer number between 1 and 7) Game - Display to (All players) the text: (I just generated the random number: + (String(RandomInteger))) If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions RandomInteger Equal to 7 Then - Actions Trigger - Run Tornado spawn <gen> (ignoring conditions) Else - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions RandomInteger Equal to 6 ... Essentially, there are 7 if/thens, non-nested, checking to see if the number that just generated applies to them or not. There's a previous random # generator in this trigger that burps out game messages; I don't recall if it always favors the same # as well. But this one ALWAYS goes for 5. |
| 10-27-2003, 07:47 PM | #6 |
In WE options, just set it to use a random seed, instead of fixed. Then try a test map. Also, maybe a wait .01 seconds after you set the variable? |
| 10-27-2003, 08:00 PM | #7 |
Hey! That worked! Thanks, Draco - I had already unchecked "Fixed # seed," but oddly, the wait did the trick. Why, I don't know. But I'm not likely to complain. emote_confused |
| 10-27-2003, 08:15 PM | #8 |
The game prolly didnt have enough time to change the value and display the new one. |
