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	<Tags></Tags>
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		<Include
			type="all"
			source="ART:ABBHive.w3x" />
		<Include
			type="all"
			source="ART:ABBHiveBld.w3x" />
		<Include
			type="all"
			source="ART:ABBHive_D2SN.w3x" />
		<Include
			type="all"
			source="ART:ABBHive_D2AN.w3x" />
		<Include
			type="all"
			source="ART:ABBHive_D3SN.w3x" />
		<Include
			type="all"
			source="ART:ABBHive_D3AN.w3x" />
		<Include
			type="all"
			source="ART:ABBHiveDr_SKN.w3x" />
		<Include
			type="all"
			source="ART:ABBHiveDr_OPN.w3x" />
		<Include
			type="all"
			source="ART:ABBHiveDr_CLS.w3x" />
		<Include
			type="all"
			source="ART:NBEmpty_ABLD.w3x" />
		<Include
			type="all"
			source="ART:ABBHiveBld_SKN.w3x" />
		<Include
			type="all"
			source="ART:ABBHiveBld_AAN.w3x" />
		<Include
			type="all"
			source="ART:FXAspotlight.w3x" />
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseStructure.xml" />
	</Includes>
	<GameObject
		id="AlienBuzzerHive"
		inheritFrom="BaseStructure"
		SelectPortrait="Portrait_ALIENBuzzerHive"
		ButtonImage="Portrait_ALIENBuzzerHive"
		Side="ALIEN"
		EditorSorting="STRUCTURE"
		BuildCost="600"
		PlacementViewAngle="315d"
		BuildTime="6"
		CommandSet="AlienBuzzerHiveCommandSet"
		KindOf="STRUCTURE SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS AUTO_ACQUIRABLE_BY_AI COVER POWERED FS_BASE_DEFENSE CAN_SEE_THROUGH_STRUCTURE CAN_ATTACK"
		RadarPriority="STRUCTURE"
		ProductionQueueType="OTHER_STRUCTURE"
		BuildPlacementTypeFlag="OTHER_STRUCTURE"
		WeaponCategory="GUN"
		EditorName="AlienBuzzerHive"
		TypeDescription="Type:AlienBuzzerHive"
		EnergyProduction="-7"
		Description="DESC:ALIENBuzzerHive">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">NAME:ALIENBuzzerHive</DisplayName>
		<GameDependency>
			<RequiredObject>AlienPowerProjector</RequiredObject>
		</GameDependency>
		<ArmorSet
			Armor="AlienBuzzerHiveArmor"
			DamageFX="FactionStructureDamageFX" />
		<SkirmishAIInformation
			BaseBuildingLocation="SPREAD" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="ABBHive" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="ABBHiveBld_SKN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
					<Model
						Name="ABBHive_D3SN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="ABBHive_D2SN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="ABBHive" />
					<Texture
						Original="ABBHive"
						New="ABBHive_D" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<!-- no anim -->
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Animation
						AnimationName="ABBHiveBld_AAN"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ABBHive_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="ABBHive_D2AN"
						AnimationMode="MANUAL" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev ~= "STATE_ReallyDamaged" and Prev ~= "TRANS_IntoReallyDamaged" then
						CurDrawableSetTransitionAnimState("TRANS_IntoReallyDamaged")
						end
					</Script>
				</AnimationState>
				<!--				
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED"
					StateName="STATE_Damaged"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ABBHive_D1"
						AnimationMode="MANUAL" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev ~= "STATE_Damaged" and Prev ~= "TRANS_IntoDamaged" then
						CurDrawableSetTransitionAnimState("TRANS_IntoDamaged")
						end
					</Script>
				</AnimationState>

				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoDamaged">
					<Animation
						AnimationName="ABBHive_D1"
						AnimationMode="ONCE"
						AnimationBlendTime="0"/>
				</AnimationState>
-->
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoReallyDamaged">
					<Animation
						AnimationName="ABBHive_D2AN"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="ABBHive_D3AN"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
					<!--
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="CivBuildingDust"
						FollowBone="false" />
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="CivBuildingDust02"
						FollowBone="false" />
-->
				</AnimationState>
			</ScriptedModelDraw>
			<ScriptedModelDraw
				id="ModuleTag_Draw_Door"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="ABBHiveDr_SKN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
					<Model
						Name="NBEmpty_ABLD" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="NBEmpty_ABLD" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					StateName="STATE_Open"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ABBHiveDr_OPN"
						AnimationMode="MANUAL"
						AnimationBlendTime="15" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev == "STATE_Closed" then CurDrawableSetTransitionAnimState("TRANS_Open") end;
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="COMBINED_PARENT"
					StateName="STATE_Closed"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ABBHiveDr_CLS"
						AnimationMode="MANUAL" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev == "STATE_Open" then CurDrawableSetTransitionAnimState("TRANS_Close") end;
					</Script>
				</AnimationState>
				<!-- TRANSITIONS -->
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_Open">
					<Animation
						AnimationName="ABBHiveDr_OPN"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_Close">
					<Animation
						AnimationName="ABBHiveDr_CLS"
						AnimationMode="ONCE" />
				</AnimationState>
			</ScriptedModelDraw>
			<SpotlightDraw
				id="ModuleTag_Spotlight"
				AttachToBoneInAnotherModule="abbhiveb"
				RefreshTime="2.0s"
				SweepTime="1.0s">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="FXAspotlight" />
				</ModelConditionState>
			</SpotlightDraw>
		</Draws>
		<Behaviors>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onTransitionToDamaged"
					FX="FX_AlienBuildingDamagedS" />
				<Event
					Index="onTransitionToReallyDamaged"
					FX="FX_AlienBuildingDamagedS" />
				<Event
					Index="onTransitionToRubble"
					FX="FX_AlienBuildingRubbleS" />
			</FXListBehavior>
			<WeaponSetUpdate
				id="ModuleTag_WeaponSetUpdate">
				<WeaponSlotHardpoint
					ID="1">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="AlienBuzzerHiveWeapon" />
				</WeaponSlotHardpoint>
			</WeaponSetUpdate>
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3.0s"
				SinkRate="4.0"
				DestructionDelay="8.0s">
				<Sound Type="INITIAL" List="ALI_Building_Die" />
				<DieMuxData
					DeathTypes="ALL" />
			</SlowDeath>
			<SpawnBehavior
				id="ModuleTag_SpawnBuzzers"
				SpawnNumberData="3"
				InitialBurst="3"
				SpawnReplaceDelayData=".1s"
				SpawnInsideBuilding="true"
				CombineOnCreate="true"
				SpawnedRequireSpawner="true"
				KillSpawnsOnCaptured="true"
				KillSpawnsOnDisabled="true">
				<Die
					DeathTypes="ALL" />
				<SpawnTemplate>AlienBuzzers_Slaved</SpawnTemplate>
			</SpawnBehavior>
			<StealthDetectorUpdate
				id="ModuleTag_StealthDetect"
				DetectionRange="200" />
			<xi:include
				href="../../Includes/GenericBuildingRepair.xml" />
			<xi:include
				href="DATA:Includes/RepairAlliesEngineerContain.xml" />
			<CreateObjectDie xmlns="uri:ea.com:eala:asset"
				id="ModuleTag_CreateOccupiedSuicide"
				CreationList="OCL_AlienBuzzerHiveSuicide">
				<DieMuxData
					DeathTypes="SUICIDED" />
			</CreateObjectDie>
			<CreateObjectDie xmlns="uri:ea.com:eala:asset"
				id="ModuleTag_CreateOccupiedDie"
				CreationList="OCL_AlienBuzzerHiveDie">
				<DieMuxData
					DeathTypes="NORMAL CRUSHED BURNED EXPLODED POISONED TOPPLED FLOODED LASERED DETONATED" />
			</CreateObjectDie>
			<StructureUnpackUpdate
				id="StructureUnpackUpdate"
				UnpackTime="2.0s" />
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				MaxCombineChildren="3">
				<UnitAITargetChooserData 
				 
					IdleScanDelay="0.2s"/>
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="1600" />
		</Body>
		<Geometry
			IsSmall="false">
			<Shape
				Type="CYLINDER"
				MajorRadius="13.2272"
				MinorRadius="13.2272"
				Height="37.7319">
				<Offset
					x="-3.42813"
					y="0.138149"
					z="0.0" />
			</Shape>
			<ContactPoint>
				<Pos
					x="-11.0459"
					y="-7.78425"
					z="0.753372" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="5.32988"
					y="-7.78425"
					z="30.5619" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="5.32988"
					y="8.59152"
					z="0.753372" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-11.0459"
					y="8.59152"
					z="30.5619" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-11.0459"
					y="-7.78425"
					z="30.5619" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="5.32988"
					y="-7.78425"
					z="0.753372" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="5.32988"
					y="8.59152"
					z="30.5619" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-11.0459"
					y="8.59152"
					z="0.753372" />
			</ContactPoint>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="ALI_BuzzerHive_Select"
				AudioType="voiceSelect" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry
				Sound="ALI_BuzzerHive_AmbientLoop"
				AudioType="soundAmbient" />
			<AudioEntry Sound="ALI_Building_LightDamage" AudioType="soundOnDamaged" />
			<AudioEntry Sound="ALI_Building_HeavyDamage" AudioType="soundOnReallyDamaged" />
			<AudioEntry Sound="ALI_Building_Placed" AudioType="soundUnderConstruction" />
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="400" />
		<ProjectedBuildabilityInfo
			Radius="0.0"
			BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE" />
	</GameObject>
</AssetDeclaration>