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	<Tags></Tags>
	<Includes>
		<Include
			type="all"
			source="ART:ABPMBat.w3x" />
		<Include
			type="all"
			source="ART:ABPMBatBld_SKN.w3x" />
		<Include
			type="all"
			source="ART:ABPMBatBld_AAN.w3x" />
		<Include
			type="all"
			source="ART:ABPMBat_D2SN.w3x" />
		<Include
			type="all"
			source="ART:ABPMBat_D2AN.w3x" />
		<Include
			type="all"
			source="ART:ABPMBat_D3SN.w3x" />
		<Include
			type="all"
			source="ART:ABPMBat_D3AN.w3x" />
		<Include
			type="all"
			source="ART:FXAspotlight.w3x" />
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseStructure.xml" />
	</Includes>
	<GameObject
		id="AlienPlasmaMissileBattery"
		inheritFrom="BaseStructure"
		SelectPortrait="Portrait_ALIENPlasmaMissileBattery"
		ButtonImage="Portrait_ALIENPlasmaMissileBattery"
		Side="ALIEN"
		EditorSorting="STRUCTURE"
		TransportSlotCount="1"
		BuildCost="800"
		PlacementViewAngle="315d"
		BuildTime="8"
		CommandSet="AlienPlasmaMissileBatteryCommandSet"
		KindOf="STRUCTURE SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS AUTO_ACQUIRABLE_BY_AI COVER POWERED FS_BASE_DEFENSE CAN_ATTACK CAN_SEE_THROUGH_STRUCTURE ATTACK_NEEDS_LINE_OF_SIGHT LINE_OF_SIGHT_IGNORES_BUILDINGS AA_STRUCT"
		RadarPriority="STRUCTURE"
		ProductionQueueType="OTHER_STRUCTURE"
		BuildPlacementTypeFlag="OTHER_STRUCTURE"
		EditorName="AlienPlasmaMissileBattery"
		TypeDescription="Type:AlienPlasmaMissileBattery"
		EnergyProduction="-7"
		Description="DESC:ALIENPlasmaMissileBattery">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">NAME:ALIENPlasmaMissileBattery</DisplayName>
		<DisplayUpgrade>Upgrade_AlienShardLaunchers</DisplayUpgrade>
		<GameDependency>
			<RequiredObject>AlienControlCenter</RequiredObject>
		</GameDependency>
		<ArmorSet
			Armor="AlienPlasmaMissileBatteryArmor"
			DamageFX="FactionStructureDamageFX" />
		<SkirmishAIInformation
			BaseBuildingLocation="CENTER" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="ABPMBat" />
					<WeaponFireFXBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FX_Weapon_" />
					<WeaponLaunchBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FX_Weapon_" />
					<Turret
						TurretNameKey="Turret"
						TurretPitch="Turret_Pitch"
						TurretID="1" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="ABPMBatBld_SKN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
					<Model
						Name="ABPMBat_D3SN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="ABPMBat_D2SN" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="AlienDamageFireGlow01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="AlienDamageFireGlow02"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="ABPMBat" />
					<Texture
						Original="ABPMBat"
						New="ABPMBat_D" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<!-- no anim -->
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="BUILD_PLACEMENT_CURSOR">
					<Script>
						CurDrawableHideSubObject("UG_SHARD")
						CurDrawableHideSubObject("UG_SHARDWEAPON")
					</Script>
				</AnimationState>				
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Animation
						AnimationName="ABPMBatBld_AAN"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ABPMBat_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="ABPMBat_D2AN"
						AnimationMode="MANUAL" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev ~= "STATE_ReallyDamaged" and Prev ~= "TRANS_IntoReallyDamaged" then
						CurDrawableSetTransitionAnimState("TRANS_IntoReallyDamaged")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoReallyDamaged">
					<Animation
						AnimationName="ABPMBat_D2AN"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="ABPMBat_D3AN"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
			</ScriptedModelDraw>
			<SpotlightDraw
				id="ModuleTag_Spotlight"
				AttachToBoneInAnotherModule="Turret_Pitch"
				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>
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3.0s"
				SinkRate="4.0"
				DestructionDelay="8.0s">
				<Sound Type="INITIAL" List="ALI_Building_Die" />
				<DieMuxData
					DeathTypes="ALL" />
			</SlowDeath>
			<WeaponSetUpdate
				id="ModuleTag_WeaponSetUpdate">
				<WeaponSlotTurret
					ID="1"
					AllowInterleavedFiring="false"
					InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
					WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="AlienPlasmaMissileBatteryWeapon" />
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="AlienPlasmaMissileBatteryShardLauncherWeapon"
						ObjectStatus="WEAPON_UPGRADED_01" />		
					<TurretSettings
						TurretTurnRate="200"
						TurretPitchRate="100"
						AllowsPitch="true"
						MinimumPitch="0d"
						PitchHeight="65%"
						MinIdleScanTime="1.0s"
						MaxIdleScanTime="5.0s"
						MinIdleScanAngle="0.0"
						MaxIdleScanAngle="90.0">
						<TurretAITargetChooserData />
					</TurretSettings>
				</WeaponSlotTurret>
			</WeaponSetUpdate>
			<StatusBitsUpgrade
				id="ModuleTag_Weapon_Upgrade_01"
				StatusToSet="WEAPON_UPGRADED_01">
				<TriggeredBy>Upgrade_AlienShardLaunchers</TriggeredBy>
			</StatusBitsUpgrade>				
			<SubObjectsUpgrade
				id="ModuleTag_ShowShardLauncher"
				ShowSubObjects="UG_SHARD UG_SHARDWEAPON">
				<TriggeredBy>Upgrade_AlienShardLaunchers</TriggeredBy>
			</SubObjectsUpgrade>		
			<xi:include
				href="../../Includes/GenericBuildingRepair.xml" />
			<xi:include
				href="../../Includes/GenericAlienBuildingSuicide.xml" />				
			<xi:include
				href="DATA:Includes/RepairAlliesEngineerContain.xml" />
			<StructureUnpackUpdate
				id="StructureUnpackUpdate"
				UnpackTime="1.5s" />
			<StealthDetectorUpdate
				id="ModuleTag_StealthDetect"
				DetectionRange="200" />
			<AudioLoopUpgrade id="ShardLauncherUpgrade" SoundToPlay="ALI_Stalker_ShardLauncherUpgrade">
				<TriggeredBy>Upgrade_AlienShardLaunchers</TriggeredBy>
			</AudioLoopUpgrade>
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="YES"
				AILuaEventsList="AlienPMBatteryFunctions">			
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="7000" />
		</Body>
		<Geometry
			IsSmall="false">
			<Shape
				Type="CYLINDER"
				MajorRadius="6.87629"
				MinorRadius="6.87629"
				Height="34.3848"
				ContactPointGeneration="INFANTRY">
				<Offset
					x="0.246861"
					y="-0.11898"
					z="0.0" />
			</Shape>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="ALI_PlasmaMissileBattery_Select"
				AudioType="voiceSelect" />
		</AudioArrayVoice>
		<AudioArraySound>
			<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="450"
			ShroudClearingRange="500" />
		<ProjectedBuildabilityInfo
			Radius="0.0"
			BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE" />
	</GameObject>
</AssetDeclaration>