Autonomous reaction: Difference between revisions

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[[Image:Snapshot_2dd72caf_b2f8a3a8.jpg |thumb|right|A parent sim reacting to the child's report card is an example of an autonomous reaction]]
 
(Note: this article is about the Sims 2)
(Note: this article is about the Sims 2) An autonomous reaction is one which a sim does that isn't player defined. These can be reactions to the environment, for example, a smelly rubbish bin, an unusual event, for example, a sim [[death|dying]], a bad [[memory]], a missing object or simply sometingsomething for a sim to do if you hevenhaven't told them to do anything - providing free will is on. This adds an extra dimension to the game, making the sims unpredictable and somewhat free from complete player domination - however with most actions a sim will terminate the action if either the player tells them to do so or the player tells them to do something else.
 
=== Memory reactions===
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=== Event reactions===
[[Image:Thumbnail_cdae9d39_d2e0aa01.jpg |thumb|right|A dog mourns his owner - another autonomous action]]
 
These include reactions to [[fire]] and [[birthdays]], [[weddings]], [[Pregnancy|births]], [[death|deaths]] ect. When such an event takes place all the sims on the lot are called to the place where the event is taking place. With the exeptionexception of fire (but only because the action pops up again immideatlyimmediately after - most annoying) all these actions can be cancelledcanceled.
Even if a sim does not witness an event such as dying, they will still react to in when they return from where they are or you visit there lot ect.
=== Environment reactions===
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=== How free will works===
Unlike the [[Sims 1]] free will (in which a sim would happily starve to death because the TV was closer without the guidenceguidance 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 fridgesfridge's signal is more likely to acquire a response from the sim (according to the prima guide) basically what a sim does is determined by needs and closeness instead of just closeness like the first sims game.
=== Just 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'.
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