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		<Include
			type="all"
			source="ART:FXInvisBone.w3x" />
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			type="instance"
			source="DATA:BaseObjects/BaseStructure.xml" />
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	<!-- WarpStabilizer -->
	<GameObject
		id="AlienWarpBeacon"
		inheritFrom="BaseStructure"
		SelectPortrait="Portrait_ALIENGravityStabilizer"
		ButtonImage="Portrait_ALIENGravityStabilizer"
		Side="ALIEN"
		EditorSorting="STRUCTURE"
		TransportSlotCount="1"
		BuildCost="1000"
		BuildTime="10"
		PlacementViewAngle="337.5d"
		CommandSet="AlienWarpBeaconCommandSet"
		KindOf="STRUCTURE SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS FS_FACTORY AUTO_RALLYPOINT AIRFIELD AUTO_ACQUIRABLE_BY_AI NOT_AUTOACQUIRABLE COVER FS_AIR_FIELD"
		RadarPriority="STRUCTURE"
		ProductionQueueType="MAIN_STRUCTURE"
		BuildPlacementTypeFlag="MAIN_STRUCTURE"
		EditorName="AlienWarpBeacon"
		Description="Desc:ALIENWarpBeacon"
		TypeDescription="Type:AlienWarpBeacon"
		EnergyProduction="-7">
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			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">NAME:ALIENWarpBeacon</DisplayName>
		<GameDependency>
			<RequiredObject>AlienControlCenter</RequiredObject>
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		<ArmorSet
			Armor="AlienWarpBeaconArmor"
			DamageFX="FactionStructureDamageFX" />
		<SkirmishAIInformation
			BaseBuildingLocation="BACK" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true"
				ExtraPublicBone="Runway0Park0Han Runway0Park1Han Runway1Park0Han Runway1Park1Han Runway0Parking0 Runway0Parking1 Runway1Parking0 Runway1Parking1">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="ABWarpB" />					
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="ABWarpBld_SKN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
					<Model
						Name="ABWarpBD3_SN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="ABWarpBD2_SN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="ABWarpB" />
					<Texture
						Original="ABWarpB"
						New="ABWarpB_D" />
				</ModelConditionState>				
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<!-- no anim -->
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Animation
						AnimationName="ABWarpBld_AAN"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ABWarpBD3_AN"
						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="ABWarpBD2_AN"
						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="ABWarpBD2_AN"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="ABWarpBD3_AN"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
			</ScriptedModelDraw>
<!-- DRAW FX -->			
			<ScriptedModelDraw
				id="ModuleTag_Construction_FX"
				AttachToBoneInAnotherModule="FXPortal">
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="NONE">
					<Model
						Name="ABPortal_FX" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="ACTIVELY_CONSTRUCTING">
					<Model
						Name="ABPortal_FX" />
					<ShadowInfo
						Type="ADDITIVE_DECAL"
						SizeX="120"
						SizeY="120"
						OverrideLODVisibility="true"
						MaxHeight="200"
						UseHouseColor="true"
						Texture="AUDronShipDecalIdle" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
					<Model
						Name="ABPortal_FXDie" />
					<ShadowInfo
						Type="ADDITIVE_DECAL"
						SizeX="120"
						SizeY="120"
						OverrideLODVisibility="true"
						MaxHeight="200"
						UseHouseColor="true"
						Texture="AUDronShipDecalIdle" />						
				</ModelConditionState>
				<!--Underpowered or EMP'd.  No particle effects.-->
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="UNDERPOWERED">
					<Model
						Name="ABPortal_FX" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="AFFECTED_BY_EMP">
					<Model
						Name="ABPortal_FX" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<!-- no anim -->
					<ParticleSysBone
						BoneName="FXPortal"
						FXParticleSystemTemplate="ABGatewayIdleCenterDist"
						FollowBone="false" />
					<ParticleSysBone
						BoneName="FXPortal"
						FXParticleSystemTemplate="ABGatewayIdleCenterFlare"
						FollowBone="false" />
					<ParticleSysBone
						BoneName="FXPortal"
						FXParticleSystemTemplate="ABGatewayIdleCenterGlow"
						FollowBone="false" />
					<ParticleSysBone
						BoneName="FXPortal"
						FXParticleSystemTemplate="ABGatewayIdleCenterDarkMatter"
						FollowBone="false" />					
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="ACTIVELY_CONSTRUCTING">
					<!-- no anim -->
					<ParticleSysBone
						BoneName="FXPortal"
						FXParticleSystemTemplate="ABGatewayCenterDist"
						FollowBone="false" />
					<ParticleSysBone
						BoneName="FXPortal"
						FXParticleSystemTemplate="ABGatewayCenterFlare"
						FollowBone="false" />
					<ParticleSysBone
						BoneName="FXPortal"
						FXParticleSystemTemplate="ABGatewayCenterGlow"
						FollowBone="false" />
					<ParticleSysBone
						BoneName="FXPortal"
						FXParticleSystemTemplate="ABGatewayCenterDarkMatter"
						FollowBone="false" />
				</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="ABPortal_FXDie"
						AnimationMode="ONCE" />
					<ParticleSysBone
						BoneName="FXPortal"
						FXParticleSystemTemplate="ABGatewayCenterDist"
						FollowBone="false" />
					<ParticleSysBone
						BoneName="FXPortal"
						FXParticleSystemTemplate="ABGatewayCenterFlare"
						FollowBone="false" />
					<ParticleSysBone
						BoneName="FXPortal"
						FXParticleSystemTemplate="ABGatewayCenterGlow"
						FollowBone="false" />
					<ParticleSysBone
						BoneName="FXPortal"
						FXParticleSystemTemplate="ABGatewayCenterDarkMatter"
						FollowBone="false" />
				</AnimationState>
			</ScriptedModelDraw>
<!-- DRAW DOOR01 -->
			<ScriptedModelDraw
				id="ModuleTag_Draw_Door01"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="ABWarpBP01_SKN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="NBEmpty_ABLD" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="ABWarpBP01_SKN" />
					<Texture
						Original="ABWarpB"
						New="ABWarpB_D" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="ABWarpBP01_SKN" />
					<Texture
						Original="ABWarpB"
						New="ABWarpB_D" />
					<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="DYING">
					<Model
						Name="ABWarpBP01_SKN" />
					<Texture
						Original="ABWarpB"
						New="ABWarpB_D" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ABWarpBP_CLS"
						AnimationMode="ONCE" />
				</AnimationState>
				<!-- BUILDUP ANIMATION -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Animation
						AnimationName="NBEmpty_ABLD"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ABWarpBP_D3AN"
						AnimationMode="MANUAL" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev ~= "STATE_Rubble" and Prev ~= "TRANS_IntoRubble" then
						CurDrawableSetTransitionAnimState("TRANS_IntoRubble")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="ABWarpBP_D3AN"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="PARKINGPLACE_1_DOOR_OPENING">
					<Animation
						AnimationName="ABWarpBP_OPN"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="PARKINGPLACE_1_DOOR_OPEN"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ABWarpBP_OPN"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="PARKINGPLACE_1_DOOR_CLOSING">
					<Animation
						AnimationName="ABWarpBP_CLS"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="PARKINGPLACE_1_DOOR_CLOSED"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ABWarpBP_CLS"
						AnimationMode="ONCE" />
				</AnimationState>
			</ScriptedModelDraw>
			<!-- DRAW DOOR02 -->
			<ScriptedModelDraw
				id="ModuleTag_Draw_Door02"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="ABWarpBP02_SKN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="NBEmpty_ABLD" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="ABWarpBP02_SKN" />
					<Texture
						Original="ABWarpB"
						New="ABWarpB_D" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="ABWarpBP02_SKN" />
					<Texture
						Original="ABWarpB"
						New="ABWarpB_D" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="ABWarpBP02_SKN" />
					<Texture
						Original="ABWarpB"
						New="ABWarpB_D" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ABWarpBP_CLS"
						AnimationMode="ONCE" />
				</AnimationState>
				<!-- BUILDUP ANIMATION -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Animation
						AnimationName="NBEmpty_ABLD"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ABWarpBP_D3AN"
						AnimationMode="MANUAL" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev ~= "STATE_Rubble" and Prev ~= "TRANS_IntoRubble" then
						CurDrawableSetTransitionAnimState("TRANS_IntoRubble")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="ABWarpBP_D3AN"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="PARKINGPLACE_2_DOOR_OPENING">
					<Animation
						AnimationName="ABWarpBP_OPN"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="PARKINGPLACE_2_DOOR_OPEN"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ABWarpBP_OPN"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="PARKINGPLACE_2_DOOR_CLOSING">
					<Animation
						AnimationName="ABWarpBP_CLS"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="PARKINGPLACE_2_DOOR_CLOSED"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ABWarpBP_CLS"
						AnimationMode="ONCE" />
				</AnimationState>
			</ScriptedModelDraw>
			<!-- DRAW DOOR03 -->
			<ScriptedModelDraw
				id="ModuleTag_Draw_Door03"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="ABWarpBP03_SKN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="NBEmpty_ABLD" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="ABWarpBP03_SKN" />
					<Texture
						Original="ABWarpB"
						New="ABWarpB_D" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="ABWarpBP03_SKN" />
					<Texture
						Original="ABWarpB"
						New="ABWarpB_D" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="ABWarpBP03_SKN" />
					<Texture
						Original="ABWarpB"
						New="ABWarpB_D" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ABWarpBP_CLS"
						AnimationMode="ONCE" />
				</AnimationState>
				<!-- BUILDUP ANIMATION -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Animation
						AnimationName="NBEmpty_ABLD"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ABWarpBP_D3AN"
						AnimationMode="MANUAL" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev ~= "STATE_Rubble" and Prev ~= "TRANS_IntoRubble" then
						CurDrawableSetTransitionAnimState("TRANS_IntoRubble")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="ABWarpBP_D3AN"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="PARKINGPLACE_3_DOOR_OPENING">
					<Animation
						AnimationName="ABWarpBP_OPN"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="PARKINGPLACE_3_DOOR_OPEN"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ABWarpBP_OPN"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="PARKINGPLACE_3_DOOR_CLOSING">
					<Animation
						AnimationName="ABWarpBP_CLS"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="PARKINGPLACE_3_DOOR_CLOSED"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ABWarpBP_CLS"
						AnimationMode="ONCE" />
				</AnimationState>
			</ScriptedModelDraw>
			<!-- DRAW DOOR04 -->
			<ScriptedModelDraw
				id="ModuleTag_Draw_Door04"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="ABWarpBP04_SKN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="NBEmpty_ABLD" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="ABWarpBP04_SKN" />
					<Texture
						Original="ABWarpB"
						New="ABWarpB_D" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="ABWarpBP04_SKN" />
					<Texture
						Original="ABWarpB"
						New="ABWarpB_D" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="ABWarpBP04_SKN" />
					<Texture
						Original="ABWarpB"
						New="ABWarpB_D" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ABWarpBP_CLS"
						AnimationMode="ONCE" />
				</AnimationState>
				<!-- BUILDUP ANIMATION -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Animation
						AnimationName="NBEmpty_ABLD"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ABWarpBP_D3AN"
						AnimationMode="MANUAL" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev ~= "STATE_Rubble" and Prev ~= "TRANS_IntoRubble" then
						CurDrawableSetTransitionAnimState("TRANS_IntoRubble")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="ABWarpBP_D3AN"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="PARKINGPLACE_4_DOOR_OPENING">
					<Animation
						AnimationName="ABWarpBP_OPN"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="PARKINGPLACE_4_DOOR_OPEN"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ABWarpBP_OPN"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="PARKINGPLACE_4_DOOR_CLOSING">
					<Animation
						AnimationName="ABWarpBP_CLS"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="PARKINGPLACE_4_DOOR_CLOSED"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ABWarpBP_CLS"
						AnimationMode="ONCE" />
				</AnimationState>
			</ScriptedModelDraw>
			<ScriptedModelDraw
					id="ModuleTag_RepairDecal"
					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="ProductionUpdateModuleTag"
				GiveNoXP="true"
				Type="AIRCRAFT" />
			<RecallUnitsSpecialPower
				id="ModuleTag_RecallSpecialPower"
				PlayReturnVoiceFromRecalledUnit="false"
				SpecialPowerTemplate="SpecialPower_RecallAllAircraft" />
			<!--				
			<QueueProductionExitUpdate
				id="ModuleTag_07"
				ExitDelay="1">
				<UnitCreatePoint
					x="0.0"
					y="0.0" />
				<NaturalRallyPoint
					x="0.0"
					y="0.0"
					z="100.0" />
			</QueueProductionExitUpdate>
-->
			<SpawnBehavior
				id="ModuleTag_SpawnRepairDrones"
				SpawnNumberData="3"
				InitialBurst="3"
				SpawnReplaceDelayData="10s"
				SpawnedRequireSpawner="true"
				KillSpawnsOnCaptured="true"
				SpawnInsideBuilding="true"
				KillSpawnsOnDisabled="true">
				<Die
					DeathTypes="ALL" />
				<SpawnTemplate>AlienRepairAircraftDrone</SpawnTemplate>
			</SpawnBehavior>
			<ParkingPlaceBehavior
				id="ModuleTag_ParkingPlaceBehavior"
				HealAmount="0"
				NumRows="2"
				NumCols="2"
				ApproachHeight="0"
				ParkInHangars="false"
				DoorOpenTime="2s"
				DoorCloseTime="2s"
				LowersOntoParkingPlaceOnProduction="true">
				<DefaultRallyPointOffset
					x="73.0"
					y="0.0"
					z="0" />
				<CanParkHereFilter
					Rule="ALL"
					Relationship="SAME_PLAYER"
					Exclude="SUMMONED TRANSPORT" />
			</ParkingPlaceBehavior>
			<StructureUnpackUpdate
				UnpackTime="2.0s" />
			<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/GenericAlienBuildingDestruction.xml" />
			<xi:include
				href="../../Includes/GenericAlienBuildingSuicide.xml" />

      <StancesBehavior
				id="ModuleTag_Stance"
				StanceTemplate="Generic" />

    </Behaviors>
		<AI>
			<!-- needed for special powers -->
			<AIUpdate
				id="ModuleTag_AIUpdate"
				AutoAcquireEnemiesWhenIdle="NO" />
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="6000" />
		</Body>
		<Geometry
			IsSmall="false">
			<Shape
				Type="CYLINDER"
				MajorRadius="60.0"
				MinorRadius="60.0"
				Height="12.0">
				<Offset
					x="0.0"
					y="0.0"
					z="0.0" />
			</Shape>
			<Shape
				Type="CYLINDER"
				MajorRadius="6.912"
				MinorRadius="6.912"
				Height="34.44">
				<Offset
					x="38.5332"
					y="-36.7032"
					z="0.0" />
			</Shape>
			<Shape
				Type="CYLINDER"
				MajorRadius="15.3446"
				MinorRadius="15.3446"
				Height="12.5637">
				<Offset
					x="38.5332"
					y="-36.7032"
					z="29.7533" />
			</Shape>
			<Shape
				Type="CYLINDER"
				MajorRadius="15.3446"
				MinorRadius="15.3446"
				Height="12.5637">
				<Offset
					x="38.5332"
					y="39.067"
					z="29.7533" />
			</Shape>
			<Shape
				Type="CYLINDER"
				MajorRadius="6.912"
				MinorRadius="6.912"
				Height="34.44">
				<Offset
					x="38.5332"
					y="39.067"
					z="0.0" />
			</Shape>
			<Shape
				Type="CYLINDER"
				MajorRadius="15.3446"
				MinorRadius="15.3446"
				Height="12.5637">
				<Offset
					x="-39.7678"
					y="39.067"
					z="29.7533" />
			</Shape>
			<Shape
				Type="CYLINDER"
				MajorRadius="6.912"
				MinorRadius="6.912"
				Height="34.44">
				<Offset
					x="-39.7678"
					y="39.067"
					z="0.0" />
			</Shape>
			<Shape
				Type="CYLINDER"
				MajorRadius="15.3446"
				MinorRadius="15.3446"
				Height="12.5637">
				<Offset
					x="-39.7678"
					y="-39.6696"
					z="29.7533" />
			</Shape>
			<Shape
				Type="CYLINDER"
				MajorRadius="6.912"
				MinorRadius="6.912"
				Height="34.44"
				ContactPointGeneration="INFANTRY">
				<Offset
					x="-39.7678"
					y="-39.6696"
					z="0.0" />
			</Shape>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="ALI_GravityStabilizer_Select"
				AudioType="voiceSelect" />
			<NamedEntry
				Sound="ALI_GravityStabilizer_Recall"
				Name="InitiateRecall" />				
		</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="0"
			BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE" />
	</GameObject>
</AssetDeclaration>
