#Random Action

1 messages · Page 1 of 1 (latest)

surreal trellis
#

If one wants to have a trigger do something random, the best way currently is to create a Conditional Action that looks something like:


If (Chance(17))
  Do A
Else-if (Chance(20))
  Do B
Else-if (Chance(25))
  Do C
Else-if (Chance(33))
  Do D
Else-if (Chance(50))
  Do E
Else
  Do F```

This is:
- Very tedious.
- Unintuitive for people without sufficient knowledge of probabilities.
- Imperfect with very large numbers of possibilities, because the Chance condition only accepts integers.
- Requires a degree in statistics if you want to further adjust the probabilities in a specific way.

**I propose a new Action that combines the already understood mechanics of Conditional Actions and Alt-spawn randomness, and call it a Random Action.**
```System -> System -> Fire Random Action

Chance (100)
  Do A
Chance (100)
  Do B
Chance (100)
  Do C
Chance (100)
  Do D
Chance (100)
  Do E
Chance (100)
  Do F```
  This would result in an even chance of each action, and the probabilities and be changed exactly like Alt-spawns.

Now, this solution alone is certainly helpful, but it still has a big limitation in that the possibilities are static, which hinders the creation of highly dynamic missions. We can fix this in one of two ways:
1. Allow the weights to be adjusted during the mission, perhaps by optionally mapping them to GVs.
2. Add an optional condition to each Chance block. If the block has a condition assigned and that condition is not met at time of firing, that chance block is not added to the pool of possible outcomes (the block's weight is treated as 0).

Examples of cases where this extra functionality would be useful:
* Weights can be adjusted based on other mission factors, such as player counts and mission progression.
* Outcomes that have already occurred can remove themselves from the chance pool, enabling incredibly simple random popup objectives.

If either of these are added, then it could also make sense to add a final "Else" block to cover the situation where all chance block weights are 0, should that occur. However this last bit would just be a minor added convenience.
plucky solar
#

Trying to have an even chance of a unit taking between 3+ different paths is pain

strong flicker
#

Added to 1.11.0p1

uncut yoke
#

1.11?!!!

somber osprey
#

hell yeah!!

#

first feature to get that

faint radish
#

nice!

rapid leaf
#

mission editor update confirmed

faint radish
#

i wonder if we'll see more mission editor related stuff over the coming weeks

rapid leaf
#

Though I suppose this action could have been at random

#

Haha

somber osprey
#

we did get some hotkeys and a logi truck last update, so it could just be a similar situation

#

and unit path improvements

somber osprey
#

apparently the second change screwed it up

#

it wasnt intended to fix that though, so it's not really a problem

amber patio
rapid leaf
#

Tester privledges revoked

wispy dust
#

It was a joke

hasty warren
#

so glad this is being added AFTER i made ICARUS. XD

surreal trellis
drifting compass
#

I stopped for the same reason lol

somber osprey
#

i've slowed down a bit

#

it feels a bit dry right now, i dont really know how to explain it

ivory sparrow
#

The golden age of editors is yet to come

drifting compass
#

I'll be honest, depending on how Aces of Thunder is I may not really be back. WWII era dogfighting interests me a lot. Hell, a lot of my content seeks to create something similar in the VTOL universe anyway. If Aces is shit though, and we get a good editor update I'll be back in full force probably.

somber osprey
faint radish
#

i might be a year too late, but i think this suggestion is complete