Pertex wrote:This sounds a bit complicated. If you have a table with 4 chairs you would need 5 inner room boundary?
Perhaps it could be done with rooms-in-room? In your parentroom you have a "sit"-room where you can put all object around a chair. So if you sit down, you are moved into this inner room. The scope of reachable would be all objects in the inner room. The scope of the parent room is all objects. Then you need a possibility to place one object in differents inner rooms, I think this is an existing feature request.
You can inspect the code of every Q5-game. Just go to the gamelist, search a game which is created with Q5, download it, rename it to .zip and open the zip. You will find the aslx-file inside.
Well the user might only classify certain inner room boundaries that pertains to the story or gameplay, and other objects in the parent room
to be as they are. But i guess another way to make it more simple for picking up objects, is just altering the line if the player is sitting down or laying, "You get up and go over to the table and pick up the car keys." But having inner rooms or parent and child/sub rooms could be used more players interacting with characters that might be at those inner room boundaries or talking to a group of people there, like around a certain table. Just some thoughts anyway, i don't know if that would enhance the gameplay and immersion, having a since of space and areas within a room to move to or whether it would get too complicated to implement.
Thanks for the hands up on how to inspect the code of a Q5 game. I will look into that and learn more about how to use Quest 5. Thanks.