<?xml version="1.0" encoding="utf-8"?>
<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:ABAVTower.w3x" />
		<Include
			type="all"
			source="ART:FXObeliskLaser.xml" />
		<Include
			type="all"
			source="ART:FXLaserOverlay.xml" />
		<Include
			type="all"
			source="DATA:GlobalData/GlobalDefines.xml" />
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseStructure.xml" />
	</Includes>
	<GameObject
		id="ABAVTower"
		inheritFrom="BaseStructure"
		SelectPortrait="Portrait_GDIWatchTower"
		ButtonImage="Button_GDIWatchTower"
		Side="ALIEN"
		EditorSorting="STRUCTURE"
		TransportSlotCount="1"
		BuildCost="400"
		BuildTime="10.0"
		EnergyProduction="-10"
		CommandSet="GDIWatchTowerCommandSet"
		KindOf="STRUCTURE SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS FS_BASE_DEFENSE POWERED AUTO_ACQUIRABLE_BY_AI NOT_AUTOACQUIRABLE COVER"
		RadarPriority="STRUCTURE"
		PlacementViewAngle="225d"
		CampnessValue="=$CAMPNESS_DEFENSIVE_STRUCTURE"
		ProductionQueueType="OTHER_STRUCTURE"
		BuildPlacementTypeFlag="OTHER_STRUCTURE"
		EditorName="ABAVTower"
		WeaponCategory="CANNON"
		Description="Desc:ALIENAVTower"
		TypeDescription="Type:AlienAVTower">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:ALIENAVTower</DisplayName>
		<ArmorSet
			Armor="GDIWatchTowerArmor"
			DamageFX="FactionStructureDamageFX" />
		<SkirmishAIInformation
			BaseBuildingLocation="SPREAD" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="ABAVTower" />
					<WeaponFireFXBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="WeaponFX" />
					<WeaponLaunchBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="WeaponFX" />
				</ModelConditionState>
			</ScriptedModelDraw>
			<LaserDraw
				id="ModuleTag_LaserDraw"
				Texture1_UTile="1"
				Texture1_VTile=".5"
				Texture1_UScrollRate="0"
				Texture1_VScrollRate=".2"
				Texture1_NumFrames="1"
				Texture1_FrameRate="30"
				Texture2_UTile="1"
				Texture2_VTile=".03"
				Texture2_UScrollRate="0"
				Texture2_VScrollRate="1"
				Texture2_NumFrames="1"
				Texture2_FrameRate="30"
				LaserWidth="20">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXObeliskLaser</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXLaserOverlay</Value>
						</Texture>
					</Constants>
				</FXShader>
			</LaserDraw>
		</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>
			<WeaponSetUpdate
				id="ModuleTag_WeaponSetUpdate">
				<WeaponSlotHardpoint
					ID="1">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="ALIENLaser" />
				</WeaponSlotHardpoint>
			</WeaponSetUpdate>
			<SpecialPower
				id="ModuleTag_ALIENTurretBeamSpecialPower"
				SpecialPowerTemplate="ALIENTurretBeamSpecialPower"
				UpdateModuleStartsAttack="true" />
			<BeamSpecialAbilityUpdate
				id="ModuleTag_ALIENTurretBeamSpecialPowerUpdate"
				SpecialPowerTemplate="ALIENTurretBeamSpecialPower"
				JoinWithOtherBeams="false"
				DissapateWhenTargetDead="false"
				SweepFX="FX_NodLaserSweep"
				UnpackTime="2s"
				UnpackSound="NOD_Obelisk_LaserChargeUp"
				PreparationTime="1s"
				PrepSoundLoop="NOD_Obelisk_LaserFireMS"
				PackTime="0.1s"
				StartAbilityRange="1000000.0"
				DamagePerSecond="0.0"></BeamSpecialAbilityUpdate>
			<!-- slow death must be defined before the structure topple. -->
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="5s"
				SinkRate="2.4"
				DestructionDelay="10s">
				<Sound Type="INITIAL" List="ALI_Building_Die" />
				<DieMuxData
					DeathTypes="ALL" />
			</SlowDeath>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onDeath"
					FX="FX_TEMPLarge" />
				<Event
					Index="onTransitionToDamaged"
					FX="FX_BuildDamaged_Small" />
				<Event
					Index="onTransitionToReallyDamaged"
					FX="FX_BuildDamaged_Small" />
				<Event
					Index="onTransitionToRubble"
					FX="FX_BuildRubble_Small" />
			</FXListBehavior>
			<StructureUnpackUpdate
				UnpackTime="1.5s" />
			<StealthDetectorUpdate
				id="ModuleTag_StealthDetect"
				DetectionRange="100" />
			<xi:include
				href="../../Includes/GenericBuildingRepair.xml" />
			<xi:include
				href="../../Includes/GenericGDIBuildingDestruction.xml" />
			<xi:include
				href="../../Includes/GenericGDIBuildingSuicide.xml" />
			<xi:include
				href="../../Includes/GenericEngineerContain.xml" />
		</Behaviors>
		<AI>
			<DeployStyleAIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="YES"
				UnpackTime="1s"
				PackTime="1s"
				MustDeployToAttack="true">
				<UnitAITargetChooserData
					CheckVisionRange="false"
					CanPickDynamicTargets="true" />
			</DeployStyleAIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="1500.0" />
		</Body>
		<Geometry
			IsSmall="false">
			<Shape
				Type="BOX"
				MajorRadius="20.0"
				MinorRadius="9"
				Height="65.0">
				<Offset
					x="-3.0"
					y="0"
					z="0" />
			</Shape>
			<ContactPoint>
				<Pos
					x="-14.0"
					y="7.0"
					z="30" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="11.0"
					y="7.0"
					z="0" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="11.0"
					y="-7.0"
					z="30" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="11.0"
					y="7.0"
					z="0" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-14.0"
					y="-4.0"
					z="30" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="11.0"
					y="7.0"
					z="0" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-14.0"
					y="-4.0"
					z="30" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-14.0"
					y="7.0"
					z="0" />
			</ContactPoint>
		</Geometry>
<!--
		<AudioArrayVoice>
			<AudioEntry
				Sound="AudioEvent:GDI_WatchTowerSelect"
				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="400"
			ShroudClearingRange="500" />
	</GameObject>
</AssetDeclaration>