<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude">
	<Tags></Tags>
	<Includes>
		<Include
			type="all"
			source="ART:NUFlameTank.w3x" />
		<Include
			type="all"
			source="ART:NUFlameTank_FP.w3x" />			
		<Include
			type="all"
			source="ART:NUFlameTankR.w3x" />
		<Include
			type="all"
			source="ART:NUFlameTank_K.xml" />
		<Include
			type="all"
			source="ART:NUFlameTankD_K.xml" />
		<Include
			type="all"
			source="ART:FXInvisBone.w3x" />
		<Include
			type="instance"
			source="ART:EXTnkTrack.xml" />
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseVehicle.xml" />
	</Includes>
	<GameObject
		id="NODFlameTank"
		inheritFrom="BaseVehicle"
		SelectPortrait="Portrait_NODFlameTank"
		ButtonImage="Portrait_NODFlameTank"
		Side="NOD"
		EditorSorting="UNIT"
		TransportSlotCount="1"
		BuildCost="1200"
		BuildTime="12"
		CommandSet="NODFlameTankCommandSet"
		CommandPoints="100" 
		KindOf="PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SCORE TRANSPORT VEHICLE CAN_REVERSE_MOVE ANTI_GARRISON CAN_BE_FAVORITE_UNIT"
		RadarPriority="UNIT"
		ProductionQueueType="VEHICLE"
		UnitCategory="VEHICLE"
		WeaponCategory="BLAST"
		VoicePriority="196"
		EditorName="NODFlameTank"
		Description="Desc:NODFlameTank"
		TypeDescription="Type:NODFlameTank">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:NODFlameTank</DisplayName>
		<GameDependency>
			<RequiredObject>NODOperationsCenter</RequiredObject>
		</GameDependency>
		<ArmorSet
			Armor="NODFlameTankArmor"
			DamageFX="VehicleDamageFX" />
		<LocomotorSet
			Locomotor="NODFlameTankLocomotor"
			Condition="NORMAL"
			Speed="75.0" />
		<SkirmishAIInformation
			UnitBuilderStandardCombatUnit="true" />
		<Draws>
			<TankDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true"
				ExtraPublicBone="FXTreadL FXTreadR FXTracksL FXTracksR"
				TrackMarks="EXTnkTrack"
				TrackMarksLeftBone="FXTracksL"
				TrackMarksRightBone="FXTracksR"
				TreadAnimationRate="0.15"
				TreadDriveSpeedFraction="0.25"
				TreadPivotSpeedFraction="0.9">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT"
					RetainSubObjects="true">
					<Model
						Name="NUFlameTank" />
					<WeaponFireFXBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FXFireL" />
					<WeaponLaunchBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FXFireL" />
					<!--					<Turret TurretNameKey="Turret" TurretID="1" />  -->
					<Turret
						TurretNameKey="Turret"
						TurretID="1" />
					<ParticleSysBone
						BoneName="FXFireL"
						FXParticleSystemTemplate="NODFlameTankPilotDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXFireL"
						FXParticleSystemTemplate="NODFlameTankPilotFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXFireL"
						FXParticleSystemTemplate="NODFlameTankPilotGlow"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXFireR"
						FXParticleSystemTemplate="NODFlameTankPilotDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXFireR"
						FXParticleSystemTemplate="NODFlameTankPilotFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXFireR"
						FXParticleSystemTemplate="NODFlameTankPilotGlow"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<Model
						Name="NUFlameTank_FP" />
				</ModelConditionState>		

				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					RetainSubObjects="true"
					ConditionsYes="REALLYDAMAGED USER_5">
					<Model
						Name="NUFlameTank" />
					<Texture
						Original="NUFlameTank"
						New="NUFlameTankD_K" />						
					<ParticleSysBone
						BoneName="FXTracksR"
						FXParticleSystemTemplate="NODDamagedSmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXTracksB"
						FXParticleSystemTemplate="NODDamagedFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXTracksB"
						FXParticleSystemTemplate="NODDamagedFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXTracksB"
						FXParticleSystemTemplate="NODDamagedSmoke"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING USER_5">
					<Model
						Name="NUFlameTankR" />
					<Texture
						Original="NUFlameTankD"
						New="NUFlameTankD_K" />							
					<ParticleSysBone
						BoneName="FXHULKFIRE"
						FXParticleSystemTemplate="GDIMammothHulkFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXHULKFIRE"
						FXParticleSystemTemplate="GDIMammothHulkFireGlow"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXHULKFIRE"
						FXParticleSystemTemplate="GDIMammothHulkFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXHULKFIRE"
						FXParticleSystemTemplate="GDIMammothHulkSmoke"
						FollowBone="true" />
				</ModelConditionState>
											
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					RetainSubObjects="true"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="NUFlameTank" />
					<Texture
						Original="NUFlameTank"
						New="NUFlameTankD" />						
					<ParticleSysBone
						BoneName="FXTracksR"
						FXParticleSystemTemplate="NODDamagedSmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXTracksB"
						FXParticleSystemTemplate="NODDamagedFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXTracksB"
						FXParticleSystemTemplate="NODDamagedFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXTracksB"
						FXParticleSystemTemplate="NODDamagedSmoke"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="NUFlameTankR" />
					<ParticleSysBone
						BoneName="FXHULKFIRE"
						FXParticleSystemTemplate="GDIMammothHulkFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXHULKFIRE"
						FXParticleSystemTemplate="GDIMammothHulkFireGlow"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXHULKFIRE"
						FXParticleSystemTemplate="GDIMammothHulkFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXHULKFIRE"
						FXParticleSystemTemplate="GDIMammothHulkSmoke"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_5">
					<Model
						Name="NUFlameTank" />
					<Texture
						Original="NUFlameTank"
						New="NUFlameTank_K" />						
				</ModelConditionState>				

				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<Script>
						CurDrawableShowSubObject("TreadsStop")
						CurDrawableHideSubObject("TreadsMove")
						CurDrawableHideSubObject("TreadsTurnLeft")
						CurDrawableHideSubObject("TreadsTurnRight")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_LEFT">
					<Script>
						CurDrawableHideSubObject("TreadsStop")
						CurDrawableHideSubObject("TreadsMove")
						CurDrawableShowSubObject("TreadsTurnLeft")
						CurDrawableHideSubObject("TreadsTurnRight")
					</Script>
					<ParticleSysBone
						BoneName="FXTracksL"
						FXParticleSystemTemplate="TreadDust"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXTracksR"
						FXParticleSystemTemplate="TreadDust"
						FollowBone="true" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_RIGHT">
					<Script>
						CurDrawableHideSubObject("TreadsStop")
						CurDrawableHideSubObject("TreadsMove")
						CurDrawableHideSubObject("TreadsTurnLeft")
						CurDrawableShowSubObject("TreadsTurnRight")
					</Script>
					<ParticleSysBone
						BoneName="FXTracksL"
						FXParticleSystemTemplate="gditanktreaddust"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXTracksR"
						FXParticleSystemTemplate="gditanktreaddust"
						FollowBone="true" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING">
					<Script>
						CurDrawableHideSubObject("TreadsStop")
						CurDrawableShowSubObject("TreadsMove")
						CurDrawableHideSubObject("TreadsTurnLeft")
						CurDrawableHideSubObject("TreadsTurnRight")
					</Script>
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="GDIWheelDustLight"
						FollowBone="true" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="ATTACKING">
					<Script>
						CurDrawableShowSubObject("TreadsStop")
						CurDrawableHideSubObject("TreadsMove")
						CurDrawableHideSubObject("TreadsTurnLeft")
						CurDrawableHideSubObject("TreadsTurnRight")
					</Script>
				</AnimationState>
				<LeftTread>"TreadsL"</LeftTread>
				<RightTread>"TreadsR"</RightTread>
			</TankDraw>
			<ScriptedModelDraw
				id="ModuleTag_DrawLeftFX"
				AttachToBoneInAnotherModule="FXFIREL">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="FXInvisBone" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"/>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="AFFECTED_BY_EMP"/>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USING_WEAPON_A">
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankAdd"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankAdd02"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankStart"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankDistort"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankGround"
						FollowBone="true" />
				</AnimationState>
			</ScriptedModelDraw>
			<ScriptedModelDraw
				id="ModuleTag_DrawRightFX"
				AttachToBoneInAnotherModule="FXFIRER">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="FXInvisBone" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"/>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="AFFECTED_BY_EMP"/>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USING_WEAPON_A">
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankAdd"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankDistort"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankAdd02"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankStart"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankGround"
						FollowBone="true" />
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<WeaponSetUpdate>
				<WeaponSlotTurret
					ID="1"
					AllowInterleavedFiring="false"
					InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
					WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="NODFlameTankFlamer" />
					<TurretSettings
						TurretTurnRate="90"
						TurretPitchRate="40"
						AllowsPitch="true"
						MinIdleScanTime="1.0s"
						MaxIdleScanTime="5.0s"
						MinIdleScanAngle="0.0"
						MaxIdleScanAngle="90.0">
						<TurretAITargetChooserData
							CanAcquireDynamicIfAssignedOutOfRange="true" />
					</TurretSettings>
				</WeaponSlotTurret>
			</WeaponSetUpdate>
			<Physics
				id="ModuleTag_04" />
			<ProductionUpdate
				id="ModuleTag_08" />
			<!-- fire a weapon when dying -->
			<FireWeaponWhenDead
				id="ModuleTag_FireWeaponWhenDead"
				InitiallyActive="true"
				DeathWeapon="NODFlameTankDeathWeapon">
				<DieMuxData
					DeathTypes="ALL" />
			</FireWeaponWhenDead>
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3s"
				SinkRate="1.0"
				DestructionDelay="7s">
				<OCL
					Type="INITIAL">
					<OCL>OCL_NODFlameTankDebris</OCL>
				</OCL>
				<DieMuxData
					DeathTypes="ALL"
					DeathTypesForbidden="TOPPLED" />
				<Sound Type="INITIAL" List="NOD_Generic_VoiceDieMS" />
			</SlowDeath>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onDeath"
					FX="FX_GDIVehicleExplode" />
			</FXListBehavior>
			<ModelConditionUpgrade
				id="ModuleTag_AllFactionUpgrade"
				AddConditionFlags="USER_5">
				<TriggeredBy>Upgrade_AllFactionUpgrade</TriggeredBy>
			</ModelConditionUpgrade>
			<AudioLoopUpgrade id="NOD_PurifyingFlame_Upgrade" SoundToPlay="NOD_PurifyingFlame_UpgradeMS">
				<TriggeredBy>Upgrade_BlackHandSecretShrinePurifyingFlame</TriggeredBy>
			</AudioLoopUpgrade>
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="YES">
				<UnitAITargetChooserData
					CanPickDynamicTargets="false"
					SympathyRange="100.0" />
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_02"
				MaxHealth="3700" />
		</Body>
<!--
		<ClientBehaviors>
			<ModelConditionAudioLoopClientBehavior
				id="ModuleTag_FlameTankFireLoop">
				<ModelConditionSound
					Sound="NOD_FlameTank_FlameWeaponLoop"
					RequiredFlags="ATTACKING"
					ExcludedFlags="MOVING DYING" />
			</ModelConditionAudioLoopClientBehavior>
		</ClientBehaviors>
-->
		<Geometry
			IsSmall="false">
			<Shape
				Type="BOX"
				MajorRadius="23.0"
				MinorRadius="15.0"
				Height="11.5"
				ContactPointGeneration="VEHICLE">
				<Offset
					x="-5.0"
					y="0"
					z="0" />
			</Shape>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="NOD_FlameTank_VoiceAttack"
				AudioType="voiceAttack" />
			<AudioEntry
				Sound="NOD_FlameTank_VoiceAttackBuilding"
				AudioType="voiceAttackStructure" />
			<AudioEntry
				Sound="NOD_FlameTank_VoiceCreate"
				AudioType="voiceCreated" />
			<AudioEntry
				Sound="NOD_FlameTank_VoiceMove"
				AudioType="voiceGuard" />
			<AudioEntry
				Sound="NOD_FlameTank_VoiceMove"
				AudioType="voiceMove" />
			<AudioEntry
				Sound="NOD_FlameTank_VoiceMoveAttack"
				AudioType="voiceAttackAfterMoving" />
			<AudioEntry
				Sound="NOD_FlameTank_VoiceRetreat"
				AudioType="voiceRetreatToCastle" />
			<AudioEntry
				Sound="NOD_FlameTank_VoiceSelectMS"
				AudioType="voiceSelect" />
			<AudioEntry
				Sound="NOD_FlameTank_VoiceSelectBattleMS"
				AudioType="voiceSelectBattle" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry
				Sound="NOD_FlameTank_MoveStart"
				AudioType="soundMoveStart" />
			<AudioEntry
				Sound="NOD_FlameTank_IdleLoop"
				AudioType="soundAmbient" />
			<AudioEntry
				Sound="NOD_FlameTank_MoveLoop"
				AudioType="soundMoveLoop" />
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="400" />
		<CrusherInfo
			CrusherLevel="1"
			CrushableLevel="2" />	
	</GameObject>
</AssetDeclaration>