<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xai="uri:ea.com:eala:asset:instance">
	<Tags></Tags>
	<Includes>
		<Include
			type="all"
			source="ART:NUArmag_SKN.w3x" />
		<Include
			type="all"
			source="ART:NUArmag_IDLA.w3x" />
		<Include
			type="all"
			source="ART:NUArmag_FLYA.w3x" />
		<Include
			type="all"
			source="ART:NUArmag_TRNL.w3x" />
		<Include
			type="all"
			source="ART:NUArmag_TRNR.w3x" />
		<Include
			type="all"
			source="ART:NUArmagD.xml" />
		<Include
			type="all"
			source="ART:FXTracer.xml" />
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseVehicle.xml" />
	</Includes>
	<GameObject
		id="NODArmageddonBomber"
		inheritFrom="BaseVehicle"
		SelectPortrait="Portrait_NODArmageddonBomber"
		ButtonImage="Portrait_NODArmageddonBomber"
		Side="NOD"
		EditorSorting="UNIT"
		TransportSlotCount="0"
		BuildCost="10"
		BuildTime="1.0"
		CommandSet="EmptyCommandSet"
		IsTrainable="true"
		KindOf="PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE SCORE AIRCRAFT VEHICLE TRANSPORT SUMMONED IGNORES_SELECT_ALL"
		RadarPriority="UNIT"
		BuildCompletion="APPEARS_AT_RALLY_POINT"
		ProductionQueueType="AIRCRAFT"
		UnitCategory="AIRCRAFT"
		VoicePriority="-4"
		EditorName="NODArmageddonBomber"
		Description="Desc:NODArmageddonBomber"
		TypeDescription="Type:NODArmageddonBomber">
		<DisplayName
			xai:joinAction="Replace">Name:NODCarryall</DisplayName>
		<ArmorSet
			Armor="NODCarryallArmor"
			DamageFX="VehicleDamageFX" />
		<LocomotorSet
			Locomotor="NODArmageddonBomberLocomotor"
			Condition="NORMAL"
			Speed="300.0" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="NUArmag_SKN" />
					<WeaponLaunchBone
						WeaponSlotID="0"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FX_BOMB" />
					<ParticleSysBone
						BoneName="FX_BOMB"
						FXParticleSystemTemplate="NODVertigoContrail"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="NUArmag_SKN" />
					<Texture
						Original="NUArmag"
						New="NUArmagD" />
					<ParticleSysBone
						BoneName="Bone_Engine_LF"
						FXParticleSystemTemplate="orcaexhaust"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="NUArmag_SKN" />
					<Texture
						Original="NUArmag"
						New="NUArmagD" />
					<ParticleSysBone
						BoneName="Bone_Engine_LF"
						FXParticleSystemTemplate="orcaexhaust"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="Bone_Engine_RF"
						FXParticleSystemTemplate="orcaexhaust"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="Bone_Engine_RF"
						FXParticleSystemTemplate="orcadamagefire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="Bone_Engine_RF"
						FXParticleSystemTemplate="orcadamagesmoke"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="NUArmag_SKN" />
					<Texture
						Original="NUArmag"
						New="NUArmagD" />
					<ParticleSysBone
						BoneName="Bone_Engine_LF"
						FXParticleSystemTemplate="orcaexhaust"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="Bone_Engine_RF"
						FXParticleSystemTemplate="orcaexhaust"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="Bone_Engine_RF"
						FXParticleSystemTemplate="orcadamagefire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="Bone_Engine_RF"
						FXParticleSystemTemplate="orcadamagesmoke"
						FollowBone="true" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					Flags="MAINTAIN_FRAME_ACROSS_STATES">
					<Animation
						AnimNickName="HVRA"
						AnimationName="NUArmag_IDLA"
						AnimationMode="LOOP" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_LEFT"
					Flags="MAINTAIN_FRAME_ACROSS_STATES">
					<Animation
						AnimNickName="HVRA"
						AnimationName="NUArmag_TRNL"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_RIGHT"
					Flags="MAINTAIN_FRAME_ACROSS_STATES">
					<Animation
						AnimNickName="HVRA"
						AnimationName="NUArmag_TRNR"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING"
					Flags="MAINTAIN_FRAME_ACROSS_STATES">
					<Animation
						AnimNickName="HVRA"
						AnimationName="NUArmag_FLYA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<Physics
				id="ModuleTag_Physics" />
			<ProductionUpdate
				id="ModuleTag_ProductionUpdate"
				MaxQueueEntries="1" />
			<MoveToPositionAndEvacuateSpecialPower
				id="ModuleTag_MoveToPositionAndEvacuate"
				SpecialPowerTemplate="SpecialPowerMoveToPositionAndEvacuate" />
			<RunOffMapBehavior
				RequiresSpecificTrigger="true"
				FlyingOffMap="true" />
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="0s"
				SinkRate="0.5"
				DestructionDelay="0.01s">
				<OCL
					Type="INITIAL">
					<OCL>OCL_NODArmageddonBomberInitialDebris</OCL>
				</OCL>
				<DieMuxData
					DeathTypes="ALL"
					DeathTypesForbidden="TOPPLED" />
				<Sound Type="INITIAL" List="NOD_Generic_VoiceDieMS" />
<!--
				<Sound
					Type="INITIAL"
					List="NOD_Carryall_VoiceCrashMS" />
-->
			</SlowDeath>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onDeath"
					FX="FX_GDIAirVehicleExplode" />
			</FXListBehavior>
			<!-- No stances because it's summoned -->
			<StancesBehavior
				id="ModuleTag_Stance"
				xai:joinAction="Remove" />
		</Behaviors>
		<AI>
			<TransportHelicopterAIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="NO" />
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="3000" />
		</Body>
		<ClientBehaviors>
			<ModelConditionAudioLoopClientBehavior
				id="ModuleTag_TakeoffLanding">
				<ModelConditionSound
					Sound="V35DropShipLand"
					RequiredFlags="LANDING" />
				<ModelConditionSound
					Sound="V35DropShipTakeOff"
					RequiredFlags="TAKING_OFF" />
			</ModelConditionAudioLoopClientBehavior>
		</ClientBehaviors>
		<Geometry
			IsSmall="false">
			<Shape
				Type="BOX"
				MajorRadius="20.0"
				MinorRadius="3.0"
				Height="25.0"></Shape>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="NOD_Carryall_VoiceCreate"
				AudioType="voiceCreated" />
			<AudioEntry
				Sound="NOD_Carryall_VoiceMove"
				AudioType="voiceMove" />
			<AudioEntry
				Sound="NOD_Carryall_VoiceRetreat"
				AudioType="voiceRetreatToCastle" />
			<AudioEntry
				Sound="NOD_Carryall_VoiceSelectMS"
				AudioType="voiceSelect" />
			<NamedEntry
				Sound="NOD_Carryall_VoiceMove"
				Name="InitiateMoveToPositionAndEvacuate" />
		</AudioArrayVoice>
<!--
NOD_Carryall_VoiceInboundMS
NOD_Carryall_VoiceInboundCancelledMS
-->
		<AudioArraySound>
			<AudioEntry
				Sound="NOD_CarryAll_MoveStart"
				AudioType="soundMoveStart" />
			<AudioEntry
				Sound="NOD_CarryAll_IdleLoop"
				AudioType="soundAmbient" />
			<AudioEntry
				Sound="NOD_CarryAll_MoveLoop"
				AudioType="soundMoveLoop" />
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="180"
			ShroudClearingRange="600" />
	</GameObject>
</AssetDeclaration>