So I was using send random event with weights on some FSMs and the results seemed broken.
Trying to figure that out, I made a demo that does nothing but pick 1 out of 3 events, at weight .33 each... look at the results? (I typed their names a bit differently so it's easy to read patterns.) This random generator is running in large streaks of the same result constantly?
I noticed the random event option without weights has a "no repeats" option which is nice but also eliminates some occurrences of natural repeats. It's kind of ok, far better than streaks, but like I said a little bit unnatural as well.
So what do people usually use for randomness if it has to run a lot (this is for an AI decision tree, so bad randomness is flat out noticeable)... is it a unity issue?