<?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:GUSatchel.w3x" />
	</Includes>
	<GameObject
		id="NODBridgeBoobyTrap"
		Side="NOD"
		EditorSorting="MISC_MAN_MADE"
		OcclusionDelay="0"
		KindOf="IMMOBILE TARGETABLE MINE SHOW_BEHIND_OCCLUDERS NOT_AUTOACQUIRABLE IGNORE_FOR_VICTORY CANNOT_BE_DETECTED"
		EditorName="NODBuildingBoobyTrap">
		<DisplayName>PropName</DisplayName>
		<ArmorSet
			Armor="NoArmor" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="GUSatchel" />
				</ModelConditionState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<MinefieldBehavior
				id="ModuleTag_MinefieldBehavior"
				DetonationWeapon="NODSaboteurBoobyTrapAtBridgeWeapon"
				DetonationFX="FX_NODBombHit"
				DetonatedBy="ENEMIES"
				NumVirtualMines="1" />
			<DestroyDie
				id="ModuleTag_DestroyDie">
				<DieMuxData
					DeathTypes="ALL" />
			</DestroyDie>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onDeath"
					FX="FX_NODBombHit" />
			</FXListBehavior>
			<FireWeaponWhenDead
				id="ModuleTag_FireWeaponWhenDead"
				InitiallyActive="true"
				DeathWeapon="NODSaboteurBoobyTrapAtBridgeDeathWeapon">
				<DieMuxData
					DeathTypes="ALL" />
			</FireWeaponWhenDead>
			<InvisibilityUpdate
				id="ModuleTag_Invisibility"
				Options="STARTS_ACTIVE">
				<InvisibilityNugget />
			</InvisibilityUpdate>
			</Behaviors>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="100.0"
				InitialHealth="100.0" />
		</Body>
		<Geometry
			IsSmall="false">
			<!-- Collision with this geometry will set off the trap -->
			<Shape
				Type="CYLINDER"
				MajorRadius="25.0"
				Height="1.0"></Shape>
		</Geometry>
		<VisionInfo
			VisionRange="0" />
	</GameObject>
</AssetDeclaration>
