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Math.Random not giving a value?

Asked by 6 years ago

Ok. I tried to make a script where there's a math.random that gives you a certain value if you get a certain number.


local Backpack = game.Players.LocalPlayer:WaitForChild("Backpack") local playerquirk = Backpack:WaitForChild("Quirk") local quirk = math.random(1,10) if playerquirk.Value == "None" then game.Players.LocalPlayer.PlayerGui.GiveQuirk.PageOne.Quirk.TextButton.MouseButton1Down:Connect(function() if quirk == 1 then playerquirk.Value = "WarpGate" elseif quirk == 2 then playerquirk.Value = "Invisibility" elseif quirk == 3 then playerquirk.Value = "Invisibility" elseif quirk == 4 then playerquirk.Value = "HHHC" elseif quirk == 4 then playerquirk.Value = "Erasure" elseif quirk == 5 then playerquirk.Value = "Invisibility" elseif quirk == 6 then playerquirk.Value = "WarpGate" elseif quirk == 7 then playerquirk.Value = "HHHC" elseif quirk == 8 then playerquirk.Value = "Erasure" elseif quirk == 9 then playerquirk.Value = "Invisibility" elseif quirk == 10 then playerquirk.Value = "WarpGate" end script.Parent.Visible = false script.Parent.Parent.Text = playerquirk.Value wait(1.5) game.Players.LocalPlayer.PlayerGui.GiveQuirk.PageOne.Visible = false game.Players.LocalPlayer.PlayerGui.GiveQuirk.PageTwo.Visible = false game.Players.LocalPlayer.Character.Humanoid.Health = 0 end) end

NOT WORKING THOUGH! Help?

2 answers

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Answered by 6 years ago
Edited 6 years ago

I've got a much more efficient way for doing what you're trying to do.

local Backpack = game.Players.LocalPlayer:WaitForChild("Backpack")
    local playerquirk = Backpack:WaitForChild("Quirk")

    if playerquirk.Value == "None" then
    game.Players.LocalPlayer.PlayerGui.GiveQuirk.PageOne.Quirk.TextButton.MouseButton1Down:Connect(function()

 local quirktable = {
        "Invisibility", "Invisibility", "Invisibility", "Invisibility",
        "WarpGate", "WarpGate", "WarpGate",
        "HHHC", "HHHC",
        "Erasure", "Erasure"
        }

quirkchosen = quirktable[math.random(#quirktable)]
playerquirk.Value = quirkchosen
--whatever other code needed below

Alright, lets go through it!

 local quirktable = {
        "Invisibility", "Invisibility", "Invisibility", "Invisibility",
        "WarpGate", "WarpGate", "WarpGate",
        "HHHC", "HHHC",
        "Erasure", "Erasure"
        }

This table named 'quirktable' contains a list of the quirks so that

quirkchosen = quirktable[math.random(#quirktable)]

Can get a random item from 'quirktable' and set it as the variable 'playerquirk', as seen in the last line of my code:

playerquirk.Value = quirkchosen

Hope I helped!

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Answered by 6 years ago

Computers cant always make random numbers, they always go off of a Puesdo which means its a pattern of numbers. So in lua there's something called Math.randomseed() which generates a new Puesdo depending on the number you put in. So if you do Math.randomseed(tick()) there will always be a random number due to tick() being changed every second. Also as well the first number in math.random is always the same number. To fix this issue write these 2 lines on the top of every script that uses math.random!

math.randomseed(tick()) --to generate a new puesdo
math.random() -- to remove the first number that is always then same

--Write the rest of your script
0
all numbers after these 2 lines are 100% random NumbersInBinary 33 — 6y
0
I just need to make it appear once. Fixer1987 95 — 6y

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