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	<Tags></Tags>
	<Includes>
		<Include
			type="all"
			source="DATA:GlobalData/GlobalDefines.xml" />
		<Include
			type="all"
			source="ART:NBDrpZn.w3x" />
		<Include
			type="all"
			source="ART:NBDrpZnA_SN.w3x" />
		<Include
			type="all"
			source="ART:NBDrpZnA_AN.w3x" />
		<Include
			type="all"
			source="ART:NBDrpZnD2_SN.w3x" />
		<Include
			type="all"
			source="ART:NBDrpZnD2_AN.w3x" />
		<Include
			type="all"
			source="ART:NBDrpZnD3_SN.w3x" />
		<Include
			type="all"
			source="ART:NBDrpZnD3_AN.w3x" />
		<Include
			type="all"
			source="ART:NBDrpZnDoor_SKN.w3x" />
		<Include
			type="all"
			source="ART:NBDrpZnDoor_OPN.w3x" />
		<Include
			type="all"
			source="ART:NBDrpZnDoor_CLS.w3x" />
		<Include
			type="all"
			source="ART:NBDrpZnX_SKN.w3x" />
		<Include
			type="all"
			source="ART:NBDrpZnX_D3.w3x" />
		<Include
			type="all"
			source="ART:NBDrpZnX_OPN.w3x" />
		<Include
			type="all"
			source="ART:NBDrpZnX_CLS.w3x" />
		<Include
			type="all"
			source="ART:NBEmpty_ABLD.w3x" />
		<Include
			type="all"
			source="ART:NB_DropZoneD.xml" />
		<Include
			type="all"
			source="ART:FXInvisBone.w3x" />
		<Include
			type="all"	
			source="ART:Decal_Rig_CO.xml" />
		<Include
			type="all"	
			source="ART:NBDrpZn_LF.w3x" />		
			
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseStructure.xml" />
	</Includes>
	<GameObject
		id="NODDropZone"
		inheritFrom="BaseStructure"
		SelectPortrait="Portrait_NODWarFactory"
		ButtonImage="Portrait_NODWarFactory"
		Side="NOD"
		EditorSorting="STRUCTURE"
		TransportSlotCount="1"
		BuildCost="2000"
		BuildTime="20"
		EnergyProduction="-5"
		CommandSet="NODDropZoneCommandSet"
		KindOf="STRUCTURE SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS FS_FACTORY AUTO_RALLYPOINT FS_WAR_FACTORY NOT_AUTOACQUIRABLE AUTO_ACQUIRABLE_BY_AI COVER"
		RadarPriority="STRUCTURE"
		PlacementViewAngle="225d"
		ProductionQueueType="MAIN_STRUCTURE"
		BuildPlacementTypeFlag="MAIN_STRUCTURE"
		EditorName="NODDropZone"
		Description="Desc:NODDropZone"
		TypeDescription="Type:NODDropZone">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:NODDropZone</DisplayName>
		<GameDependency>
			<RequiredObject>NODPowerPlant</RequiredObject>
			<RequiredObject>NODRefinery</RequiredObject>
		</GameDependency>
		<ArmorSet
			Armor="NODDropZoneArmor"
			DamageFX="FactionStructureDamageFX" />
		<ArmorSet
			Conditions="PLAYER_UPGRADE"
			Armor="NODDropZoneLaserFencingArmor"
			DamageFX="NormalDamageFX" />			
		<SkirmishAIInformation
			BaseBuildingLocation="FRONT" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="NBDrpZn" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="NBDrpZnA_SN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="NBDrpZnD2_SN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="NBDrpZnD2_SN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="NBDrpZnD3_SN" />
				</ModelConditionState>
				<!-- BUILDUP ANIMATION -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Animation
						AnimationName="NBDrpZnA_AN"
						AnimationMode="ONCE" />
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="Con_Large"
						FollowBone="true" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED"
					StateName="STATE_Damaged"
					Flags="START_FRAME_FIRST">
					<Animation
						AnimationName="NBDrpZnD2_AN"
						AnimationMode="MANUAL" />
				</AnimationState>
				<!-- REALLY DAMAGED ANIMATION -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED"
					StateName="STATE_ReallyDamaged"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="NBDrpZnD2_AN"
						AnimationMode="MANUAL" />
					<Script>
					Prev = CurDrawablePrevAnimationState();
					if Prev ~= "STATE_ReallyDamaged" and Prev ~= "TRANS_DamagedToReallyDamaged" then
						CurDrawableSetTransitionAnimState("TRANS_DamagedToReallyDamaged")
					end
				</Script>
				</AnimationState>
				<!-- DYING ANIMATION -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Animation
						AnimationName="NBDrpZnD3_AN"
						AnimationMode="ONCE" />
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="Des_Large"
						FollowBone="false" />
				</AnimationState>
				<!-- Transitions -->
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_DamagedToReallyDamaged">
					<Animation
						AnimationName="NBDrpZnD2_AN"
						AnimationMode="ONCE" />
				</AnimationState>
			</ScriptedModelDraw>
			<!-- DRAW DOOR01 -->
			<ScriptedModelDraw
				id="ModuleTag_Draw_Door"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="NBDrpZnDoor_SKN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="NBEmpty_ABLD" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="NBDrpZnDoor_SKN" />
					<Texture
						Original="NB_DropZone"
						New="NB_DropZoneD" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="NBDrpZnDoor_SKN" />
					<Texture
						Original="NB_DropZone"
						New="NB_DropZoneD" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="NBDrpZnDoor_SKN" />
					<Texture
						Original="NB_DropZone"
						New="NB_DropZoneD" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="NBDrpZnDoor_CLS"
						AnimationMode="MANUAL" />
				</AnimationState>
				<!-- BUILDUP ANIMATION -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Animation
						AnimationName="NBEmpty_ABLD"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DOOR_1_WAITING_OPEN"
					Flags="START_FRAME_FIRST">
					<Animation
						AnimationName="NBDrpZnDoor_CLS"
						AnimationMode="MANUAL" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DOOR_1_OPENING"
					StateName="STATE_Open">
					<Animation
						AnimationName="NBDrpZnDoor_OPN"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DOOR_1_CLOSING"
					StateName="STATE_Closed">
					<Animation
						AnimationName="NBDrpZnDoor_CLS"
						AnimationMode="ONCE" />
				</AnimationState>
			</ScriptedModelDraw>
<!-- DRAW GAG ANIMATION -->
			<ScriptedModelDraw
				id="ModuleTag_Draw_Gag"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="NBDrpZnX_SKN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="NBEmpty_ABLD" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="NBDrpZnX_SKN" />
					<Texture
						Original="NB_DropZone"
						New="NB_DropZoneD" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="NBDrpZnX_SKN" />
					<Texture
						Original="NB_DropZone"
						New="NB_DropZoneD" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="NBDrpZnX_D3" />
					<Texture
						Original="NB_DropZone"
						New="NB_DropZoneD" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					StateName="STATE_Closed"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="NBDrpZnX_CLS"
						AnimationMode="MANUAL" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev == "STATE_Open" then CurDrawableSetTransitionAnimState("TRANS_OpenToClosed") end;
					</Script>
				</AnimationState>
				<!-- BUILDUP ANIMATION -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Animation
						AnimationName="NBEmpty_ABLD"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Animation
						AnimationName="NBDrpZnX_D3"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="ACTIVELY_CONSTRUCTING"
					StateName="STATE_Open"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="NBDrpZnX_OPN"
						AnimationMode="MANUAL" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev == "STATE_Closed" then CurDrawableSetTransitionAnimState("TRANS_ClosedToOpen") end;
					</Script>
				</AnimationState>
				<!-- TRANSITIONS -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					StateName="TRANS_ClosedToOpen">
					<Animation
						AnimationName="NBDrpZnX_OPN"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_OpenToClosed">
					<Animation
						AnimationName="NBDrpZnX_CLS"
						AnimationMode="ONCE" />
				</AnimationState>
			</ScriptedModelDraw>
			<!-- draw a decal when this thing is selected -->
			<!-- This is duplicated in several files. Please do a search and update those too -->
			<ScriptedModelDraw
				id="ModuleTag_Draw_Selected_Repair_Decal"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model Name="" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SELECTED">
					<Model Name="FXInvisBone" />
					<ShadowInfo
						Type="ADDITIVE_DECAL"
						SizeX="=$REPAIR_DRONE_HOME_DECAL_SIZE"
						SizeY="=$REPAIR_DRONE_HOME_DECAL_SIZE"
						OverrideLODVisibility="true"
						MaxHeight="200"
						UseHouseColor="true"
						LocalPlayerOnly="true"
						Texture="Decal_Rig_CO" 
					/>
				</ModelConditionState>
			</ScriptedModelDraw>
	<!-- Laser fencing -->		
			<ScriptedModelDraw
				id="ModuleTag_DrawNodWarFactoryLF"
				OkToChangeModelColor="true"
				UseStandardModelNames="true"
				StaticModelLODMode="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT" >
					<Model
						Name="" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_6 DYING">
					<Model
						Name="" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_6 REALLYDAMAGED">
					<Model
						Name="" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_6 DAMAGED">
					<Model
						Name="" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_6">
					<Model
						Name="NBDrpZn_LF" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DOOR_1_OPENING">
					<Script>
						CurDrawableHideSubObject("Gate01")
						CurDrawableHideSubObject("Gate02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DOOR_1_CLOSING"
					StateName="STATE_Closed">
					<Script>
						CurDrawableShowSubObject("Gate01")
						CurDrawableShowSubObject("Gate02")
					</Script>
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<ProductionUpdate
				id="ModuleTag_ProductionUpdate"
				GiveNoXP="true"
				Type="VEHICLE"
				NumDoorAnimations="1"
				DoorOpeningTime="2.0s"
				DoorWaitOpenTime="2.0s"
				DoorCloseTime="2.0s" />
			<QueueProductionExitUpdate
				id="ModuleTag_07"
				ExitDelay="1">
				<UnitCreatePoint
					x="23.0"
					y="0.0" />
				<NaturalRallyPoint
					x="132.0"
					y="0.0" />
			</QueueProductionExitUpdate>
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3.0s"
				SinkRate="4.0"
				DestructionDelay="8.0s">
				<Sound Type="INITIAL" List="HumanFaction_MediumBuilding_DieMS" />
				<DieMuxData
					DeathTypes="ALL" />
			</SlowDeath>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onTransitionToDamaged"
					FX="FX_BuildDamaged_Large" />
				<Event
					Index="onTransitionToReallyDamaged"
					FX="FX_BuildDamaged_Large" />
				<Event
					Index="onTransitionToRubble"
					FX="FX_BuildRubble_Large" />
			</FXListBehavior>
			<SpawnBehavior
				id="ModuleTag_SpawnRepairDrones"
				SpawnNumberData="3"
				InitialBurst="3"
				SpawnReplaceDelayData="10s"
				SpawnedRequireSpawner="true"
				KillSpawnsOnCaptured="true"
				SpawnInsideBuilding="true"
				KillSpawnsOnDisabled="true">
				<Die
					DeathTypes="ALL" />
				<SpawnTemplate>NODRepairDrone</SpawnTemplate>
			</SpawnBehavior>
			<AssignSlavesTargetObjectSpecialPower
				id="ModuleTag_SpecialPowerRepairVehicle"
				SpecialPowerTemplate="SpecialPower_TargetedRepairVehicle" />
			<StructureUnpackUpdate
				UnpackTime="1.5s" />
			<xi:include
				href="../../Includes/NodLaserFencingArmorUpgrade.xml" />				
			<xi:include
				href="../../Includes/NodLaserFencingStatusUpgrade.xml" />
			<xi:include
				href="../../Includes/GenericBuildingRepair.xml" />
			<xi:include
				href="../../Includes/GenericEngineerContain.xml" />
			<xi:include
				href="../../Includes/GenericNODBuildingDestruction.xml" />
			<xi:include
				href="../../Includes/GenericNODBuildingSuicide.xml" />
			<StancesBehavior
				id="ModuleTag_Stance"
				StanceTemplate="Generic" />
			<ModelConditionUpgrade
				id="ModuleTag_UpgradeLaserFencing"
				AddConditionFlags="USER_6">
				<TriggeredBy>Upgrade_LaserFencing</TriggeredBy>
			</ModelConditionUpgrade>	
				
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="NO"></AIUpdate>
		</AI>
		<Body>
		   <ActiveBody
		    id="ModuleTag_Body"
		    MaxHealth="10000.0">
		    <DamageTrigger
		     HealthLevelBelowPercent="66"
		     RemoveUpgrade="Upgrade_LaserFencing"/>
		   </ActiveBody>
  		</Body> 
		<ClientBehaviors>
			<AnimationSoundClientBehavior id="ModuleTag_ASCB">
				<Sound Sound="NOD_WarFactory_SpinOpen" Animation="NBDrpZnDoor_OPN" Frame="1" />
				<Sound Sound="NOD_WarFactory_DoorOpen" Animation="NBDrpZnDoor_OPN" Frame="33" />
				<Sound Sound="NOD_WarFactory_SpinClose" Animation="NBDrpZnDoor_CLS" Frame="30" />
				<Sound Sound="NOD_WarFactory_DoorClose" Animation="NBDrpZnDoor_CLS" Frame="1" />
			</AnimationSoundClientBehavior>
		</ClientBehaviors>
		<Geometry
			IsSmall="false">
			<Shape
				Type="CYLINDER"
				MajorRadius="38.0"
				Height="8.0">
				<Offset
					x="23.5"
					y="0"
					z="0" />
			</Shape>
			<Shape
				Type="CYLINDER"
				MajorRadius="23.0"
				Height="8.0">
				<Offset
					x="-45.5"
					y="0"
					z="0" />
			</Shape>
			<Shape
				Type="BOX"
				MajorRadius="22.5"
				MinorRadius="24.0"
				Height="8.0">
				<Offset
					x="-21"
					y="2"
					z="0" />
			</Shape>
			<Shape
				Type="CYLINDER"
				MajorRadius="4.0"
				Height="30.0">
				<Offset
					x="-12.5"
					y="26.5"
					z="0" />
			</Shape>
			<Shape
				Type="CYLINDER"
				MajorRadius="4.0"
				Height="30.0">
				<Offset
					x="-12.5"
					y="-26.5"
					z="0" />
			</Shape>
			<ContactPoint>
				<Pos
					x="53"
					y="-28.0"
					z="0" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="53"
					y="28.0"
					z="8" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-63"
					y="25"
					z="0" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-63"
					y="-25"
					z="8" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="53"
					y="-28.0"
					z="8" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="53"
					y="28.0"
					z="0" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-63"
					y="25"
					z="0" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="53"
					y="-28.0"
					z="8" />
			</ContactPoint>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="NOD_DropZoneSelect"
				AudioType="voiceSelect" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry Sound="HumanFaction_MediumBuilding_LightDamageMS" AudioType="soundOnDamaged" />
			<AudioEntry Sound="HumanFaction_MediumBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" />
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="100"
			ShroudClearingRange="400" />
		<ProjectedBuildabilityInfo
			Radius="0"
			BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE" />
	</GameObject>
</AssetDeclaration>