Greetings everyone,
I have a script that looks like this:
math.randomseed(1)
while wait(1) do
local rNumber = math.random(1,2)
print(rNumber)
end
The problem is, that if I run this with multiple clients, the outputs still vary even though all clients have the same randomseed.
Does anyone know what I did wrong?
Thanks in advance.
Is this the only script calling math.random
? Because all scripts in your game use the same state for math.random
, calling math.random
in one script will affect the output of other scripts using math.random
. To avoid this issue, you could use the Random
type with the same seed. Each Random
object has a separate state, so you can use the same seed to generate the same random numbers on all clients.
3 Likes
The script is client sided, so every client calls math.random().
What I’m trying to archive in the end, is that I have random generation system chunks. This all has to be client-sided to prevent server memory issues.
Although, I need every client to generate the same map using random chunks from a chunk folder. Do you have any other solutions to solve this issue?
Here’s an example of your original code rewritten to use Random
:
local random = Random.new(1)
while wait(1) do
local rNumber = random:NextInteger(1, 2)
print(rNumber)
end
4 Likes
Thank you so much! That worked.