Hey there,
I'm having an issue in a skill game I am creating:
Basically there are 4 objects that are controlled by Object Position Events.
There is a random number generator associated to which one of the four gets its impulse to move first (then the following three get theirs, incrementally).
THE PROBLEM:
Every time I run it, the same one is getting the impulse first. The number is random, but the timing is always the same. The same one is always selected to move first. The only solution I can see is if we were able to "enable" the re-seed effect on the random number generator.
Is there any way around this?
have tried linking random generators to seed values and also to impulse generators, it changes which one starts first, but then again, that new one becomes the same one that always starts.)
Let me know if more details are needed to help, this is a huge project and I'm very excited to get it done.
Thanks
You can feed the seed value of the random datasource with values. If you want "true random" you should use for example controller input values from game variable datasource to calculate the seed value for the random datasource. This assumes that the player uses the controller input prior the randomization.
Pseudorandom number generators works like that, everytime you will get same results. Random values needs to be deterministic for many reason. For example our replays aren't "pre-recored", those are simulated in realtime.
Current time (Game variable datasource) + bike part/character position/rotation should be pretty safe for seed value.t should be "random enough")
like they said the editor won't make it random, if you want random you'll have to make it random with something the user has affected
Thanks for the input. I'll try this out.
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Yep, that works too given that the player touches the controllers somehow affecting the bike/rider. Otherwise the result is always the same.Originally Posted by sipe