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	<Tags></Tags>
	<Includes>
		<Include
			type="all"
			source="ART:ABTower.W3X" />
		<Include
			type="all"
			source="ART:ABTower_D2.W3X" />
		<Include
			type="all"
			source="ART:ABTower_D3.W3X" />
		<Include
			type="all"
			source="ART:ABTower_D4.W3X" />
		<Include
			type="all"
			source="ART:ABTowerR.W3X" />
		<Include
			type="all"
			source="ART:HC_ABTower_Build.XML" />
	</Includes>
	<GameObject
		id="ABTower"
		SelectPortrait="Portrait_AlienTower"
		ButtonImage="Portrait_AlienTower"
		Side="Alien"
		EditorSorting="STRUCTURE"
		TransportSlotCount="1"
		BuildCost="1"
		BuildTime="10.0"
		CommandSet="EmptyCommandSet"
		KindOf="STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS KEEP_CLASSIFIED_WHEN_DEAD SELECTABLE AIRCRAFT_PATH_AROUND"
		RadarPriority="STRUCTURE"
		EditorName="AlienTower">
		<DisplayName>Name:AlienTower</DisplayName>
		<ArmorSet
			id="DefaultArmor" 
			Armor="StructureArmor" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="ABTower" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="AlienTowerTibMaster"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="AlienTowerTibMaster"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone03"
						FXParticleSystemTemplate="AlienTowerTibMaster"
						FollowBone="true" />
				</ModelConditionState>
				<!-- DAMAGE STATES -->
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
					<Model
						Name="ABTower_D4" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="ABTower_D3" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="ABTower_D2" />
				</ModelConditionState>
				
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_4">
					<Model
						Name="ABTower" />
					<Texture
						Original="HC_ABTower"
						New="HC_ABTower_Build" />	
				</ModelConditionState>
				
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<!-- no anim -->
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ABTower_D4"
						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="ABTower_D3"
						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="ABTower_D2"
						AnimationMode="MANUAL" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev ~= "STATE_Damaged" and Prev ~= "TRANS_IntoDamaged" then
						CurDrawableSetTransitionAnimState("TRANS_IntoDamaged")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_4">
					<Script>
						CurDrawableHideSubObject("Plane05")
					</Script>	
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoDamaged">
					<Animation
						AnimationName="ABTower_D2"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoReallyDamaged">
					<Animation
						AnimationName="ABTower_D3"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="ABTower_D4"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
			</ScriptedModelDraw>
			<ScriptedModelDraw
				id="ModuleTag_Draw_rest"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="ABTowerR" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_4">
					<Model
						Name="ABTowerR" />
					<Texture
						Original="HC_ABTower"
						New="HC_ABTower_Build" />							
				</ModelConditionState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
<!--
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="60s"
				SinkRate="0.1"
				DestructionDelay="62s">
				<DieMuxData
					DeathTypes="ALL" />
			</SlowDeath>
-->			
		</Behaviors>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="6000.0"
				InitialHealth="6000.0" />
		</Body>
		<Geometry
			IsSmall="false">
			<Shape
				Type="BOX"
				MajorRadius="183.736"
				MinorRadius="140.0"
				Height="34.816">
				<Offset
					x="-115.544"
					y="-73.8479"
					z="-4.71191e-007" />
			</Shape>
			<Shape
				Type="BOX"
				MajorRadius="183.736"
				MinorRadius="140.0"
				Height="66.8467">
				<Offset
					x="-115.544"
					y="-17.4258"
					z="1.9951e-006" />
			</Shape>
			<Shape
				Type="BOX"
				MajorRadius="183.736"
				MinorRadius="140.0"
				Height="104.281">
				<Offset
					x="-115.544"
					y="38.916"
					z="4.45787e-006" />
			</Shape>
			<Shape
				Type="BOX"
				MajorRadius="183.736"
				MinorRadius="140.0"
				Height="156.421">
				<Offset
					x="-115.544"
					y="75.6718"
					z="6.06452e-006" />
			</Shape>
			<Shape
				Type="BOX"
				MajorRadius="183.736"
				MinorRadius="140.0"
				Height="209.605">
				<Offset
					x="-115.544"
					y="108.195"
					z="7.48616e-006" />
			</Shape>
			<Shape
				Type="BOX"
				MajorRadius="183.736"
				MinorRadius="140.0"
				Height="268.294">
				<Offset
					x="-115.544"
					y="136.445"
					z="8.72102e-006" />
			</Shape>
			<ContactPoint>
				<Pos
					x="-274.94"
					y="-189.831"
					z="9.27735" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="44.1086"
					y="39.8856"
					z="209.277" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="44.1086"
					y="-105.96"
					z="9.27735" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-274.94"
					y="118.027"
					z="209.277" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-274.94"
					y="39.8856"
					z="209.277" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="44.1086"
					y="-189.831"
					z="9.27735" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="44.1086"
					y="118.027"
					z="209.277" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-274.94"
					y="-105.96"
					z="9.27735" />
			</ContactPoint>
		</Geometry>
		<AudioArraySound>
			<AudioEntry
				Sound="ALI_Tower_AmbientDelayedLoop"
				AudioType="soundAmbient" />
			<AudioEntry Sound="ALI_Building_LightDamage" AudioType="soundOnDamaged" />
			<AudioEntry Sound="ALI_Building_HeavyDamage" AudioType="soundOnReallyDamaged" />
			<AudioEntry Sound="ALI_Building_Placed" AudioType="soundUnderConstruction" />
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="100"
			ShroudClearingRange="400" />
	</GameObject>
</AssetDeclaration>