Autonomous reaction: Difference between revisions

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Unlike the [[the Sims]] [[free will]] (in which a sim would happily starve to death because the TV was closer without the guidance of a patient player), the [[Sims 2]] has a more sophisticated system (though not perfect) way of giving sims some common sense. It works as a scoring system. Each object on the lot gives out a signal to sims near by, with the fridge giving out a larger signal than the TV or other less vital object. If a sim has a low enough hunger score (i.e. is hungry) the fridge's signal is more likely to acquire a response from the sim (according to the primary guide) basically what a sim does is determined by needs and closeness instead of just closeness like the first sims game.
Unlike the [[the Sims]] [[free will]] (in which a sim would happily starve to death because the TV was closer without the guidance of a patient player), the [[Sims 2]] has a more sophisticated system (though not perfect) way of giving sims some common sense. It works as a scoring system. Each object on the lot gives out a signal to sims near by, with the fridge giving out a larger signal than the TV or other less vital object. If a sim has a low enough hunger score (i.e. is hungry) the fridge's signal is more likely to acquire a response from the sim (according to the primary guide) basically what a sim does is determined by needs and closeness instead of just closeness like the first sims game.
==Random autonomous reactions==
==Random autonomous reactions==
Some sims have special actions which they can preform at random. These include a [[Vampires]]'s 'bleh' and a sloppy sims need to 'pass wind'.
Some sims have special actions which they can preform at random. These include a [[Vampires]]'s 'bleh' and a sloppy sims need to fart.


[[category:Interactions]]
[[category:Interactions]]