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<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
	<Tags></Tags>
	<Includes>
		<Include
			type="all"
			source="ART:NUVert_SKN.w3x" />
		<Include
			type="all"
			source="ART:NUVert_FP.w3x" />			
		<Include
			type="all"
			source="ART:NUVertR_SKN.w3x" />
		<Include
			type="all"
			source="ART:NUVert_IDLA.w3x" />
		<Include
			type="all"
			source="ART:NUVert_TRNL.w3x" />
		<Include
			type="all"
			source="ART:NUVert_TRNR.w3x" />
		<Include
			type="all"
			source="ART:NUVert_HVR.w3x" />
		<Include
			type="all"
			source="ART:NUVert_PRK.w3x" />
		<Include
			type="all"
			source="ART:NUVert_BLD.w3x" />
		<Include
			type="all"
			source="ART:NUVertStlth.w3x" />
		<Include
			type="all"
			source="ART:NUVertFXBones.w3x" />
		<Include
			type="all"
			source="ART:FXTracerNod.xml" />
		<Include
			type="all"
			source="ART:FXTracerHeroic.xml" />			
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseVehicle.xml" />
	</Includes>
	<GameObject
		id="BlackHandVertigo"
		inheritFrom="BaseVehicle"
		SelectPortrait="Portrait_NODVertigoBomber"
		ButtonImage="Portrait_NODVertigoBomber"
		Side="BlackHand"
		EditorSorting="UNIT"
		TransportSlotCount="0"
		BuildCost="2300"
		BuildTime="23"
		CommandSet="NODVertigoCommandSet"
		IsTrainable="true"
		CommandPoints="100" 
		KindOf="PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE SCORE AIRCRAFT VEHICLE BOMBER_AIRCRAFT ATTACK_NEEDS_LINE_OF_SIGHT LINE_OF_SIGHT_IGNORES_BUILDINGS NO_COLLIDE CAN_BE_FAVORITE_UNIT"
		RadarPriority="UNIT"
		BuildCompletion="APPEARS_AT_RALLY_POINT"
		ProductionQueueType="AIRCRAFT"
		UnitCategory="AIRCRAFT"
		WeaponCategory="BLAST"
		VoicePriority="140"
		EditorName="BlackHandVertigo"
		BuildFadeInOnCreateTimeSeconds="1.5s"
		Description="Desc:NODVertigo"
		TypeDescription="Type:NODVertigo"
		ReinvisibilityDelay="5s">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:NODVertigo</DisplayName>
		<GameDependency>
			<RequiredObject>BlackHandTechAssemblyPlant</RequiredObject>
		</GameDependency>
		<ArmorSet
			Armor="NODVertigoArmor"
			DamageFX="VehicleDamageFX" />
		<LocomotorSet
			Locomotor="NODVertigoLocomotor"
			Condition="NORMAL"
			Speed="165" />
		<LocomotorSet
			Locomotor="BasicHelicopterTaxiLocomotor"
			Condition="TAXIING"
			Speed="30" />
    <SkirmishAIInformation
			UnitBuilderStandardCombatUnit="true"
			ConquerMetricsOverrideDPS="100"
			ConquerMetricsOverrideDamageType="CANNON" />
    <Draws>
			<ScriptedModelDraw
				id="ModuleTag_01"
				OkToChangeModelColor="true"
				ExtraPublicBone="FX_Lfan FX_Rfan">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="NUVert_SKN" />
					<WeaponFireFXBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FX_BOMB" />
					<WeaponFireFXBone
						WeaponSlotType="SECONDARY_WEAPON"
						BoneName="FX_GUN" />
					<WeaponLaunchBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FX_BOMB" />
					<WeaponLaunchBone
						WeaponSlotType="SECONDARY_WEAPON"
						BoneName="FX_GUN" />
					<Turret
						TurretNameKey="BONE_TURRET"
						TurretID="2" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<Model
						Name="NUVert_FP" />
				</ModelConditionState>				
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="NUVert_SKN" />
					<ParticleSysBone
						BoneName="BONE_REAR"
						FXParticleSystemTemplate="NODVertigoSmoke"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="NUVert_SKN" />
					<Texture
						Original="NUVert"
						New="NUVertD" />						
					<ParticleSysBone
						BoneName="BONE_REAR"
						FXParticleSystemTemplate="NODVertigoFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="BONE_REAR"
						FXParticleSystemTemplate="NODVertigoDist"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="BONE_REAR"
						FXParticleSystemTemplate="NODVertigoSmoke"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="NUVertR_SKN" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="JUST_BUILT">
					<Animation
						AnimationName="NUVert_BLD"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="LOCOMOTOR_TAXIING">
					<Animation
						AnimationName="NUVert_PRK"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_LEFT_HIGH_SPEED">
					<Animation
						AnimationName="NUVert_TRNL"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_RIGHT_HIGH_SPEED">
					<Animation
						AnimationName="NUVert_TRNR"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_LEFT">
					<Animation
						AnimationName="NUVert_TRNL"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_RIGHT">
					<Animation
						AnimationName="NUVert_TRNR"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_RIGHT_HIGH_SPEED">
					<Animation
						AnimationName="NUVert_TRNR"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING">
					<Animation
						AnimationName="NUVert_IDLA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="CLIMBING">
					<Animation
						AnimationName="NUVert_HVR"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DECELERATE">
					<Animation
						AnimationName="NUVert_HVR"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
				</AnimationState>
			</ScriptedModelDraw>
			<ScriptedModelDraw
				id="ModuleTag_Stealth"
				OkToChangeModelColor="true"
				InvertStealthOpacity="true"
				ExtraPublicBone="FX_Lfan FX_Rfan">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="NUVertStlth" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="JUST_BUILT">
					<Animation
						AnimationName="NUVert_BLD"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="LOCOMOTOR_TAXIING">
					<Animation
						AnimationName="NUVert_PRK"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_LEFT_HIGH_SPEED">
					<Animation
						AnimationName="NUVert_TRNL"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_RIGHT_HIGH_SPEED">
					<Animation
						AnimationName="NUVert_TRNR"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_LEFT">
					<Animation
						AnimationName="NUVert_TRNL"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_RIGHT">
					<Animation
						AnimationName="NUVert_TRNR"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_RIGHT_HIGH_SPEED">
					<Animation
						AnimationName="NUVert_TRNR"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING">
					<Animation
						AnimationName="NUVert_IDLA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="CLIMBING">
					<Animation
						AnimationName="NUVert_HVR"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DECELERATE">
					<Animation
						AnimationName="NUVert_HVR"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
				</AnimationState>
			</ScriptedModelDraw>
			<ScriptedModelDraw
				id="ModuleTag_FX"
				OkToChangeModelColor="true"
				AttachToBoneInAnotherModule="Bone_NUVert01"
				ExtraPublicBone="BONE_NUVERTR1 BONE_NUVERTR2 BONE_NUVERTR3 BONE_NUVERTL1 BONE_NUVERTL2 BONE_NUVERTL3">
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="NONE">
					<Model
						Name="NUVertFXBones" />
					<ParticleSysBone
						BoneName="BONE_NUVERTR1"
						FXParticleSystemTemplate="NODVertigoContrail"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="BONE_NUVERTR2"
						FXParticleSystemTemplate="NODVertigoContrail"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="BONE_NUVERTR3"
						FXParticleSystemTemplate="NODVertigoContrail"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="BONE_NUVERTL1"
						FXParticleSystemTemplate="NODVertigoContrail"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="BONE_NUVERTL2"
						FXParticleSystemTemplate="NODVertigoContrail"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="BONE_NUVERTL3"
						FXParticleSystemTemplate="NODVertigoContrail"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<Model
						Name="NUVertFXBones" />					
				</ModelConditionState>
			</ScriptedModelDraw>
			<TracerModelDraw
				id="ModuleTag_TracerModelDraw"
				MinLength="50.0"
				MaxLength="50.0"
				Width="3"
				MinSpeed="30"
				MaxSpeed="30"
				SweepSpeed="1.0"
				SpreadAngle="2.0"
				MinTracersPerFrame="0.2"
				MaxTracersPerFrame="0.3"
				FrameLifeTime="35"
				WeaponSlotType="SECONDARY_WEAPON"
				WeaponSlotID="2"
				Texture="FXTracerNOD"
				UseAdditiveBlending="true"
				TracerHitFx="FX_BulletHitNOD">
				<HeadColor
					r="1.0"
					g="1.0"
					b="1.0"
					a="1.0" />
				<TailColor
					r="1.0"
					g="1.0"
					b="1.0"
					a="1.0" />
				<ObjectStatusValidation
					ForbiddenStatus="WEAPON_UPGRADED_01" />						
			</TracerModelDraw>
			<TracerModelDraw
				id="ModuleTag_TracerModelDrawVeterancy"
				MinLength="50.0"
				MaxLength="50.0"
				Width="3"
				MinSpeed="30"
				MaxSpeed="30"
				SweepSpeed="1.0"
				SpreadAngle="2.0"
				MinTracersPerFrame="0.2"
				MaxTracersPerFrame="0.3"
				FrameLifeTime="35"
				WeaponSlotType="SECONDARY_WEAPON"
				WeaponSlotID="2"
				Texture="FXTracerHeroic"
				UseAdditiveBlending="true"
				TracerHitFx="FX_BulletHitNODHeroic">
				<HeadColor
					r="1.0"
					g="1.0"
					b="1.0"
					a="1.0" />
				<TailColor
					r="1.0"
					g="1.0"
					b="1.0"
					a="1.0" />
				<ObjectStatusValidation
					RequiredStatus="WEAPON_UPGRADED_01" />					
			</TracerModelDraw>			
		</Draws>
		<Behaviors>
			<WeaponSetUpdate
				id="ModuleTag_WeaponSetUpdate">
				<WeaponSlotHardpoint
					ID="1">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="NODVertigoBomb" />
				</WeaponSlotHardpoint>
				<WeaponSlotTurret
					ID="2">
					<Weapon
						Ordering="SECONDARY_WEAPON"
						Template="NODVertigoMachineGun" />
					<TurretSettings
						TurretTurnRate="180"
						MaxDeflectionClockwise="30d"
						MaxDeflectionAntiClockwise="30d"
						MinIdleScanTime="1.0s"
						MaxIdleScanTime="5.0s"
						MinIdleScanAngle="0.0"
						MaxIdleScanAngle="30.0"
						NaturalTurretAngle="180d">
						<TurretAITargetChooserData />
					</TurretSettings>
				</WeaponSlotTurret>
			</WeaponSetUpdate>
			<Physics
				id="ModuleTag_07" />
			<ProductionUpdate
				id="ModuleTag_10"
				MaxQueueEntries="1" />
			<InvisibilityUpdate
				id="ModuleTag_Invisibility_Intrinsic"
				UpdatePeriod="0.5s"
				OpacityMin="30%"
				OpacityMax="100%"
				Options="STARTS_ACTIVE">
				<InvisibilityNugget
					ForbiddenConditions="PREATTACK_A FIRING_A FIRING_OR_PREATTACK_A PREATTACK_B FIRING_B FIRING_OR_PREATTACK_B RELOADING_B USING_WEAPON_B REALLYDAMAGED"
					EnteringStealthFX="FX_NODStealthTransition"
					LeavingStealthFX="FX_NODStealthTransition"
					NoStealthForAttackWindow="3s" />
			</InvisibilityUpdate>
			<ReturnToProducerSpecialPower
				id="ModuleTag_ReturnToProducerSpecialPower"
				SpecialPowerTemplate="SpecialPowerReturnToProducer" />
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="0s"
				SinkRate="0.5"
				DestructionDelay="0s">
				<OCL
					Type="INITIAL">
					<OCL>OCL_NODVertigoBomberDebris</OCL>
				</OCL>
				<DieMuxData
					DeathTypes="ALL"
					DeathTypesForbidden="TOPPLED" />
				<FX Type="INITIAL">
					<FX>FX_NOD_VertigoBomber_VoiceDie</FX>
				</FX>
<!--
				<Sound
					Type="INITIAL"
					List="NOD_VertigoBomber_VoiceCrash" />
-->
			</SlowDeath>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onDeath"
					FX="FX_GDIAirVehicleExplode" />
			</FXListBehavior>
			<StatusBitsUpgrade
				id="ModuleTag_VeterancyUpgrade"
				StatusToSet="WEAPON_UPGRADED_01">
				<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</StatusBitsUpgrade>			
		</Behaviors>
		<AI>
			<JetAIUpdate
				id="ModuleTag_JetAIUpdate"
				NeedsRunway="false"
				KeepsParkingSpaceWhenAirborne="true"
				OutOfAmmoDamagePerSecond="1.5"
				ReturnToBaseWhenVictimDead="true"
				CirclesForAttack="true"
				AutoAcquireEnemiesWhenIdle="YES">
				<UnitAITargetChooserData
					SympathyRange="100.0" />
				<LockonInfo />
			</JetAIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_04"
				MaxHealth="3000" />
		</Body>
		<Geometry
			IsSmall="false">
			<Shape
				Type="BOX"
				MajorRadius="18.0"
				MinorRadius="20.0"
				Height="7.0"></Shape>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="NOD_VertigoBomber_VoiceMoveAttack"
				AudioType="voiceAttack" />
			<AudioEntry
				Sound="NOD_VertigoBomber_VoiceCreate"
				AudioType="voiceCreated" />
			<AudioEntry
				Sound="NOD_VertigoBomber_VoiceMove"
				AudioType="voiceGuard" />
			<AudioEntry
				Sound="NOD_VertigoBomber_VoiceMove"
				AudioType="voiceMove" />
			<AudioEntry
				Sound="NOD_VertigoBomber_VoiceMoveAttack"
				AudioType="voiceAttackAfterMoving" />
			<AudioEntry
				Sound="NOD_VertigoBomber_VoiceRetreat"
				AudioType="voiceRetreatToCastle" />
			<AudioEntry
				Sound="NOD_VertigoBomber_VoiceSelectMS"
				AudioType="voiceSelect" />
      <NamedEntry
				Sound="NOD_VertigoBomber_VoiceMove"
				Name="ReturnToProducer" />
    </AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry
				Sound="NOD_VertigoBomb_MoveStart"
				AudioType="soundMoveStart" />
			<AudioEntry
				Sound="VertigoBomberIdleMoveLoopMS"
				AudioType="soundAmbient" />
			<AudioEntry
				Sound="VertigoBomberIdleMoveLoopMS"
				AudioType="soundMoveLoop" />
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="500" />
	</GameObject>
</AssetDeclaration>
