Gameplay::getRandomIntInRange: Difference between revisions

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Another extremely useful native.<br><br>You can use it simply like:<br>if (GAMEPLAY::GET_RANDOM_INT_IN_RANGE(0, 2))<br><br>and the if-statement will count it as false only if the random int is 0. That means there is a one in three chance of it being false. Put a '!' in front and it means there is a one in three chance of it being true.
Another extremely useful native.<br><br>You can use it simply like:<br>if (GAMEPLAY::GET_RANDOM_INT_IN_RANGE(0, 2))<br><br>and the if-statement will count it as false only if the random int is 0. That means there is a one in three chance of it being false. Put a '!' in front and it means there is a one in three chance of it being true.
==Syntax==
==Syntax==
<syntaxhighlight lang="javascript">gameplay.getRandomIntInRange(startRange, endRange);</syntaxhighlight>
<syntaxhighlight lang="javascript">mp.game.gameplay.getRandomIntInRange(startRange, endRange);</syntaxhighlight>
=== Required Arguments ===
=== Required Arguments ===
*'''startRange:''' int
*'''startRange:''' int
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==Example==
==Example==
<syntaxhighlight lang="javascript">
<syntaxhighlight lang="javascript">
todo
// todo
</syntaxhighlight>
</syntaxhighlight>
==See also==
==See also==
{{Gameplay_function_c}}
{{Gameplay_s_function_c}}
[[Category:Clientside API]]
[[Category:Clientside API]]
[[Category:TODO: Example]]
[[Category:TODO: Example]]

Revision as of 21:12, 6 May 2017

Another extremely useful native.

You can use it simply like:
if (GAMEPLAY::GET_RANDOM_INT_IN_RANGE(0, 2))

and the if-statement will count it as false only if the random int is 0. That means there is a one in three chance of it being false. Put a '!' in front and it means there is a one in three chance of it being true.

Syntax

mp.game.gameplay.getRandomIntInRange(startRange, endRange);

Required Arguments

  • startRange: int
  • endRange: int

Return value

  • int

Example

// todo

See also

Template:Gameplay s function c