<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude" xmlns:xai="uri:ea.com:eala:asset:instance">
	<Tags></Tags>
	<Includes>
		<Include
			type="all"
			source="DATA:GlobalData/GlobalDefines.xml" />
		<Include
			type="all"
			source="ART:SquadMarkNUSha.w3x" />
		<Include
			type="all"
			source="ART:NUShdw_SKN.w3x" />
		<Include
			type="all"
			source="ART:FXShadow_FP.w3x" />	
		<Include
			type="all"
			source="ART:GPFlareGeo.w3x" />	
		<Include
			type="all"
			source="ART:NUBBeacon.w3x" />			
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseVehicle.xml" />
	</Includes>
	<GameObject
		id="NODShadowSquadBeacon"
		inheritFrom="BaseVehicle"
		SelectPortrait="Portrait_ShadowSquadBeacon"
		ButtonImage="Portrait_ShadowSquadBeacon"
		Side="NOD"
		EditorSorting="UNIT"
		TransportSlotCount="1"
		BuildCost="800"
		BuildTime="8"
		CommandSet="EmptyCommandSet"
		CommandPoints="100" 
		KindOf="RESIST_EMP IGNORES_SELECT_ALL TARGETABLE IMMOBILE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT VEHICLE INFILTRATOR STEALTH_GARRISON SKIRMISH_AI_DONT_GARRISON CAN_CAPTURE SNIPER CAN_BE_FAVORITE_UNIT SCORE"
		ThreatLevel="0"
		ProductionQueueType="INFANTRY"
		UnitCategory="INFANTRY"
		WeaponCategory="GUN"
		EditorName="NODShadowSquadBeacon"
		Description="Desc:NODShadowSquadBeacon"
		TypeDescription="Type:NODShadowSquadBeacon">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:NODShadowSquadBeacon</DisplayName>
		<ArmorSet
			Armor="NoArmor" />
		<LocomotorSet
			Locomotor="NormalRangedSquadLocomotor"
			Condition="NORMAL"
			Speed="80" />
		<LocomotorSet
			Locomotor="FlyingShadowSquadLocomotor"
			Condition="NORMAL_UPGRADED"
			Speed="100.0" />
		<SkirmishAIInformation
			UnitBuilderStandardCombatUnit="true" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="NUBBeacon" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="Shocker"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="Shocker2"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="Shocker3"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="Shocker4"
						FollowBone="true" />
				</ModelConditionState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<WeaponSetUpdate
				id="ModuleTag_WeaponSetUpdate">
				<WeaponSlotHardpoint
					ID="1"
					AllowInterleavedFiring="false"
					InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
					WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="ShadowMachineGunRangefinder" />
				</WeaponSlotHardpoint>
			</WeaponSetUpdate>

			<Physics
				id="ModuleTag_Physics"></Physics>
			<LifetimeUpdate
				id="ModuleTag_Lifetime"
				DeathType="FADED"
				MinLifetime="120s"
				MaxLifetime="120s" />	
			<DestroyDie
				id="ModuleTag_DestroyDie">
				<DieMuxData
					DeathTypes="ALL" />
			</DestroyDie>		
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onDeath"
					FX="FX_Nod_ShadowBeaconExplosion" />
			</FXListBehavior>		
			
			<ProductionUpdate
				id="ModuleTag_ProductionUpdate"
				GiveNoXP="true" />
			
			<InvisibilityUpdate
				id="ModuleTag_NODShadowBeaconInvisibility"
				xai:joinAction="Replace"
				UpdatePeriod="0.2s"
				Options="STARTS_ACTIVE"
				OpacityMin="30%"
				OpacityMax="100%">
				<InvisibilityNugget
					EnteringStealthFX="FX_NODStealthTransitionOn"
					LeavingStealthFX="FX_NODStealthTransitionOff" />			
			</InvisibilityUpdate>
			<InvisibilityUpdate
				id="ModuleTag_Invisibility"
				xai:joinAction="Remove"
			/>
							

    </Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="YES"
				AILuaEventsList="NODShadowSquadBeaconFunctions">
				<UnitAITargetChooserData
					CanPickDynamicTargets="false"
					SympathyRange="100.0" />
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_ActiveBody"
				MaxHealth="25.0" />
		</Body>
			<!-- used to blanket out EVA events inherited from BaseObjects/BaseVehicle.xml -->
		<EvaEvents
			EvaEventDieOwner="EmptyEva"
			EvaEventProductionStarted="EmptyEva" 
			EvaEventDamagedOwner="EmptyEva" 	
			EvaEventDamagedFromShroudedSourceOwner="EmptyEva"
			EvaEventDamagedByFireOwner="EmptyEva"  
			EvaEventAmbushed="EmptyEva" 
			EvaEventSecondDamageFarFromFirstScanRange="600"    
			EvaEventSecondDamageFarFromFirstTimeoutMS="31000"
			EvaEnemyObjectSightedEvent="EmptyEva" 
			EvaEventDetectedEnemy="EmptyEva"
			EvaEventAvailableForProduction="EmptyEva"
			EvaEventBuildOnHold="EmptyEva"
			EvaEventBuildCancelled="EmptyEva" 
			EvaEventPromotedOwner="EmptyEva" />
		<Geometry
			IsSmall="false">
			<Shape
				Type="BOX"
				MajorRadius="20.0"
				MinorRadius="20.0"
				Height="13.0"></Shape>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry Sound="NOD_Shadow_ArtilleryBeaconSelect" AudioType="voiceSelect" />
		</AudioArrayVoice>
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="400"
			MaxVisionBonusPercent="300"
			VisionBonusTestRadius="200"
			VisionBonusPercentPerFoot="1" />
		<CrusherInfo
			UseCrushAttack="false"
			CrushableLevel="0"
			CrusherLevel="0" />
	</GameObject>
</AssetDeclaration>
