local function HoverSound()
local Pitch = math.random(0.9, 1.2)
script.Click.PitchShiftSoundEffect.Octave = Pitch
script.Click:Play()
end
I know math.random doesn't work, but I can't find what works on the wiki. Thanks for your help.
local function HoverSound()
local Pitch = math.random(0.9, 1.2)
script.Click.PitchShiftSoundEffect.Octave = Pitch
script.Click:Play()
end
I know math.random doesn't work, but I can't find what works on the wiki. Thanks for your help.
Instead of using math.random, you can use the newer Random object that roblox introduced. https://developer.roblox.com/en-us/api-reference/datatype/Random
To use it for your example you would do this:
-- Create a new random object
local rng = Random.new()
local function HoverSound()
local Pitch = rng:NextNumber(0.9, 1.2)
script.Click.PitchShiftSoundEffect.Octave = Pitch
script.Click:Play()
end
Eh just simple math. Just divide or multiply with a multiple of ten after the randomized number.
local a = math.random(1,10); --// Range: 1 to 10
a = a / 10; --// New range: 0.1 to 1
print(a);
a = a * 100 --// New range: 10 to 100
print(a)
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1 comment
You could do that, or if you don't want to stop using math.random you can just divide it.