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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="DATA:GlobalData/GlobalDefines.xml" />
		
		<Include
			type="all"
			source="ART:ABHive_SKN.w3x" />			
		<Include
			type="all"
			source="ART:ABHiveBLD_SKN.w3x" />
		<Include
			type="all"
			source="ART:ABHiveBLD_AAN.w3x" />
		<Include
			type="all"
			source="ART:ABHive_OPN.w3x" />	
		<Include
			type="all"
			source="ART:ABHive_CLS.w3x" />
		<Include
			type="all"
			source="ART:ABHive_OPNS.w3x" />
		<Include
			type="all"
			source="ART:ABHive_CLSS.w3x" />
		<Include
			type="all"
			source="ART:ABHive02_SKN.w3x" />
		<Include
			type="all"
			source="ART:ABHive02_AAN.w3x" />
		<Include
			type="all"
			source="ART:ABHiveD2_OPN.w3x" />	
		<Include
			type="all"
			source="ART:ABHiveD2_CLS.w3x" />
		<Include
			type="all"
			source="ART:ABHiveD2_OPNS.w3x" />
		<Include
			type="all"
			source="ART:ABHiveD2_CLSS.w3x" />
		<Include
			type="all"
			source="ART:ABHiveD2_SKN.w3x" />
		<Include
			type="all"
			source="ART:ABHiveD2_AAN.w3x" />			
		<Include
			type="all"
			source="ART:ABHiveD3_SKN.w3x" />
		<Include
			type="all"
			source="ART:ABHiveD3_AAN.w3x" />
		<Include
			type="all"
			source="ART:ABHive_FX.w3x" />
		<Include
			type="all"
			source="ART:ABHive_FXOPN.w3x" />	
		<Include
			type="all"
			source="ART:ABHive_FXCLS.w3x" />
		<Include
			type="all"
			source="ART:ABHive_FXOPNS.w3x" />			
			
		<Include
			type="all"
			source="ART:ABGateway.w3x" />
		<Include
			type="all"
			source="ART:ABGatewayBld_AAN.w3x" />
		<Include
			type="all"
			source="ART:ABGatewayFX.w3x" />
		<Include
			type="all"
			source="ART:ABGatewayFXIdle.w3x" />
		<Include
			type="all"
			source="ART:ABGatewayFXDie.w3x" />
		<Include
			type="all"
			source="ART:ABGatewayD2SN.w3x" />
		<Include
			type="all"
			source="ART:ABGatewayD2AN.w3x" />
		<Include
			type="all"
			source="ART:ABGatewayD3SN.w3x" />
		<Include
			type="all"
			source="ART:ABGatewayD3AN.w3x" />
		<Include
			type="all"
			source="ART:FXInvisBone.w3x" />
		<Include
			type="all"	
			source="ART:Decal_Rig_CO.xml" />	
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseStructure.xml" />
	</Includes>
	<!-- Assembler -->
	<GameObject
		id="MG_Alien_Hive"
		inheritFrom="BaseStructure"
		SelectPortrait="Portrait_Hive"
		ButtonImage="Portrait_Hive"
		Side="ALIEN"
		EditorSorting="STRUCTURE"
		TransportSlotCount="1"
		BuildCost="3000"
		BuildTime="30"
		CommandSet="AlienMetaHiveCommandSet"
		PlacementViewAngle="315d"
		KindOf="STRUCTURE UNIQUE_UNIT SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS FS_FACTORY AUTO_RALLYPOINT AUTO_ACQUIRABLE_BY_AI NOT_AUTOACQUIRABLE COVER POWERED_POWERS_ONLY"
		RadarPriority="STRUCTURE"
		ProductionQueueType="MAIN_STRUCTURE"
		BuildPlacementTypeFlag="MAIN_STRUCTURE"
		EditorName="MG_Alien_Hive"
		Description="Desc:MG_Alien_Hive"
		TypeDescription="Type:MG_Alien_Hive"
		EnergyProduction="-10"
		Browser="REGION METAGAME Alien_Structures"
    MaxSimultaneousOfType="1">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">NAME:MG_Alien_Hive</DisplayName>
		<GameDependency>
			<RequiredObject>AlienReactor</RequiredObject>
		</GameDependency>
		<ArmorSet
			Armor="AlienGatewayArmor"
			DamageFX="FactionStructureDamageFX" />
		<SkirmishAIInformation
			BaseBuildingLocation="FRONT" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true"
				ExtraPublicBone="FXPortal">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="ABHive_SKN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="ABHiveBLD_SKN" />
				</ModelConditionState>				
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
					<Model
						Name="ABHiveD3_SKN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="ABHiveD2_SKN" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="AlienDamageFireGlow01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="AlienDamageFireGlow02"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="AlienDamageFireGlow01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="AlienDamageFireGlow02"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="ABHive_SKN" />
					<Texture
						Original="ABHive"
						New="ABHive_D1" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<Animation
						AnimationName="ABHive_CLSS"
						AnimationMode="LOOP" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Animation
						AnimationName="ABHiveBLD_AAN"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED DOOR_1_OPENING BUILDING_A_METAUNIT"
					StateName="STATE_Open">
					<Animation
						AnimationName="ABHiveD2_CLS"
						AnimationMode="ONCE" />
				</AnimationState>				
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DOOR_1_OPENING BUILDING_A_METAUNIT"
					StateName="STATE_Open">
					<Animation
						AnimationName="ABHive_CLS"
						AnimationMode="ONCE" />
				</AnimationState>
		<!--		<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DOOR_1_CLOSING BUILDING_A_METAUNIT"
					StateName="STATE_Closed">
					<Animation
						AnimationName="ABHive_CLSS"
						AnimationMode="ONCE" />
				</AnimationState>
		-->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED DOOR_1_WAITING_OPEN BUILDING_A_METAUNIT"
					Flags="START_FRAME_FIRST">
					<Animation
						AnimationName="ABHiveD2_CLSS"
						AnimationMode="MANUAL" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED ACTIVELY_CONSTRUCTING CONSTRUCTING_A_METAUNIT"
					Flags="START_FRAME_FIRST">
					<Animation
						AnimationName="ABHiveD2_OPN"
						AnimationMode="ONCE" />
				</AnimationState>
				
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DOOR_1_WAITING_OPEN BUILDING_A_METAUNIT"
					Flags="START_FRAME_FIRST">
					<Animation
						AnimationName="ABHive_CLSS"
						AnimationMode="MANUAL" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="ACTIVELY_CONSTRUCTING CONSTRUCTING_A_METAUNIT"
					Flags="START_FRAME_FIRST">
					<Animation
						AnimationName="ABHive_OPN"
						AnimationMode="ONCE" />
				</AnimationState>				
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ABHiveD3_AAN"
						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="ABHiveD2_AAN"
						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="ABHiveD2_AAN"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="ABHiveD3_AAN"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>	
			</ScriptedModelDraw>
<!-- DRAW FX -->
			<ScriptedModelDraw
				id="ModuleTag_Construction_FX"
				OkToChangeModelColor="true"
				UseStandardModelNames="true"
				StaticModelLODMode="true">
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="NONE">
					<Model
						Name="ABHive_FX" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="ACTIVELY_CONSTRUCTING">
					<Model
						Name="ABHive_FX" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
					<Model
						Name="ABHive_FX" />
				</ModelConditionState>
				<!--Underpowered.  No particle effects.-->
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="UNDERPOWERED">
					<Model
						Name="ABHive_FX" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="AFFECTED_BY_EMP">
					<Model
						Name="ABHive_FX" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">

					<ParticleSysBone
						BoneName="FXPortal"
						FXParticleSystemTemplate="ABGatewayIdleCenterDist"
						FollowBone="True" />
					<ParticleSysBone
						BoneName="FXPortal"
						FXParticleSystemTemplate="ABGatewayIdleCenterFlare"
						FollowBone="True" />
					<ParticleSysBone
						BoneName="FXPortal"
						FXParticleSystemTemplate="ABGatewayIdleCenterGlow"
						FollowBone="True" />
					<ParticleSysBone
						BoneName="FXPortal"
						FXParticleSystemTemplate="ABGatewayIdleCenterDarkMatter"
						FollowBone="True" />					
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Animation
						AnimationName="ABHiveBLD_AAN"
						AnimationMode="ONCE" />
				</AnimationState>				
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="ACTIVELY_CONSTRUCTING CONSTRUCTING_A_METAUNIT">
					<ParticleSysBone
						BoneName="FXPortal"
						FXParticleSystemTemplate="ABWarpChasmCenterBase"
						FollowBone="True" />
					<ParticleSysBone
						BoneName="FXPortal"
						FXParticleSystemTemplate="ABWarpChasmCenterDist"
						FollowBone="True" />
					<ParticleSysBone
						BoneName="FXPortal"
						FXParticleSystemTemplate="ABWarpChasmCenterFlare"
						FollowBone="True" />
					<ParticleSysBone
						BoneName="FXPortal"
						FXParticleSystemTemplate="ABWarpChasmCenterGlow"
						FollowBone="True" />
					<ParticleSysBone
						BoneName="FXPortal"
						FXParticleSystemTemplate="ABWarpChasmCenterDarkMatter"
						FollowBone="True" />
				</AnimationState>				
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="ACTIVELY_CONSTRUCTING">
					<Animation
						AnimationName="ABHive_FXOPN"
						AnimationMode="ONCE" />
					<ParticleSysBone
						BoneName="FXPortal"
						FXParticleSystemTemplate="ABGatewayCenterDist"
						FollowBone="True" />
					<ParticleSysBone
						BoneName="FXPortal"
						FXParticleSystemTemplate="ABGatewayCenterFlare"
						FollowBone="True" />
					<ParticleSysBone
						BoneName="FXPortal"
						FXParticleSystemTemplate="ABGatewayCenterGlow"
						FollowBone="True" />
					<ParticleSysBone
						BoneName="FXPortal"
						FXParticleSystemTemplate="ABGatewayCenterDarkMatter"
						FollowBone="True" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="UNDERPOWERED">
					<!-- no anim -->
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="AFFECTED_BY_EMP">
					<!-- no anim -->
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble">
					<!-- no anim -->
					<Script>
						Prev = CurDrawablePrevAnimationState();
							if Prev ~= "STATE_Rubble" and Prev ~= "TRANS_ReallyDamagedToRubble" then CurDrawableSetTransitionAnimState("TRANS_ReallyDamagedToRubble") end;
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_ReallyDamagedToRubble">
					<Animation
						AnimationName="ABHiveD3_AAN"
						AnimationMode="ONCE" />
					<ParticleSysBone
						BoneName="FXPortal"
						FXParticleSystemTemplate="ABGatewayCenterDist"
						FollowBone="True" />
					<ParticleSysBone
						BoneName="FXPortal"
						FXParticleSystemTemplate="ABGatewayCenterFlare"
						FollowBone="True" />
					<ParticleSysBone
						BoneName="FXPortal"
						FXParticleSystemTemplate="ABGatewayCenterGlow"
						FollowBone="True" />
					<ParticleSysBone
						BoneName="FXPortal"
						FXParticleSystemTemplate="ABGatewayCenterDarkMatter"
						FollowBone="True" />
				</AnimationState>
			</ScriptedModelDraw>
			<!-- draw a decal when this thing is selected -->
			<!-- This is duplicated in several files. Please do a search and update those too -->
			<ScriptedModelDraw
				id="ModuleTag_Draw_Selected_Repair_Decal"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model Name="" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SELECTED">
					<Model Name="FXInvisBone" />
					<ShadowInfo
						Type="ADDITIVE_DECAL"
						SizeX="=$REPAIR_DRONE_HOME_DECAL_SIZE"
						SizeY="=$REPAIR_DRONE_HOME_DECAL_SIZE"
						OverrideLODVisibility="true"
						MaxHeight="200"
						UseHouseColor="true"
						LocalPlayerOnly="true"
						Texture="Decal_Rig_CO" 
					/>
				</ModelConditionState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onTransitionToDamaged"
					FX="FX_AlienBuildingDamagedL" />
				<Event
					Index="onTransitionToReallyDamaged"
					FX="FX_AlienBuildingDamagedL" />
				<Event
					Index="onTransitionToRubble"
					FX="FX_AlienBuildingRubbleL" />
			</FXListBehavior>
			<ProductionUpdate
				id="ModuleTag_06"
				GiveNoXP="true"
				Type="VEHICLE"
				NumDoorAnimations="1"
				DoorOpeningTime="1.0s"
				DoorWaitOpenTime="3.00s"
				DoorCloseTime="1.0s" />				
			<QueueProductionExitUpdate
				id="ModuleTag_07"
				ExitDelay="1">
				<UnitCreatePoint
					x="0.0"
					y="0.0" />
				<NaturalRallyPoint
					x="75.0"
					y="0.0" />
			</QueueProductionExitUpdate>
			<StructureUnpackUpdate
				UnpackTime="1.8s" />

			<SpawnBehavior
				id="ModuleTag_SpawnRepairDrones"
				SpawnNumberData="3"
				InitialBurst="3"
				SpawnReplaceDelayData="10s"
				SpawnedRequireSpawner="true"
				KillSpawnsOnCaptured="true"
				SpawnInsideBuilding="true"
				KillSpawnsOnDisabled="true">
				<Die
					DeathTypes="ALL" />
				<SpawnTemplate>AlienRepairDrone</SpawnTemplate>
			</SpawnBehavior>
			<AssignSlavesTargetObjectSpecialPower
				id="ModuleTag_SpecialPowerRepairVehicle"
				SpecialPowerTemplate="SpecialPower_TargetedRepairVehicle" />
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="4.0s"
				SinkRate="4.0"
				DestructionDelay="8.0s">
				<Sound Type="INITIAL" List="ALI_Building_Die" />
				<DieMuxData
					DeathTypes="ALL" />
			</SlowDeath>

			<xi:include
				href="../../Includes/GenericBuildingRepair.xml" />
			<xi:include
				href="../../Includes/GenericEngineerContain.xml" />
			<xi:include
				href="../../Includes/AdvancedAlienBuildingDestruction.xml" />
			<xi:include
				href="../../Includes/AdvancedAlienBuildingSuicide.xml" />
			<StancesBehavior
				id="ModuleTag_Stance"
				StanceTemplate="Generic" />
<!-- This needs to be in every Stategic Buildings XML
            DO NOT CHANGE THE id. it must be the same in all files-->
      <MetaGameStratButtonInfo
        id="ModuleTag_MetaGameStratButtonInfo"
        MetaGameDescription="Desc:MetaAlienHive"
        MetaGameTypeDescription="Type:MetaAlienHive"
        >
        <!-- you can list as many powers as you want here -->

        <Powers
          Image="Portrait_Eradicator"
          Title="NAME:AlienEradicatorHexapod"
          TypeDescription="TYPE:AlienEradicatorHexapod"
          Description="DESC:BuildMetaSF"
          MetaGameOp="DETAILS_STRIKE_FORCE"
/>


<!--
			<Powers
					Image="Button_PlayerPowerAlienDropship"
					Title="NAME:PlayerPowerAlienDropship"
					TypeDescription="TYPE:PlayerPowerAlienDropship"
					Description="DESC:PlayerPowerAlienDropship"
					MetaGameOp="SCRIN_POWER_DROPSHIP"/>	
-->
      </MetaGameStratButtonInfo>				
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="NO"></AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="10000.0" />
		</Body>
		<ClientBehaviors>
			<AnimationSoundClientBehavior id="ModuleTag_ASCB">
				<Sound Sound="ALI_WarpChasm_Open" Animation="ABHive_OPN" Frame="1" />
				<Sound Sound="ALI_WarpChasm_Close" Animation="ABHive_CLS" Frame="1" />
				<!-- <Sound Sound="ALI_WarpChasm_Open" Animation="ABHive_OPNS" Frame="1" />
				<Sound Sound="ALI_WarpChasm_Close" Animation="ABHive_CLSS" Frame="1" />-->
			</AnimationSoundClientBehavior>
		</ClientBehaviors>
		<Geometry
			IsSmall="false">
<Shape 

     Type= "BOX"
     MajorRadius = "54.4122"
     MinorRadius = "27.5653"
     Height = "6.4" >
    <Offset
        x = "-1.7181"
        y = "0.0"
        z = "0.0" />
</Shape>
<Shape 
     Type= "BOX"
     MajorRadius = "38.6327"
     MinorRadius = "25.0844"
     Height = "6.4" >
    <Offset
        x = "-0.22171"
        y = "52.6469"
        z = "0.0" />
</Shape>
<Shape 
     Type= "BOX"
     MajorRadius = "38.6327"
     MinorRadius = "25.0844"
     Height = "6.4" >
    <Offset
        x = "-0.22171"
        y = "-52.786"
        z = "0.0" />
</Shape>
<Shape 
     Type= "BOX"
     MajorRadius = "26.7969"
     MinorRadius = "59.0284"
     Height = "36.736" >
    <Offset
        x = "-0.042448"
        y = "0.0"
        z = "6.40586" />
</Shape>
<Shape 
     Type= "BOX"
     MajorRadius = "26.7969"
     MinorRadius = "50.7644"
     Height = "21.182" >
    <Offset
        x = "-0.042448"
        y = "0.0"
        z = "43.0452" />
</Shape>
<Shape 
     Type= "BOX"
     MajorRadius = "26.7969"
     MinorRadius = "31.4739"
     Height = "13.1328" >
    <Offset
        x = "-0.042448"
        y = "-1.90735e-006"
        z = "64.2239" />
</Shape>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="ALI_WarpChasm_SelectMS"
				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="200"
			ShroudClearingRange="400" />
		<ProjectedBuildabilityInfo
			Radius="250"
			BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE" />
	</GameObject>
</AssetDeclaration>
