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	<Tags></Tags>
	<Includes>
		<Include
			type="all"
			source="ART:NSNMSilo07.w3x" />
		<Include
			type="all"
			source="ART:NSNMSilo2D.xml" />			
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseCivilianStructureNoGarrison.xml" />
	</Includes>
	<GameObject
		id="NOD_Silo07"
		inheritFrom="BaseCivilianStructureNoGarrison"
		CommandSet="GarrisonableNeutralBuildingCommandSet"
		EditorName="NOD_Silo_OpenCapLarge"
		Browser="REGION NOD_Structures STRUCTURE">
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="false"
				AffectedByStealth="false"
				ExtraPublicBone="BONEGARRISON01 BONEGARRISON02 BONEGARRISON03 BONEGARRISON04 BONEGARRISON05 BONEGARRISON06 BONEGARRISON07 BONEGARRISON08 BONEGARRISON09 BONEGARRISON10 BONEGARRISON11 BONEGARRISON12">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="NSNMSilo07" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
					<Model
						Name="NSNMSilo07" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="NSNMSilo07" />
				</ModelConditionState>

				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="NSNMSilo07" />
					<Texture
						Original="NSNMSilo2"
						New="NSNMSilo2D" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
				</AnimationState>
<!--
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="GRBApt01_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="GRBApt01_D2"
						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="GRBApt01_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="GRBApt01_D1"
						AnimationMode="ONCE"
						AnimationBlendTime="0"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoReallyDamaged">
					<Animation
						AnimationName="GRBApt01_D2"
						AnimationMode="ONCE"
						AnimationBlendTime="0"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="GRBApt01_D3"
						AnimationMode="ONCE"
						AnimationBlendTime="0"/>
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="CivBuildingDust"
						FollowBone="false" />
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="CivBuildingDust02"
						FollowBone="false" />
				</AnimationState>
-->

			</ScriptedModelDraw>

		
		</Draws>
		<Behaviors>
			
		</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 = "8.33487"
     MinorRadius = "11.4604"
     Height = "10.2102"
     ContactPointGeneration="STRUCTURE" >
    <Offset
        x = "0.0224228"
        y = "0.14496"
        z = "0.0" />
</Shape>
		</Geometry>
		<AudioArraySound>
			<AudioEntry Sound="HumanFaction_MediumBuilding_LightDamageMS" AudioType="soundOnDamaged" />
			<AudioEntry Sound="HumanFaction_MediumBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" />
		</AudioArraySound> 
	</GameObject>
</AssetDeclaration>
