<?xml version="1.0" encoding="us-ascii"?>
<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:NSNLaunchFac.w3x" />
		<Include
			type="all"
			source="ART:NSNLaunchFac_D2.w3x" />
		<Include
			type="all"
			source="ART:NSNLaunchFac_D3.w3x" />
		<Include
			type="all"
			source="ART:NSNLaunchFacMis_SKN.w3x" />
		<Include
			type="all"
			source="ART:NSNLaunchFacMis_IDLA.w3x" />
		<Include
			type="all"
			source="ART:NSNLaunchFacMis_RDY.w3x" />
		<Include
			type="all"
			source="ART:NSNLaunchFacMis_FIRA.w3x" />
		<Include
			type="all"
			source="ART:NSNLaunchFacMis_D3.W3X" />
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseCivilianStructureNoGarrisonDestructible.xml" />
	</Includes>
	<GameObject
		id="NOD_Silo"
		inheritFrom="BaseCivilianStructureNoGarrisonDestructible"
		CommandSet="NOD_Silo"
		EditorName="NOD_Silo"
    UnitCategory="STRUCTURE" 
		KindOf="SELECTABLE STRUCTURE PRELOAD IMMOBILE CAN_CAST_REFLECTIONS AUTO_RALLYPOINT COVER KEEP_CLASSIFIED_WHEN_DEAD COVER CIVILIAN_BUILDING NOT_AUTOACQUIRABLE AUTO_ACQUIRABLE_BY_AI RESIST_EMP"
		Browser="REGION NOD_Structures STRUCTURE">
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true"
				AffectedByStealth="false"
				ExtraPublicBone="BONEGARRISON01 BONEGARRISON02 BONEGARRISON03 BONEGARRISON04 BONEGARRISON05 BONEGARRISON06 BONEGARRISON07 BONEGARRISON08 BONEGARRISON09 BONEGARRISON10 BONEGARRISON11 BONEGARRISON12">

				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="NSNLaunchFac" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
					<Model
						Name="NSNLaunchFac_D3" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="NSNLaunchFac_D2" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="NSNLaunchFac" />
					<Texture
						Original="NSNMSilo1"
						New="NSNMSilo1D" />						
					<Texture
						Original="NSNMSilo2"
						New="NSNMSilo2D" />
				</ModelConditionState>

				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<!-- no anim -->
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="NSNLaunchFac_D3"
						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="NSNLaunchFac_D2"
						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="NSNLaunchFac_D2"
						AnimationMode="ONCE"
						AnimationBlendTime="0"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="NSNLaunchFac_D3"
						AnimationMode="ONCE"
						AnimationBlendTime="0"/>
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="CivBuildingDust"
						FollowBone="false" />
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="CivBuildingDust02"
						FollowBone="false" />
				</AnimationState>
			</ScriptedModelDraw>

<!-- DRAW MISSLE -->

			<ScriptedModelDraw
				id="ModuleTag_Draw_Missle"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="NSNLaunchFacMis_SKN" />
				</ModelConditionState>
				<!-- BUILDING -->
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="NBEmpty_ABLD" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING SPECIALPOWER1_READY">
					<Model
						Name="NSNLaunchFacMis_D3" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="NSNLaunchFacMis_SKN" />
				</ModelConditionState>
				<!-- ANIMATIONS -->
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					StateName="STATE_Idle"
					Flags="DO_NOT_PLAY_WHEN_UNPOWERED">
					<Animation
						AnimationName="NSNLaunchFacMis_IDLA"
						AnimationMode="LOOP"
						AnimationBlendTime="0" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev == "STATE_Ready" and Prev ~= "STATE_Idle" then
						CurDrawableSetTransitionAnimState("TRANS_FIRING")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING SPECIALPOWER1_READY">
					<Animation
						AnimationName="NSNLaunchFacMis_D3"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Animation
						AnimationName="NSNLaunchFacMis_IDLA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Animation
						AnimationName="NBEmpty_ABLD"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SPECIALPOWER1_READY"
					StateName="STATE_Ready">
					<Animation
						AnimationName="NSNLaunchFacMis_RDY"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="PACKING">
					<Animation
						AnimationName="NSNLaunchFacMis_IDLA"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_FIRING">
					<Animation
						AnimationName="NSNLaunchFacMis_FIRA"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
					<ParticleSysBone
						BoneName="FX_Rocket01"
						FXParticleSystemTemplate="NodNukeMissleSmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FX_Rocket02"
						FXParticleSystemTemplate="NodNukeMissleSmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FX_Rocket03"
						FXParticleSystemTemplate="NodNukeMissleSmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FX_Rocket04"
						FXParticleSystemTemplate="NodNukeMissleSmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FX_Rocket01"
						FXParticleSystemTemplate="NodNukeMissleFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FX_Rocket02"
						FXParticleSystemTemplate="NodNukeMissleFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FX_Rocket03"
						FXParticleSystemTemplate="NodNukeMissleFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FX_Rocket04"
						FXParticleSystemTemplate="NodNukeMissleFire"
						FollowBone="true" />
				</AnimationState>
			</ScriptedModelDraw>

		</Draws>
		<Behaviors>
			<ProductionUpdate
				id="ModuleTag_Production" />
			<ModelConditionUpgrade
				id="ModuleTag_GDIFaction"
				AddConditionFlags="USER_1">
				<TriggeredBy>Upgrade_GDIFaction</TriggeredBy>
			</ModelConditionUpgrade>
			<ModelConditionUpgrade
				id="ModuleTag_NODFaction"
				AddConditionFlags="USER_2">
				<TriggeredBy>Upgrade_NODFaction</TriggeredBy>
			</ModelConditionUpgrade>
			<ModelConditionUpgrade
				id="ModuleTag_AlienFaction"
				AddConditionFlags="USER_3">
				<TriggeredBy>Upgrade_AlienFaction</TriggeredBy>
			</ModelConditionUpgrade>
			<CommandSetUpgrade
				id="ModuleTag_SwapCommandSet"
				CommandSet="GarrisonableNeutralFortifiedBuildingCommandSet"
				Permanent="true">
				<TriggeredBy>Upgrade_FortifyBuilding</TriggeredBy>
			</CommandSetUpgrade>
			<SubObjectsUpgrade
				id="ModuleTag_ShowForceField"
				ShowSubObjects="ARMOR"
				Permanent="true">
				<TriggeredBy>Upgrade_FortifyBuilding</TriggeredBy>
			</SubObjectsUpgrade>
			<AttributeModifierUpgrade
				id="ModuleTag_AddAttributes"
				AttributeModifier="FortifiedBuilding_Bonus"
				Permanent="true">
				<TriggeredBy>Upgrade_FortifyBuilding</TriggeredBy>
			</AttributeModifierUpgrade>
			<SpecialPower
				id="ModuleTag_MissileLauncherSP"
				SpecialPowerTemplate="SpecialPowerLaunchCatalystMissile"
				UpdateModuleStartsAttack="true"
			/>
			<MonitorSpecialPowerTimerUpdate
				id="ModuleTag_CatalystMissileReadyToFireUpdate"
				SpecialPowerTemplate="SpecialPowerLaunchCatalystMissile"
				ReadyCondition="SPECIALPOWER1_READY" />			
			<WeaponFireSpecialAbilityUpdate
				id="ModuleTag_MissileLauncherSPUpdate"
				SpecialPowerTemplate="SpecialPowerLaunchCatalystMissile"
				SpecialWeapon="NODCatalystMissileLauncher"
				UnpackTime="1s"
				PackTime="1s"
				StartAbilityRange="50000.0"
				BusyForDuration="2s"
				WhichSpecialWeapon="1" 
			/>
			<xi:include
				href="../../Includes/GenericEngineerContain.xml" />
			<xi:include
				href="../../Includes/GenericBuildingRepair.xml" />
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModulTag_AIForLua"
				AILuaEventsList="NeutralGarrisonableBuildingFunctions" />
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="6000.0" />
		</Body>
		<Geometry
			IsSmall="false">
			<Shape 
     Type= "BOX"
     MajorRadius = "27.7296"
     MinorRadius = "49.4783"
     Height = "5.43718"
     ContactPointGeneration="STRUCTURE" >
    <Offset
        x = "9.29906"
        y = "1.33146"
        z = "0.0" />
</Shape>
<Shape 
     Type= "BOX"
     MajorRadius = "4.0"
     MinorRadius = "4.0"
     Height = "110.0"
     ContactPointGeneration="STRUCTURE" >
    <Offset
        x = "8.61939"
        y = "27.7017"
        z = "0.0" />
</Shape>
<Shape 
     Type= "BOX"
     MajorRadius = "4.0"
     MinorRadius = "4.0"
     Height = "79.2"
     ContactPointGeneration="STRUCTURE" >
    <Offset
        x = "8.61939"
        y = "-2.2664"
        z = "0.0" />
</Shape>
<Shape 
     Type= "BOX"
     MajorRadius = "43.0548"
     MinorRadius = "20.7586"
     Height = "47.6679"
     ContactPointGeneration="STRUCTURE" >
    <Offset
        x = "0.0"
        y = "-54.9626"
        z = "0.0" />
</Shape>
<Shape 
     Type= "BOX"
     MajorRadius = "22.3885"
     MinorRadius = "20.7586"
     Height = "32.4141"
     ContactPointGeneration="STRUCTURE" >
    <Offset
        x = "0.0"
        y = "-94.8509"
        z = "0.0" />
</Shape>
<Shape 
     Type= "BOX"
     MajorRadius = "9.85095"
     MinorRadius = "20.7586"
     Height = "12.9657"
     ContactPointGeneration="STRUCTURE" >
    <Offset
        x = "0.0"
        y = "-126.362"
        z = "0.0" />
</Shape>
<Shape 
     Type= "BOX"
     MajorRadius = "43.0548"
     MinorRadius = "20.7586"
     Height = "47.6679"
     ContactPointGeneration="STRUCTURE" >
    <Offset
        x = "3.8147e-006"
        y = "61.7814"
        z = "5.10304e-006" />
</Shape>
<Shape 
     Type= "BOX"
     MajorRadius = "22.3885"
     MinorRadius = "20.7586"
     Height = "32.4141"
     ContactPointGeneration="STRUCTURE" >
    <Offset
        x = "7.62939e-006"
        y = "100.651"
        z = "8.54565e-006" />
</Shape>
<Shape 
     Type= "BOX"
     MajorRadius = "9.85095"
     MinorRadius = "20.7586"
     Height = "12.9657"
     ContactPointGeneration="STRUCTURE" >
    <Offset
        x = "1.14441e-005"
        y = "132.464"
        z = "1.13137e-005" />
</Shape>
<Shape 
     Type= "BOX"
     MajorRadius = "13.8648"
     MinorRadius = "13.8935"
     Height = "5.43718"
     ContactPointGeneration="STRUCTURE" >
    <Offset
        x = "-24.9557"
        y = "29.0539"
        z = "0.0" />
</Shape>

		</Geometry>
		<AudioArraySound>
			<AudioEntry Sound="HumanFaction_MediumBuilding_LightDamageMS" AudioType="soundOnDamaged" />
			<AudioEntry Sound="HumanFaction_MediumBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" />
		</AudioArraySound> 
	</GameObject>
</AssetDeclaration>
