<?xml version="1.0" encoding="us-ascii"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
	<Tags></Tags>
	<Includes></Includes>
	<GameObject
		id="TiberiumFieldSeeded"
		Side="Neutral"
		EditorSorting="MISC_NATURAL"
		KindOf="IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE CAN_CAST_REFLECTIONS TIBERIUM_FIELD CAN_SEE_THROUGH_STRUCTURE"
		EditorName="TiberiumFieldSeeded">
		<DisplayName>Tiberium_Field</DisplayName>
		<ArmorSet
			Armor="NoArmor" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="" />
				</ModelConditionState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<TiberiumField
				Radius="100"
				FieldResolution="40"
				MaxFieldMoney="99999999"
				StartingFieldMoney="99999999"
				ThingToSpawn="TiberiumCrystal"
				SpawnOffset="15.0"
				ClusterScaleFactor="1.0"
				ClusterPowerFactor="1.0"
				CrystalGrowthRate="30"
				KillWhenEmptyAndFinishedSpawning="true" >
				<!-- The DamageFilter is simply an on/off switch for the crystal weapons.
				     If something matching the filter is found within the field, the weapons are turned on. -->
				<DamageFilter
					Rule="ANY"
					Include="INFANTRY VEHICLE" >
          <IncludeThing>GDIMARV</IncludeThing>
          <IncludeThing>ZOCOMMARV</IncludeThing>
          <IncludeThing>SteelTalonsMARV</IncludeThing>
          <ExcludeThing>MutantMarauder</ExcludeThing>
					<ExcludeThing>MutantMarauderSquad</ExcludeThing>
					<ExcludeThing>Viceroid</ExcludeThing>
					<ExcludeThing>GDIZoneTrooper</ExcludeThing>
					<ExcludeThing>GDIZoneTrooperSquad</ExcludeThing>
				</DamageFilter>
				<!-- The HealFilter works similar to the damage filter. It turns on or off
						 the PassiveAreaEffectBehavior of the cystals if a matching object is found in the field. -->
				<HealFilter Rule="NONE"
							Include="HEALED_BY_TIBERIUM"/>
			</TiberiumField>
			<DestroyDie
				id="ModuleTag_Die">
				<DieMuxData
					DeathTypes="ALL" />
			</DestroyDie>
		</Behaviors>
		<Body>
			<ActiveBody
				id="ModuleTag_02"
				MaxHealth="100.0" />
		</Body>
		<VisionInfo
			VisionRange="0" />
	</GameObject>
</AssetDeclaration>
