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<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:NB_Silo.w3x" />
		<Include
			type="all"
			source="ART:NB_Silo_ASN.w3x" />
		<Include
			type="all"
			source="ART:NB_Silo_AAN.w3x" />
		<Include
			type="all"
			source="ART:NB_SiloD2_SN.w3x" />
		<Include
			type="all"
			source="ART:NB_SiloD2_AN.w3x" />
		<Include
			type="all"
			source="ART:NB_SiloD3_SN.w3x" />
		<Include
			type="all"
			source="ART:NB_SiloD3_AN.w3x" />
		<Include
			type="all"
			source="ART:NB_Silo_TIB.W3X" />
		<Include
			type="all"
			source="ART:NBEmpty_ABLD.W3X" />				
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseStructure.xml" />
	</Includes>
	<GameObject
		id="NODTiberiumSilo"
		inheritFrom="BaseStructure"
		SelectPortrait="Portrait_NODTiberiumSilo"
		ButtonImage="Portrait_NODTiberiumSilo"
		Side="NOD"
		EditorSorting="STRUCTURE"
		TransportSlotCount="1"
		BuildCost="100"
		BuildTime="5"
		CommandSet="NODTiberiumSiloCommandSet"
		KindOf="STRUCTURE SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS FS_MONEY_STORAGE IGNORE_FOR_VICTORY NOT_AUTOACQUIRABLE AUTO_ACQUIRABLE_BY_AI COVER"
		RadarPriority="STRUCTURE"
		PlacementViewAngle="315d"
		ProductionQueueType="OTHER_STRUCTURE"
		BuildPlacementTypeFlag="OTHER_STRUCTURE"
		EditorName="NODTiberiumSilo"
		Description="Desc:NODTiberiumSilo"
		TypeDescription="Type:NODTiberiumSilo">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:NODTiberiumSilo</DisplayName>
		<GameDependency>
			<RequiredObject>NODRefinery</RequiredObject>
		</GameDependency>
		<ArmorSet
			Armor="NODTiberiumSiloArmor"
			DamageFX="FactionStructureDamageFX" />
		<SkirmishAIInformation
			BaseBuildingLocation="SPREAD" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="NB_Silo" />
					<ParticleSysBone
						BoneName="FXSmokeStack"
						FXParticleSystemTemplate="NODRefinerySmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXSmokeStack"
						FXParticleSystemTemplate="NODRefinerySmokeDistortion"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="NB_Silo_ASN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="NB_SiloD2_SN" />
					<ParticleSysBone
						BoneName="FXSmokeStack"
						FXParticleSystemTemplate="NODRefinerySmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXSmokeStack"
						FXParticleSystemTemplate="NODRefinerySmokeDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="GDISiloDamagedSteam"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="GDISiloDamagedDist2"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="NB_SiloD2_SN" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="GDISiloDamagedFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="GDISiloDamagedDist"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDISiloDamagedSmoke"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="NB_SiloD3_SN" />
				</ModelConditionState>
				<!-- BUILDUP ANIMATION -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Animation
						AnimationName="NB_Silo_AAN"
						AnimationMode="ONCE" />
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="Con_Medium"
						FollowBone="true" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED"
					StateName="STATE_Damaged"
					Flags="START_FRAME_FIRST">
					<Animation
						AnimationName="NB_SiloD2_AN"
						AnimationMode="MANUAL" />
				</AnimationState>
				<!-- REALLY DAMAGED ANIMATION -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED"
					StateName="STATE_ReallyDamaged">
					<Animation
						AnimationName="NB_SiloD2_AN"
						AnimationMode="ONCE" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
							if Prev == "STATE_Damaged" then CurDrawableSetTransitionAnimState("TRANS_DamagedToReallyDamaged") end;
					</Script>
				</AnimationState>
				<!-- DYING ANIMATION -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING"
					StateName="STATE_Dying">
					<Animation
						AnimationName="NB_SiloD3_AN"
						AnimationMode="ONCE" />
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="Des_Small"
						FollowBone="false" />
				</AnimationState>
				<!-- Transitions -->
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					ConditionsYes="TRANS_DamagedToReallyDamaged">
					<Animation
						AnimationName="NB_SiloD2_AN"
						AnimationMode="ONCE" />
				</AnimationState>
			</ScriptedModelDraw>
			<!-- DRAW TIBERIUM METER -->
			<ScriptedModelDraw
				id="ModuleTag_Draw_TIB"
				OkToChangeModelColor="false">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="NB_Silo_TIB" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="NBEmpty_ABLD" />
				</ModelConditionState>					
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<Script>
						CurDrawableHideSubObject("Tib_25")
						CurDrawableHideSubObject("Tib_50")
						CurDrawableHideSubObject("Tib_75")
						CurDrawableHideSubObject("Tib_100")
					</Script>
				</AnimationState>
				<!-- BUILD UP ANIMATION -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING"
					StateName="STATE_Buildup">
					<Animation
						AnimationName="NBEmpty_ABLD"
						AnimationMode="ONCE" />
				</AnimationState>					
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MONEY_STORED_AMOUNT_1">
					<Script>
						CurDrawableShowSubObject("Tib_25")
						CurDrawableHideSubObject("Tib_50")
						CurDrawableHideSubObject("Tib_75")
						CurDrawableHideSubObject("Tib_100")

					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MONEY_STORED_AMOUNT_2">
					<Script>
						CurDrawableHideSubObject("Tib_25")
						CurDrawableShowSubObject("Tib_50")
						CurDrawableHideSubObject("Tib_75")
						CurDrawableHideSubObject("Tib_100")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MONEY_STORED_AMOUNT_3">
					<Script>
						CurDrawableHideSubObject("Tib_25")
						CurDrawableHideSubObject("Tib_50")
						CurDrawableShowSubObject("Tib_75")
						CurDrawableHideSubObject("Tib_100")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MONEY_STORED_AMOUNT_4">
					<Script>
						CurDrawableHideSubObject("Tib_25")
						CurDrawableHideSubObject("Tib_50")
						CurDrawableHideSubObject("Tib_75")
						CurDrawableShowSubObject("Tib_100")
					</Script>
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<DistributedMoney
				id="ModuleTag_DistributedMoney"
				Capacity="2000"
				OnDieSpawnPercentage="25" />
			<CreateObjectDie
				id="ModuleTag_CreateObjectDie"
				CreationList="FactionStructureTiberiumFieldOCL">
				<DieMuxData
					DeathTypes="ALL"
					DeathTypesForbidden="SUICIDED" />
			</CreateObjectDie>
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3.0s"
				SinkRate="4.0"
				DestructionDelay="8.0s">
				<Sound Type="INITIAL" List="HumanFaction_SmallBuilding_DieMS" />
				<DieMuxData
					DeathTypes="ALL" />
			</SlowDeath>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onTransitionToDamaged"
					FX="FX_BuildDamaged_Medium" />
				<Event
					Index="onTransitionToReallyDamaged"
					FX="FX_BuildDamaged_Medium" />
				<Event
					Index="onTransitionToRubble"
					FX="FX_BuildDamaged_Medium" />
			</FXListBehavior>
			<StructureUnpackUpdate
				id="ModuleTag_StructureUnpackUpdate"
				UnpackTime="1.5s" />
			<xi:include
				href="../../Includes/GenericBuildingRepair.xml" />
			<xi:include
				href="../../Includes/GenericEngineerContain.xml" />
				
		<!-- no more infantry spawn for you
			<xi:include
				href="../../Includes/GenericNODBuildingDestruction.xml" />
			<xi:include
				href="../../Includes/GenericNODBuildingSuicide.xml" />
		-->
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="NO"></AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="3000.0" />
		</Body>
		<Geometry
			IsSmall="false">
			<Shape
				Type="CYLINDER"
				MajorRadius="10.0"
				Height="75.0">
				<Offset
					x="0.0"
					y="22.0"
					z="0" />
			</Shape>
			<Shape
				Type="CYLINDER"
				MajorRadius="20.0"
				Height="22.0">
				<Offset
					x="0.0"
					y="-15.0"
					z="0" />
			</Shape>
			<Shape
				Type="BOX"
				MajorRadius="10.0"
				MinorRadius="10.0"
				Height="20.0">
				<Offset
					x="0.0"
					y="11.0"
					z="0" />
			</Shape>
			<ContactPoint>
				<Pos
					x="20.0"
					y="-30.0"
					z="0" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="10.0"
					y="26.0"
					z="32" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-10.0"
					y="26.0"
					z="0" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-20.0"
					y="-30.0"
					z="32" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="20.0"
					y="-30.0"
					z="32" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="10.0"
					y="26.0"
					z="0" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-10.0"
					y="26.0"
					z="32" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-20.0"
					y="-30.0"
					z="0" />
			</ContactPoint>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="NOD_TiberiumSiloSelect"
				AudioType="voiceSelect" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry Sound="HumanFaction_SmallBuilding_LightDamageMS" AudioType="soundOnDamaged" />
			<AudioEntry Sound="HumanFaction_SmallBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" />
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="100"
			ShroudClearingRange="400" />
		<ProjectedBuildabilityInfo
			Radius="0"
			BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE" />
	</GameObject>
</AssetDeclaration>