Usage instructions

(1) Valid and broken fuses:

>> Copy file(s) into the respective folder (obj).
>> Open "Editors->Object Hierarchy" editor. Find the following object:
physical->Treasure->QuestItems->EndGame->Manufacture->BantamNode

>> Create a new object archetype ('Add' button), call it whatever you like.
>> Add the following attributes:

Valid fuse:
1) Shape->Model Name: fuse2
2) Engine Features->Combine Type: OkFus
3) Inventory->Object Name: <set to something suitable>
4) Physics->Model->Attributes:
   (modify the following values)
   Rotation Axes: X Axis, Y Axis, Z Axis
   Rest Axes: +X Axis, +Y Axis, -X Axis, -Y Axis
5) Scripts: StdKey, LootSounds
6) Engine Features->FrobInfo:
   World Action: Move, Script
   Inv Action: [None]
   Tool Action: Script

Broken fuse:
1) Shape->Model Name: fuse1
2) Engine Features->Combine Type: BrokFus
3) Inventory->Object Name: <set to something suitable>
4) Physics->Model->Attributes:
   (modify the following values)
   Rotation Axes: X Axis, Y Axis, Z Axis
   Rest Axes: +X Axis, +Y Axis, -X Axis, -Y Axis

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(2) Fuse locks:

>> Copy file(s) into the respective folder (obj).
>> Open "Editors->Object Hierarchy" editor. Find the following object:
physical->Gizmo->MiscGizmos->Bellows

>> Create a new object archetype ('Add' button), call it whatever you like.
>> Add the following attributes:

Empty fuse locker with Transform Lock:
1) Shape->Model Name: fuselo1
2) Engine Features->FrobInfo:
   World Action: Script
   Inv Action: [None]
   Tool Action: [None]
3) Scripts: TransformLock, StdLock, LockSounds
4) Tweq->ModelsState: [None], [None], 0, 0
5) Tweq->Models:
   Halt: Remove Prop
   AnimC: Sim
   MiscC: AnchorVhot
   CurveC: [None]
   Rate: 1
   Model 0: fuselo2

Burned locker:
1) Shape->Model Name: fuselo3
2) Engine Features->FrobInfo: [None], [None], [None]

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This is a short instruction how to setup a working fuse locker.
It works just as the usual locking box.

1) Create an empty fuse locker somewhere in your level.
   Add some "Lock" and "ControlDevice" links as for typical locking box.
2) Add these attributes to the fuse locker:
   Locked: TRUE
   KeyDst: <some keys settings as for typical locked door>
3) Create a valid fuse somewhere in your level.
4) Add KeySrc attribute to the fuse, fitting the fuse locker just created.

Ready!

Burned fuses and burned fuse lockers may be placed anywhere in your level
as some junk stuff.

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(C) 2007 Gregorius
This object(s) may be freely distributed and used in any DromEd Fanmission.
Please place my nickname in the mission info file.
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