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	<Tags></Tags>
	<Includes>
		<Include
			type="all"
			source="ART:NBStrong5.w3x" />
		<Include
			type="all"
			source="ART:NBStrong5_D1.w3x" />
		<Include
			type="all"
			source="ART:NBStrong5_D2.w3x" />
		<Include
			type="all"
			source="ART:NBStrong5_D3.w3x" />
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseCivilianStructureNoGarrisonDestructible.xml" />
	</Includes>
	<GameObject
		id="NOD_StrongholdBuilding5"
		inheritFrom="BaseCivilianStructureNoGarrisonDestructible"		
		EditorName="NOD_StrongholdBuilding5"
		Browser="REGION NOD_Structures STRUCTURE">
		<ArmorSet
			id="DefaultArmor"
			xai:joinAction="Replace"
			Armor="NodStrongholdTowerArmor"
			DamageFX="GenericStructureDamageFX" />
		<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="NBStrong5" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
					<Model
						Name="NBStrong5_D3" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="NBStrong5_D2" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="NBStrong5" />
					<Texture
						Original="NBStrong5"
						New="NBStrong5_D" />
				</ModelConditionState>

				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<!-- no anim -->
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="NBStrong5_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="NBStrong5_D2"
						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="NBStrong5_D2"
						AnimationMode="ONCE"
						AnimationBlendTime="0"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="NBStrong5_D3"
						AnimationMode="ONCE"
						AnimationBlendTime="0"/>
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="CivBuildingDust"
						FollowBone="false" />
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="CivBuildingDust02"
						FollowBone="false" />
				</AnimationState>

			</ScriptedModelDraw>

			<xi:include
				href="../../Includes/GarrisonableStructureFlagDraw.xml" />

		</Draws>
		<Behaviors>
<!--		
			<StructureCollapseUpdate
				id="ModuleTag_Collapse"
				MinCollapseDelay="0"
				MaxCollapseDelay="0"
				CollapseDamping="0.5"
				MaxShudder="0.6"
				MinBurstDelay="250"
				MaxBurstDelay="800"
				BigBurstFrequency="4"
				DestroyObjectWhenDone="true"
				CollapseHeight="155" />
-->				
			<FXListBehavior
				id="ModuleTag_FXList"
				xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onTransitionToDamaged"
					FX="FX_BuildDamaged_Large" />
				<Event
					Index="onTransitionToReallyDamaged"
					FX="FX_BuildDamaged_Large" />
				<Event
					Index="onTransitionToRubble"
					FX="FX_BuildRubble_Large" />
				<Event
					Index="onDeath"
					ForceUseDoFXObj="true"
					FX="FX_ScorchMedium" />
			</FXListBehavior>
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModulTag_AIForLua"
				AILuaEventsList="NeutralGarrisonableBuildingFunctions" />
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="18000.0" />
		</Body>
		<Geometry
			IsSmall="false">
			<Shape 
				Type= "CYLINDER"
				MajorRadius = "20.8"
				MinorRadius = "20.8"
				Height = "118"
				ContactPointGeneration="INFANTRY" >
				<Offset
					x = "0.0"
					y = "0.0"
					z = "0.0" />
			</Shape>
		</Geometry>
		<AudioArraySound>
			<AudioEntry Sound="HumanFaction_MediumBuilding_LightDamageMS" AudioType="soundOnDamaged" />
			<AudioEntry Sound="HumanFaction_MediumBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" />
		</AudioArraySound> 
	</GameObject>
</AssetDeclaration>