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| 14 Jan 2017 11:58 PM |
I have noticed that math.random, especially when grabbing maps or players, is not really as random as I had hoped. Usually one of the same players, or the same 2 maps always load.
Is there another alternative? |
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Casualist
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| Joined: 26 Jun 2014 |
| Total Posts: 4443 |
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| 15 Jan 2017 12:00 AM |
If I had a dollar for every one of these thread...
This is your impression from testing in studio, yes? |
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| 15 Jan 2017 12:00 AM |
| Yes, I believe so, it has been happening in the actual client to. |
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Casualist
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| Joined: 26 Jun 2014 |
| Total Posts: 4443 |
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| 15 Jan 2017 12:02 AM |
| https://forum.roblox.com/Forum/ShowPost.aspx?PostID=205738421 |
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| 15 Jan 2017 12:08 AM |
| Okay...and...is there anyway to help this problem? |
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Casualist
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| Joined: 26 Jun 2014 |
| Total Posts: 4443 |
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| 15 Jan 2017 12:10 AM |
the tl;dr is tick() is not a good seed in the short term.
tick()%1*1e6 is a good seed in the short term |
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| 15 Jan 2017 12:11 AM |
you could do m = math.random (1, 100)
then have if m >=1 and m = <= 50 then
so instead of it being math.random(1,2)
get it or no? |
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cntkillme
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| Joined: 07 Apr 2008 |
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Casualist
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| Joined: 26 Jun 2014 |
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| 15 Jan 2017 12:13 AM |
| You've missed the mark @BlockDeleted |
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| 15 Jan 2017 12:28 AM |
| Even I know not to do that @BlockDelted |
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booing
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| Joined: 04 May 2009 |
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| 15 Jan 2017 02:14 AM |
I use this:
string.reverse(tostring(tick()%1*1e6)) |
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