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	<Tags></Tags>
	<Includes>
		<Include
			type="all"
			source="ART:NBDistTwr.w3x" />
		<Include
			type="all"
			source="ART:NBDistTwr_ASN.w3x" />
		<Include
			type="all"
			source="ART:NBDistTwr_AAN.w3x" />
		<Include
			type="all"
			source="ART:NBDistTwr_D2SN.w3x" />
		<Include
			type="all"
			source="ART:NBDistTwr_D2AN.w3x" />
		<Include
			type="all"
			source="ART:NBDistTwr_D3SN.w3x" />
		<Include
			type="all"
			source="ART:NBDistTwr_D3AN.w3x" />
		<Include
			type="all"
			source="DATA:GlobalData/GlobalDefines.xml" />
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseStructure.xml" />
	</Includes>
	<GameObject
		id="NODDisruptionTower"
		inheritFrom="BaseStructure"
		SelectPortrait="Portrait_NODDisruptionTower"
		ButtonImage="Portrait_NODDisruptionTower"
		Side="NOD"
		EditorSorting="STRUCTURE"
		TransportSlotCount="1"
		BuildCost="1000"
		BuildTime="10"
		EnergyProduction="-10"
		CommandSet="NODBaseDefenseCommandSet"
		KindOf="STRUCTURE SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS FS_BASE_DEFENSE POWERED NOT_AUTOACQUIRABLE AUTO_ACQUIRABLE_BY_AI COVER BROADCASTS_INVISIBILITY"
		RadarPriority="STRUCTURE"
		PlacementViewAngle="225d"
		CampnessValue="=$CAMPNESS_DEFENSIVE_STRUCTURE"
		ProductionQueueType="OTHER_STRUCTURE"
		BuildPlacementTypeFlag="OTHER_STRUCTURE"
		EditorName="NODDisruptionTower"
		Description="Desc:NODDisruptionTower"
		TypeDescription="Type:NODDisruptionTower">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:NODDisruptionTower</DisplayName>
		<GameDependency>
			<RequiredObject>NODSecretShrine</RequiredObject>
		</GameDependency>
		<ArmorSet
			Armor="NODBaseDefenceArmor"
			DamageFX="FactionStructureDamageFX" />
		<SkirmishAIInformation
			BaseBuildingLocation="CENTER" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="NBDistTwr" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="NBDistTwr_ASN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
					<Model
						Name="NBDistTwr_D3SN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="NBDistTwr_D2SN" />
					<ParticleSysBone
						BoneName="RootTransform"
						FXParticleSystemTemplate="NODBunkerDist"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="RootTransform"
						FXParticleSystemTemplate="NODBunkerFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="RootTransform"
						FXParticleSystemTemplate="NODBunkerSmoke"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="NBDistTwr" />
					<Texture
						Original="NBDistTwr"
						New="NBDistTwrD" />
					
					<ParticleSysBone
						BoneName="RootTransform"
						FXParticleSystemTemplate="NODBunkerSmoke"
						FollowBone="true" />
				</ModelConditionState>
				<!-- BUILDUP ANIMATION -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Animation
						AnimationName="NBDistTwr_AAN"
						AnimationMode="ONCE" />
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="Con_Small"
						FollowBone="true" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="NBDistTwr_D3AN"
						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="NBDistTwr_D2AN"
						AnimationMode="MANUAL" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev ~= "STATE_ReallyDamaged" and Prev ~= "TRANS_IntoReallyDamaged" then
						CurDrawableSetTransitionAnimState("TRANS_IntoReallyDamaged")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoReallyDamaged">
					<Animation
						AnimationName="NBDistTwr_D2AN"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="NBDistTwr_D3AN"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<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_Medium" />
				<Event
					Index="onTransitionToReallyDamaged"
					FX="FX_BuildDamaged_Medium" />
				<Event
					Index="onTransitionToRubble"
					FX="FX_BuildDamaged_Medium" />
				<Event
					Index="onDeath"
					ForceUseDoFXObj="true"
					FX="FX_DisruptionTower_Die" />
				<Event
					Index="onCreate"
					ForceUseDoFXObj="true"
					FX="FX_DisruptionTower_Created" />
			</FXListBehavior>
			<StructureUnpackUpdate
				id="ModuleTag_StructureUnpackUpdate"
				UnpackTime="1.5s" />
			<InvisibilityUpdate
				id="ModuleTag_Invisibility"
				Options="BROADCAST STARTS_ACTIVE"
				BroadcastRange="450"
				UpdatePeriod="1.0s">
				<InvisibilityNugget
              ForbiddenStatus="TIBERIUM_VIBRATING"/>
				<BroadcastObjectFilter
					Rule="ANY"
					Relationship="ALLIES"
					Include="STRUCTURE INFANTRY VEHICLE AIRCRAFT">
					<ExcludeThing>NODDisruptionTower</ExcludeThing>
					<ExcludeThing>MarkedOfKaneDisruptionTower</ExcludeThing>
					<ExcludeThing>Viceroid</ExcludeThing>
					<ExcludeThing>AlienCrystalShield</ExcludeThing>
				</BroadcastObjectFilter>
			</InvisibilityUpdate>
			<xi:include
				href="../../Includes/GenericBuildingRepair.xml" />
			<xi:include
				href="../../Includes/GenericNODBuildingDestruction.xml" />
			<xi:include
				href="../../Includes/GenericNODBuildingSuicide.xml" />
			<xi:include
				href="../../Includes/RepairAlliesEngineerContain.xml" />
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="NO"></AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="3000.0" />
		</Body>
		<ClientBehaviors>
			<ModelConditionAudioLoopClientBehavior id="ModuleTag_NOD_DisruptionTower_OnLoop">
				<ModelConditionSound Sound="NOD_DisruptionTower_OnLoop" ExcludedFlags="UNDERPOWERED" />
			</ModelConditionAudioLoopClientBehavior>
		</ClientBehaviors>
		<Geometry
			IsSmall="false">
			<Shape
				Type="CYLINDER"
				MajorRadius="20.0"
				Height="55.0"
				ContactPointGeneration="INFANTRY" />
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="NOD_DisruptionTowerSelect"
				AudioType="voiceSelect" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry Sound="HumanFaction_MediumBuilding_LightDamageMS" AudioType="soundOnDamaged" />
			<AudioEntry Sound="HumanFaction_MediumBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" />
			<AudioEntry 
				Sound="NOD_DisruptionTower_OnlineMS"
				AudioType="soundReenabled" />
			<AudioEntry 
				Sound="NOD_DisruptionTower_OfflineMS"
				AudioType="soundDisabled" />
			<AudioEntry 
				Sound="BuildingGenericPowerOffMS"
				AudioType="soundDisabledOnCreation" />
		</AudioArraySound> 
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="100"
			ShroudClearingRange="400" />
		<ProjectedBuildabilityInfo
			Radius="0.0"
			BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE" />
	</GameObject>
</AssetDeclaration>
