<?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="ART:NBRDefense_UGTCM_SKN.w3x" />
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseStructure.xml" />
	</Includes>
	<GameObject
		id="NODRocketBunkerSpawnHole"
		inheritFrom="BaseStructure"
		SelectPortrait="Portrait_NODRocketBunker"
		ButtonImage="Portrait_NODRocketBunker"
		Side="NOD"
		EditorSorting="STRUCTURE"
		TransportSlotCount="1"
		BuildCost="1"
		BuildTime="10.0"
		CommandSet="EmptyCommandSet"
		KindOf="STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS UNATTACKABLE NOT_AUTOACQUIRABLE COVER NOT_SELLABLE"
		RadarPriority="STRUCTURE"
		PlacementViewAngle="225d"
		ProductionQueueType="OTHER_STRUCTURE"
		BuildPlacementTypeFlag="OTHER_STRUCTURE"
		EditorName="NODRocketBunkerSpawnHole"
		WeaponCategory="MISSILE"
		Description="Desc:NODRocketBunkerDebris"
		TypeDescription="Type:NODRocketBunkerDebris">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:NODRocketBunkerDebris</DisplayName>
		<DisplayUpgrade>Upgrade_NODTechCenterTibCoreMissiles</DisplayUpgrade>
		<ArmorSet
			Armor="NODBaseDefenceArmor"
			DamageFX="FactionStructureDamageFX" />
		<SkirmishAIInformation
			BaseBuildingLocation="CENTER" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="NBRDefense_UGTCM_SKN" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					StateName="STATE_Default"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="NBRDefense_PAK" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev ~= "STATE_Default" and Prev ~= "TRANS_ToDefault" then
						CurDrawableSetTransitionAnimState("TRANS_ToDefault")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_ToDefault">
					<Animation
						AnimationName="NBRDefense_PAK"
						AnimationMode="ONCE" />
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<RebuildHoleBehavior
				id="RebuildHoleBehavior"
				WorkerRespawnDelay="20s" />
			<!-- died normally (hub died), sink -->
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3.0s"
				SinkRate="4.0"
				DestructionDelay="8.0s">
				<DieMuxData
					DeathTypes="ALL"
					DeathTypesForbidden="FADED" />
				<FX
					Type="INITIAL">
					<FX>FX_TEMPLarge</FX>
				</FX>					
			</SlowDeath>			
			<!-- just respawned, kill right away -->
			<DestroyDie
				id="ModuleTag_DestroyDie">
				<DieMuxData
					DeathTypes="FADED" />
			</DestroyDie>
			<SlavedUpdate
				id="ModuleTag_SlavedUpdate"
				DieOnMastersDeath="true"
				DieOnMastersDeathType="SUICIDED" />
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="NO"></AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="3000.0" />
		</Body>
		<Geometry
			IsSmall="false">
			<Shape
				Type="CYLINDER"
				MajorRadius="20.0"
				Height="40.0" />
		</Geometry>
		<ShadowInfo
			Type="VOLUME" />
	</GameObject>
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