<?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>
	</Includes>
	<GameObject
		id="NODPowerStore"
		Side="NOD"
		EditorSorting="MISC_MAN_MADE"
		OcclusionDelay="0"
		KindOf="IMMOBILE NO_COLLIDE IGNORE_FOR_VICTORY CANNOT_BE_DETECTED"
		EditorName="NODPowerStore">
		<DisplayName>NODPowerStore</DisplayName>
		<ArmorSet
			Armor="NoArmor" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="" />
				</ModelConditionState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<DestroyDie
				id="ModuleTag_DestroyDie">
				<DieMuxData
					DeathTypes="ALL" />
			</DestroyDie>

			<!--Burrow Mines-->

			<OCLSpecialPower
				id="ModuleTag_BurrowMine"
				SpecialPowerTemplate="SpecialPower_BurrowMines"
				OCL="OCL_NODVertigo_DeployMines"
				CreateLocation="CREATE_AT_EDGE_NEAR_SOURCE"
			/>

			<!--Nuclear Missile-->
			<OCLSpecialPower
				id="ModuleTag_NuclearMissile"
				SpecialPowerTemplate="SpecialPowerNuclearMissile"
				AvailableAtStart="false"
				OCL="OCL_SuperweaponDestroyCiviliansHumanelyObject"
				CreateLocation="CREATE_AT_LOCATION"
			/>
			<WeaponFireSpecialAbilityUpdate
				id="ModuleTag_NuclearMissileUpdate"
				SpecialPowerTemplate="SpecialPowerNuclearMissile"
				SpecialWeapon="NuclearMissile"
				UnpackTime="5.0s"
				WhichSpecialWeapon="1" 
			/>

			<!--Catalyst Missile-->

			<SpecialPower
				id="ModuleTag_MissileLauncherSP"
				SpecialPowerTemplate="SpecialPowerLaunchCatalystMissile"
				UpdateModuleStartsAttack="true"
			/>
			<WeaponFireSpecialAbilityUpdate
				id="ModuleTag_MissileLauncherSPUpdate"
				SpecialPowerTemplate="SpecialPowerLaunchCatalystMissile"
				SpecialWeapon="NODCatalystMissileLauncher"
				UnpackTime="1s"
				PackTime="1s"
				StartAbilityRange="50000.0"
				BusyForDuration="2s"
				WhichSpecialWeapon="1" 
			/>

			<!--Seed Tiberium-->
			<OCLSpecialPower
				id="ModuleTag_OCLSpecialPowerSeedTiberium"
				SpecialPowerTemplate="SpecialPowerSeedTiberium"
				UpdateModuleStartsAttack="true"
				OCL="OCL_NODSeedTiberium"
				CreateLocation="CREATE_AT_EDGE_NEAR_SOURCE"
				DestinationOCL="OCL_NODSeedTiberiumBeacon"
			/>
			<OCLMonitorSpecialAbilityUpdate
				id="ModuleTag_OCLMonitorSpecialAbilityUpdateSeedTiberium"
				SpecialPowerTemplate="SpecialPowerSeedTiberium"
				UnpackTime="2s"
				PreparationTime="1s"
			/>

			<!--Air Dispersion-->
			<OCLSpecialPower
				id="ModuleTag_OCLSpecialPowerAirDispersion"
				SpecialPowerTemplate="SpecialPowerAirDispersion"
				UpdateModuleStartsAttack="true"
				OCL="OCL_NODAirDispersion"
				CreateLocation="CREATE_AT_EDGE_NEAR_SOURCE"
				DestinationOCL="OCL_NODTiberiumVaporBeacon"
			/>
			<OCLMonitorSpecialAbilityUpdate
				id="ModuleTag_OCLMonitorSpecialAbilityUpdateCallAirstrike2"
				SpecialPowerTemplate="SpecialPowerAirDispersion"
				UnpackTime="2s"
				PreparationTime="1s"
			/>

			<!--Red Shadow Strike Team-->
			<OCLSpecialPower
				id="ModuleTag_SpecialPowerRedShadowStrikeTeam"
				SpecialPowerTemplate="SpecialPowerRedShadowStrikeTeam"
				OCL="OCL_SpecialPowerRedShadowStrikeTeam"
				CreateLocation="CREATE_AT_EDGE_NEAR_SOURCE"
			/>

			<!-- Cloaking field-->
			<SpecialPower
				id="ModuleTag_FXforCloaking"
				SpecialPowerTemplate="SpecialPower_CloakingField"
				TriggerFX="FX_NodCloakingField"
			/>

			<GrantUpgradeAreaOfEffectSpecialPower
				id="ModuleTag_CloakingField"
				SpecialPowerTemplate="SpecialPower_CloakingField" 
				Radius="100">
				<AcceptObjectFilter
					Rule="ANY"
					Relationship="ALLIES"
					Include="VEHICLE HUGE_VEHICLE"
					Exclude="AIRCRAFT"
				/>
				<UpgradeTemplate>Upgrade_CloakingFieldInvisibility</UpgradeTemplate>
			</GrantUpgradeAreaOfEffectSpecialPower>
			<WeaponFireSpecialAbilityUpdate
				id="ModuleTag_WeaponFireSpecialAbilityUpdateCloakingField"
				SpecialPowerTemplate="SpecialPower_CloakingField"
				SpecialWeapon="CloakingFieldKillInfantryWeapon"
				WhichSpecialWeapon="2"
			/>

			<!-- Decoy Army -->
			<SpecialPower
				id="ModuleTag_StoreObjectsSpecialPower"
				SpecialPowerTemplate="SpecialPowerCloneObjectSelect"
				TriggerFX="FX_NodDecoyArmy"
			/>
			<StoreObjectsSpecialPowerUpdate
				id="ModuleTag_StoreObjectsSpecialPowerUpdate"
				SpecialPowerTemplate="SpecialPowerCloneObjectSelect"
				StartRechargeOnExit="true"
				Radius="100"
			/>

			<SpecialPower
				id="ModuleTag_CloneStoredObjectsSpecialPower"
				SpecialPowerTemplate="SpecialPowerCloneObjectSpawn"
				UpdateModuleStartsAttack="true"
			/>
			<CloneStoredObjectsSpecialPowerUpdate
				id="ModuleTag_CloneStoredObjectsSpecialPowerUpdate"
				SpecialPowerTemplate="SpecialPowerCloneObjectSpawn"
				StartRechargeOnExit="true"
				TriggerAttributeModifierOnClones="AttributeModifier_Cloned"
				MinDestinationRadius="10"
				MaxDestinationRadius="100"
				TriggerFX="FX_NodDecoyArmy"
			/>

			<!-- Radar Jamming Missile -->
			<SpecialPower
				id="ModuleTag_DispatchRadarJammingMissile"
				SpecialPowerTemplate="SpecialPowerDispatchRadarJammingMissile">
			</SpecialPower>
			<ActivateModuleSpecialPower
				id="ModuleTag_ManipulatorDeviceUpdate"
				SpecialPowerTemplate="SpecialPowerDispatchRadarJammingMissile"								
				UnpackTime="5.0s">
				<SpecialPowerModules
					ModuleId="ModuleTag_RadarJammingMissile"
					TriggerType="SELF_POSITION" />
			</ActivateModuleSpecialPower>
			<RadarJamSpecialPower
				id="ModuleTag_RadarJammingMissile"
				SpecialPowerTemplate="SpecialPowerRadarJamMissile"
				JamRadius="-1.0"
				JamDuration="10s">
			</RadarJamSpecialPower>
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI" />
		</AI>
		<Body>
			<HighlanderBody
				id="ModuleTag_Body"
				MaxHealth="1.0"
				InitialHealth="1.0" />
		</Body>

		<ClientUpdates>
			<EvaAnnounceSpecialPowerReadyClientUpdate
				id="NuclearMissileReady"
				AnnouncementEventOwner="NuclearMissileReady"
				SpecialPowerTemplate="SpecialPowerNuclearMissile"
				JustMonitorPercentReady="true" 
			/>
		</ClientUpdates>
		
		<Geometry
			IsSmall="true">
			<Shape
				Type="CYLINDER"
				MajorRadius="1.0"
				Height="1.0"></Shape>
		</Geometry>
		<VisionInfo
			VisionRange="100"
			ShroudClearingRange="0" />
	</GameObject>
</AssetDeclaration>