Help with Dice
Apr 30 2009, 4:38 am
By: killer_sss  

Apr 30 2009, 4:38 am killer_sss Post #1



i was thinking to randomize dice i could ranomize switches and that would get me my numbers. Was wondering if this is the most effient way to get randomizing and i would also like to setup a trial where i can randomize about 8000 times and get the equivalent results so i can see if they are relatively random.

Also in need of a 7 sided and 8 sided graphic when i need to have the equivalent outcomes for the game im making. 7 sided seems easy 6 dot pattern plus the 1 dot pattern but the 8 Sided not so much. I can if i need to do the numbers but that will require much more mapping space than planned and ill have to work harder arround it. If anyone has a solution let me know thnx.



None.

Apr 30 2009, 4:58 am Decency Post #2



Death counters are your best solution.

In this example, "psi emitter" is the first die, and "data disc" is the second die. You can use whatever, as long as they can't be killed in your map.
Deaths of "independent command center" represents the sum of the dice.

Triggers:
Current player has 6 deaths of "psi emitter"
Set deaths of "psi emitter" to 1.
Preserve trigger.
(This loops the first die's counter back to 1 after it gets to 6.)

Current player has 6 deaths of "data disc"
Set deaths of "data disc" to 1.
Preserve trigger.
(This loops the second die's counter back to 1 after it gets to 6.)

Always add 1 to deaths of "psi emitter" for current player.
Preserve trigger.
(This cycles through from 1 to 6 for the first die.)

Always add 1 to deaths of "data disc" for current player.
Preserve trigger.
(This cycles through from 1 to 6 for the second die.)

Player brings 1 civilian to "Roll dice!"
Set Switch "Rolled 1."
Set Switch "Rolled 2."
Preserve trigger.
(The player rolls the dice.)

Switch "Rolled 1" is set.
Current player has exactly 1 death of "psi emitter"
Add 1 to deaths of "independent command center".
Clear Switch "Rolled 1."
Preserve trigger.

Switch "Rolled 1" is set.
Current player has exactly 2 deaths of "psi emitter"
Add 2 to deaths of "independent command center".
Clear Switch "Rolled 1."
Preserve trigger.

... (3, 4, 5)

Switch "Rolled 1" is set.
Current player has exactly 6 deaths of "psi emitter"
Add 6 to deaths of "independent command center".
Clear Switch "Rolled 1."
Preserve trigger.
(Adds from 1-6 based on the result of the first die.)

Switch "Rolled 2" is set.
Current player has exactly 1 death of "data disc"
Add 1 to deaths of "independent command center".
Clear Switch "Rolled 2."
Preserve trigger.

Switch "Rolled 2" is set.
Current player has exactly 2 deaths of "data disc"
Add 2 to deaths of "independent command center".
Clear Switch "Rolled 2."
Preserve trigger.

... (3, 4, 5)

Switch "Rolled 2" is set.
Current player has exactly 6 deaths of "data disc"
Add 6 to deaths of "independent command center".
Clear Switch "Rolled 2."
Preserve trigger.

Then you can do whatever you want based on the number of deaths in the death counter.

For example, if you want to move 1 space per count on the sum of the die, you can repeatedly call the trigger which moves you and subtract 1 death from "independent command center" each space moved.

Post has been edited 1 time(s), last time on Apr 30 2009, 5:48 am by FaZ-.



None.

Apr 30 2009, 5:02 am rockz Post #3

ᴄʜᴇᴇsᴇ ɪᴛ!

http://www.staredit.net/wiki/Randomization
For the 8 graphic, why not 3 2 3?



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Apr 30 2009, 5:21 am fritfrat Post #4



Err, faz, I know you probably know this, the way you have that shown right there, the dice will always be the same number :P Just make sure that if you do a running death counter, make sure the counters themselves are 100% out of sync with each other.

Honestly, in my monopoly map, I just randomized 3 switches and made it so it re-rolled if options 7 and 8 are rolled. Especially if you put the re-roll before the real rolls and if you put the triggers under All Players, it's basically instantaneous every time, and you know for certain it's completely random.

I copied out my roll triggers from my monopoly game and uploaded them. There's also all the stuff for controlling everything else in there, so it looks a bit complicated, but hopefully you'll be able to sort out what is actually pertaining to the actual rolls of dice.

Attachments:
Monopoly Rolls.txt
Hits: 4 Size: 12.45kb



None.

Apr 30 2009, 5:48 am Decency Post #5



Er well yeah I have to preserve the first two triggers, missed that.

Is there something else though? As far as I know those should work, otherwise...


Also, switches seem to be much less random than death counters. I've used them for random respawn locations and there are definite patterns.



None.

Apr 30 2009, 8:38 am killer_sss Post #6



Quote from name:Zachary Taylor
http://www.staredit.net/wiki/Randomization
For the 8 graphic, why not 3 2 3?

you mean this
. .
.:.
. .

except more spaced out? i really don't like the way it looks and especially if i have to have a terrain dot in middle for 3,5,7 it just doesn't look good. I'm thinking ill have to go with physical numbers regardless.

i will test the random switch thing thats what i was thinking about using but i was unsure how its results would be. I'd often heard about how player one in the thing was far more likely to be chosen than another player and yellow was often least chosen.

also fritfrat is there a way to produce triggers in notepad and have them work in scmdraft? I haven't found a way to type them in yet.

Post has been edited 2 time(s), last time on Apr 30 2009, 10:15 am by killer_sss.



None.

Apr 30 2009, 10:51 am NudeRaider Post #7

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from killer_sss
Quote from name:Zachary Taylor
http://www.staredit.net/wiki/Randomization
For the 8 graphic, why not 3 2 3?

you mean this
. .
.:.
. .
that would be 2 4 2.

3 2 3 looks like this:
. . .
.. .
. . .




Apr 30 2009, 9:19 pm killer_sss Post #8



Quote from NudeRaider
Quote from killer_sss
Quote from name:Zachary Taylor
http://www.staredit.net/wiki/Randomization
For the 8 graphic, why not 3 2 3?

you mean this
. .
.:.
. .
that would be 2 4 2.

3 2 3 looks like this:
. . .
.. .
. . .

thats what i tried to represent but couldn't get the spacing. Mine is verticle yours is horizontal. my first colum is 3 my second is 2 and my third is 3. i couldn't get it spaced like i wanted due to forum format



None.

Apr 30 2009, 9:32 pm NudeRaider Post #9

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Whatever.

My point was that it looks good imo and that I see no reason not to use it.
As a variation you could do
. . .
. . . = 8
. . .

and

. . .
. . . = 7
. . .

if you have no space for the dots closer to the middle.




May 1 2009, 12:16 am Decency Post #10



You're really having that discussion? Lol?

Have you guys ever played Dominos...?

Fritfrat, explain. =o



None.

May 1 2009, 12:17 am fritfrat Post #11



In Dominos, the dots for 7 and 8 are as NudeRaider presented them.

Faz, your triggers are fine, but if you have both death counts doing add by 1 at the same time, they will always be the same number as the other one :P In order to make it random you need to make the counters unrelated to each other, which is actually more involved than you would think. This can most easily be done by making it so the second counter only adds 1 for every 6 additions to the other; if this is too slow, randomize a switch every time for one of the counters and only add if set or something.

Or you can just use switches which just work really well, really quickly, and really randomly. I remember once seeing the results of a study map that someone did on randomizing switches, and it supported very well the randomness of them. I have also had just absolutely great results randomizing switches. If there are patterns, you either set up your triggers wrong to reduce randomness or are analyzing random chance as patterns.

SCMDraft can use text triggers in its Trigger Editor, instead of Classic Trigedit. You are more than welcome to use the triggers I posted, even though a lot of it is specific to my map and will probably have to be taken out for yours.

EDIT: Weird! I didn't even see your post until after I posted mine and we both thought of dominos.



None.

May 1 2009, 12:34 am Decency Post #12



Oh I see, true.

I personally would just set up a death counter from 1-36 for a pair of dice and work directly from that, but that's a bit more involved if you don't understand basic statistics.



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