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	<Tags></Tags>
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			source="ART:GUOut_SN.w3x" />
		<Include
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		<Include
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		<Include
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		<Include
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		<Include
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		<Include
			type="all"
			source="ART:GUSUVUPAK_UPK3.w3x" />
		<Include
			type="all"
			source="ART:GUSUVUPAK_IDLA.w3x" />
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseStructure.xml" />
	</Includes>
	<GameObject
		id="GDIMiniMCVOutpost"
		inheritFrom="BaseStructure"
		SelectPortrait="Portrait_GDIOutpost"
		ButtonImage="Portrait_GDIOutpost"
		Side="GDI"
		EditorSorting="STRUCTURE"
		TransportSlotCount="1"
		BuildCost="1500"
		BuildTime="15"
		CommandSet="GDIMiniMCVCommandSet"
		KindOf="STRUCTURE SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS NOT_AUTOACQUIRABLE AUTO_ACQUIRABLE_BY_AI COVER CONSTRUCTION_YARD OUTPOST"
		RadarPriority="STRUCTURE"
		BuildPlacementTypeFlag="OTHER_STRUCTURE"
		EditorName="GDISurveyorOutpost"
		Description="DESC:ALIENOutpost">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:GDIOutpost</DisplayName>
		<ArmorSet
			Armor="GDIMiniMCVOutpostArmor"
			DamageFX="FactionStructureDamageFX" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="GUSuvUPAK_SN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="GUSuvUPAK_SN" />
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				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
					<Model
						Name="GUOutD3_SN" />
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				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="GUOutD2_SN" />
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				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="GUSuvUPAK_SN" />
					<Texture
						Original="GB_Suv"
						New="GU_Suv_D" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<Animation
						AnimationName="GUSUVUPAK_IDLA"
						AnimationMode="LOOP" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev == "STATE_StartUnpak" then
						CurDrawableSetTransitionAnimState("TRANS_UPakToIdle")
						end
					</Script>						
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING"
					StateName="STATE_StartUnpak">
					<Animation
						AnimationName="GUSUVUPAK_UPK2"
						AnimationMode="LOOP" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev ~= "STATE_StartUnpak" and Prev ~= "TRANS_IntoUPak" then
						CurDrawableSetTransitionAnimState("TRANS_IntoUPak")
						end
					</Script>
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="Con_Small_Light"
						FollowBone="true" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoUPak">
					<Animation
						AnimationName="GUSUVUPAK_UPK1"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
						
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_UPakToIdle">
					<Animation
						AnimationName="GUSUVUPAK_UPK3"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="GUOutD3_AN"
						AnimationMode="MANUAL" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev ~= "STATE_Rubble" and Prev ~= "TRANS_IntoRubble" then
						CurDrawableSetTransitionAnimState("TRANS_IntoRubble")
						end
					</Script>
					
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED"
					StateName="STATE_ReallyDamaged"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="GUOutD2_AN"
						AnimationMode="MANUAL" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev ~= "STATE_ReallyDamaged" and Prev ~= "TRANS_IntoReallyDamaged" then
						CurDrawableSetTransitionAnimState("TRANS_IntoReallyDamaged")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED"
					StateName="STATE_Damaged"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="GUSUVUPAK_IDLA"
						AnimationMode="MANUAL" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoReallyDamaged">
					<Animation
						AnimationName="GUOutD2_AN"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="GUOutD3_AN"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="Des_Medium"
						FollowBone="false" />
				</AnimationState>
				
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3.0s"
				SinkRate="4.0"
				DestructionDelay="8.0s">
				<Sound Type="INITIAL" List="HumanFaction_SmallBuilding_DieMS" />
				<DieMuxData
					DeathTypes="ALL" />
			</SlowDeath>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onTransitionToDamaged"
					FX="FX_BuildDamaged_Medium" />
				<Event
					Index="onTransitionToReallyDamaged"
					FX="FX_BuildDamaged_Medium" />
				<Event
					Index="onTransitionToRubble"
					FX="FX_BuildRubble_Medium" />
			</FXListBehavior>
			<StructureUnpackUpdate
				UnpackCompleteSound="GDI_Outpost_UnpackCompleteMS"
				UnpackTime="30s" />
			<xi:include
				href="../../Includes/GenericBuildingRepair.xml" />
			<xi:include
				href="../../Includes/GenericGDIBuildingDestruction.xml" />
			<xi:include
				href="../../Includes/GenericGDIBuildingSuicide.xml" />
			<xi:include
				href="../../Includes/GenericEngineerContain.xml" />
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		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="2300.0" />
		</Body>
		<ClientBehaviors>
			<AnimationSoundClientBehavior
				id="AnimationSoundCB" >
				<Sound
					Sound="GDI_Surveyor_Unpack1"
					Animation="GUSUVUPAK_UPK1"
					Frame="5" />
				<Sound
					Sound="GDI_Surveyor_Unpack2"
					Animation="GUSUVUPAK_UPK1"
					Frame="52" />
				<Sound
					Sound="GDI_Surveyor_Unpack3"
					Animation="GUSUVUPAK_UPK1"
					Frame="59" />
				<Sound
					Sound="GDI_Surveyor_UnpackMore1"
					Animation="GUSUVUPAK_UPK3"
					Frame="2" />
				<Sound
					Sound="GDI_Surveyor_UnpackMore2"
					Animation="GUSUVUPAK_UPK3"
					Frame="26" />
				<Sound
					Sound="GDI_Surveyor_UnpackMore3"
					Animation="GUSUVUPAK_UPK3"
					Frame="35" />
				<Sound
					Sound="GDI_Surveyor_UnpackMore4"
					Animation="GUSUVUPAK_UPK3"
					Frame="48" />
				<Sound
					Sound="GDI_Surveyor_UnpackMore5"
					Animation="GUSUVUPAK_UPK3"
					Frame="71" />
			</AnimationSoundClientBehavior>		
		</ClientBehaviors>
		<Geometry
			IsSmall="false">
			<Shape
				Type="BOX"
				MajorRadius="20.0"
				MinorRadius="15.0"
				Height="25.0"
				ContactPointGeneration="VEHICLE" />
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="GDI_Outpost_Select"
				AudioType="voiceSelect" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry Sound="GDI_Surveyor_Deploy" AudioType="soundUnderConstruction" />
			<AudioEntry Sound="HumanFaction_SmallBuilding_LightDamageMS" AudioType="soundOnDamaged" />
			<AudioEntry Sound="HumanFaction_SmallBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" />
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="100"
			ShroudClearingRange="400" />
		<ProjectedBuildabilityInfo
			Radius="240"
			BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE"
			ModelConditionsToReject="STRUCTURE_UNPACKING" />
	</GameObject>
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