<?xml version="1.0" encoding="us-ascii"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
	<Tags></Tags>
	<Includes>
		<Include
			type="all"
			source="ART:TibField01.W3X" />
	</Includes>
	<GameObject
		id="TiberiumField"
		Side="Neutral"
		EditorSorting="MISC_NATURAL"
		KindOf="STRUCTURE IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE CAN_CAST_REFLECTIONS TIBERIUM_FIELD CAN_SEE_THROUGH_STRUCTURE"
		EditorName="TiberiumField">
		<DisplayName>Tiberium_Field</DisplayName>
		<ArmorSet
			Armor="NoArmor" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw">
				<ModelConditionState
					id="DefaultState"
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="TibField01" />
					<ParticleSysBone
						id="TibTreeAura"
						BoneName="NONE"
						FXParticleSystemTemplate="TibTreeAura"
						FollowBone="true" />
					<ParticleSysBone
						id="TibTreeAuraLightning"
						BoneName="NONE"
						FXParticleSystemTemplate="TibTreeAuraLightning"
						FollowBone="true" />
				</ModelConditionState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<TiberiumField
				id="tib_field"
				Radius="200"
				FieldResolution="40"
				MaxFieldMoney="25000"
				StartingFieldMoney="24000"
				ThingToSpawn="TiberiumCrystal"
				SpawnOffset="15.0"
				ClusterScaleFactor="1.0"
				ClusterPowerFactor="1.0"
				CrystalGrowthRate="20" >
				<!-- The DamageFilter is simply an on/off switch for the crystal weapons.
				     If something matching the filter is found within the field, the weapons are turned on. -->
				<DamageFilter
					Rule="ANY"
					Include="INFANTRY VEHICLE" >
					<IncludeThing>GDIMARV</IncludeThing>
					<IncludeThing>ZOCOMMARV</IncludeThing>
					<IncludeThing>SteelTalonsMARV</IncludeThing>
					<ExcludeThing>MutantMarauder</ExcludeThing>
					<ExcludeThing>MutantMarauderSquad</ExcludeThing>
					<ExcludeThing>Viceroid</ExcludeThing>
					<ExcludeThing>GDIZoneTrooper</ExcludeThing>
					<ExcludeThing>GDIZoneTrooperSquad</ExcludeThing>
				</DamageFilter>
				<!-- The HealFilter works similar to the damage filter. It turns on or off
						 the PassiveAreaEffectBehavior of the cystals if a matching object is found in the field. -->
				<HealFilter Rule="NONE"
							Include="HEALED_BY_TIBERIUM"/>
			</TiberiumField>
	</Behaviors>
	<Body>
		<ActiveBody
			id="ModuleTag_02"
			MaxHealth="100.0" />
	</Body>
	<Geometry
		IsSmall="false">
		<Shape
			Type="CYLINDER"
				MajorRadius="27.0"
				Height="20.0"></Shape>
		</Geometry>
		<VisionInfo
			VisionRange="0" />
		<ProjectedBuildabilityInfo
					Radius="25.0"
					BuildPlacementTypes="TIBERIUM_FIELD"
					StatusToReject="HAS_TIBERIUM_GROWTH_MOD"/>		
	</GameObject>
</AssetDeclaration>
