<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset">
	<GameObject
		id="MG_NOD_DisruptionGenerator"
		KindOf="SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS STRUCTURE POWERED NOT_AUTOACQUIRABLE BROADCASTS_INVISIBILITY NOT_SELLABLE UNIQUE_UNIT COVER AUTO_ACQUIRABLE_BY_AI IGNORE_CAN_NOT_BUILD"
		Browser="REGION METAGAME NOD"
		Description="Desc:DisruptionGenerator"
		TypeDescription="Type:MetaNODTemplePrime"
		RadarPriority="STRUCTURE"
		BuildCompletion="INVALID"
		FenceWidth="0"
		FenceXOffset="0"
		RemoveTerrainRadius="0"
		EmotionRange="0"
		PlacementViewAngle="225d"
		BuildFadeInOnCreateTimeSeconds="0s"
		FactoryExitWidth="0"
		FactoryExtraBibWidth="0"
		Side="NOD"
		EditorName="MG_NOD_DisruptionGenerator"
		EditorSorting="STRUCTURE"
		BountyValue="0"
		BuildTime="30"
		BuildFadeInOnCreateTime="0"
		EnergyProduction="-15"
		EnergyBonus="0"
		CommandSet=""
		SelectPortrait="Portrait_NodDisruptionFieldGenerator"
		ButtonImage="Portrait_NodDisruptionFieldGenerator"
		VoicePriority="0"
		MinZIncreaseForVoiceMoveToHigherGround="-1"
		CrowdResponse=""
		CampnessValue="2000"
		CampnessValueRadius="300"
		Scale="1"
		HealthBoxScale="1.5"
		HealthBoxHeightOffset="10"
		OcclusionDelay="0"
		LiveCameraPitch="0"
		FormationWidth="1"
		FormationDepth="1"
		InstanceScaleFuzziness="0"
		ThreatRadius="-1"
		RamPower="0"
		RamZMult="1"
		ShockwaveResistance="0"
		CommandPoints="0"
		CommandPointBonus="0"
		VoiceAttackChargeTimeout="0"
		MaxDistanceForEngaged="0"
		EngagedStateTimeout="0"
		ThreatLevel="1"
		SlopeLimitIndex="0"
		PathfindDiameter="-1"
		SupplyOverride="0"
		DisplayMeleeDamage="-1"
		DisplayRangedDamage="-1"
		HeroSortOrder="2147483647"
		FiringArc="360"
		CamouflageDetectionMultiplier="1"
		SelectionPriority="2147483647"
		ProductionQueueType="MAIN_STRUCTURE"
		BuildPlacementTypeFlag="MAIN_STRUCTURE"
		BuildOnRequiredObjectKindOf=""
		UnitCategory="STRUCTURE"
		WeaponCategory="NONE"
		HasFiredRecentlyTime="2s"
		UnitTypeIcon=""
		ReinvisibilityDelay="4s"
		CaptureTime="0s"
		BuildCost="3000"
		RefundValue="0"
		ThreatValue="0"
		MaxSimultaneousOfType="0"
		TransportSlotCount="1"
		IsTrainable="True"
		IsForbidden="False"
		IsPrerequisite="False"
		IsGrabbable="False"
		IsHarvestable="False"
		StructureRubbleHeight="0"
		ForceLuaRegistration="False"
		ShowHealthInSelectionDecal="False"
		KeepSelectableWhenDead="False"
		IsAutoBuilt="False"
		CanPathThroughGates="True"
		ShouldClearShotsOnIdle="False"
		BuildInProximityToSamePlayerStucture="True">
		<DisplayName>Name:DisruptionGenerator</DisplayName>
		<ArmorSet
			Armor="NodStrongholdHubArmor"
			DamageFX="GenericStructureDamageFX"
			Conditions="" />
		<SkirmishAIInformation
			BaseBuildingLocation="HOMEBASE"
			ConquerMetricsOverrideDamageType="UNDEFINED"
			ConquerMetricsOverrideAntiMask="ANTI_GROUND"
			UnitBuilderStandardCombatUnit="False" />
		<Draws>
			<ScriptedModelDraw
				id="50DF2C46"
				RecoilDamping="0.4"
				MaxRecoilDistance="3"
				InitialRecoilSpeed="2"
				RecoilSettleSpeed="0.065"
				MinLODRequired="LOW"
				ProjectileBoneFeedbackEnabledSlots=""
				TrackMarks=""
				DependencySharedModelFlags=""
				HighDetailLODThreshold="0"
				LowDetailLODThreshold="0"
				WadingParticleSys=""
				AlphaCameraFadeOuterRadius="0"
				AlphaCameraFadeInnerRadius="0"
				AlphaCameraAtInnerRadius="100%"
				StaticSortLevelWhileFading="-1"
				BirthFadeTime="0"
				OkToChangeModelColor="False"
				AnimationsRequirePower="True"
				UseYAxisForTurretRotation="False"
				TrackMarksOnlyWhenCorneringQuickly="False"
				UseProducerTexture="False"
				NoRotate="False"
				UseFiringArcRotation="False"
				Selectable="True"
				RandomTextureFixedRandomIndex="False"
				ParticlesAttachedToAnimatedBones="False"
				ParticleBonesCheckDrawable="False"
				ShadowForceDisable="False"
				SwitchModelLODMode="False"
				StaticModelLODMode="False"
				ShowShadowWhileContained="False"
				UseStandardModelNames="False"
				UseDefaultAnimation="False"
				BirthFadeAdditive="False"
				ZWriteDisableOverride="False"
				MultiPlayerOnly="False"
				AffectedByStealth="False"
				InvertStealthOpacity="False"
				HighDetailOnly="False"
				SetAnimsToLastFrameOnConstructionComplete="True">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT"
					PortraitImage=""
					ButtonImage=""
					RetainSubObjects="False">
					<Model
						Name="NBSTRONG4"
						ExtraMesh="False" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					PortraitImage=""
					ButtonImage=""
					RetainSubObjects="False">
					<Model
						Name="NBSTRONG4_D3"
						ExtraMesh="False" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED"
					PortraitImage=""
					ButtonImage=""
					RetainSubObjects="False">
					<Model
						Name="NBSTRONG4_D2"
						ExtraMesh="False" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED"
					PortraitImage=""
					ButtonImage=""
					RetainSubObjects="False">
					<Model
						Name="NBSTRONG4"
						ExtraMesh="False" />
					<Texture
						Original="NBStrong4"
						New="NBStrong4_D" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False" />
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="NBSTRONG4_D3"
						AnimationMode="MANUAL"
						Distance="0"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
					<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"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="NBSTRONG4_D2"
						AnimationMode="MANUAL"
						Distance="0"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
					<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"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="NBSTRONG4_D2"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="0"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="NBSTRONG4_D3"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="0"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="CivBuildingDust"
						PersistID="0"
						FollowBone="False"
						OnlyIfOnWater="False"
						OnlyIfOnLand="False" />
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="CivBuildingDust02"
						PersistID="0"
						FollowBone="False"
						OnlyIfOnWater="False"
						OnlyIfOnLand="False" />
				</AnimationState>
			</ScriptedModelDraw>
			<ScriptedModelDraw
				id="7A94DD91"
				RecoilDamping="0.4"
				MaxRecoilDistance="3"
				InitialRecoilSpeed="2"
				RecoilSettleSpeed="0.065"
				MinLODRequired="LOW"
				ProjectileBoneFeedbackEnabledSlots=""
				TrackMarks=""
				AttachToBoneInAnotherModule="BoneFlag01"
				DependencySharedModelFlags=""
				HighDetailLODThreshold="0"
				LowDetailLODThreshold="0"
				WadingParticleSys=""
				AlphaCameraFadeOuterRadius="0"
				AlphaCameraFadeInnerRadius="0"
				AlphaCameraAtInnerRadius="100%"
				StaticSortLevelWhileFading="-1"
				BirthFadeTime="0"
				OkToChangeModelColor="True"
				AnimationsRequirePower="True"
				UseYAxisForTurretRotation="False"
				TrackMarksOnlyWhenCorneringQuickly="False"
				UseProducerTexture="False"
				NoRotate="False"
				UseFiringArcRotation="False"
				Selectable="True"
				RandomTextureFixedRandomIndex="False"
				ParticlesAttachedToAnimatedBones="False"
				ParticleBonesCheckDrawable="False"
				ShadowForceDisable="False"
				SwitchModelLODMode="False"
				StaticModelLODMode="False"
				ShowShadowWhileContained="False"
				UseStandardModelNames="False"
				UseDefaultAnimation="False"
				BirthFadeAdditive="False"
				ZWriteDisableOverride="False"
				MultiPlayerOnly="False"
				AffectedByStealth="True"
				InvertStealthOpacity="False"
				HighDetailOnly="False"
				SetAnimsToLastFrameOnConstructionComplete="True">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT"
					PortraitImage=""
					ButtonImage=""
					RetainSubObjects="False">
					<Model
						Name=""
						ExtraMesh="False" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="GARRISONED USER_1"
					PortraitImage=""
					ButtonImage=""
					RetainSubObjects="False">
					<Model
						Name="GUGARFLAG"
						ExtraMesh="False" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="GARRISONED USER_2"
					PortraitImage=""
					ButtonImage=""
					RetainSubObjects="False">
					<Model
						Name="NUGARFLAG"
						ExtraMesh="False" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="GARRISONED USER_3"
					PortraitImage=""
					ButtonImage=""
					RetainSubObjects="False">
					<Model
						Name="AUGARFLAG"
						ExtraMesh="False" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					ConditionsYes="GARRISONED USER_1"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="GUGARFLAG"
						AnimationMode="LOOP"
						Distance="0"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					ConditionsYes="GARRISONED USER_2"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="NUGARFLAG"
						AnimationMode="LOOP"
						Distance="0"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					ConditionsYes="GARRISONED USER_3"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="AUGARFLAG"
						AnimationMode="LOOP"
						Distance="0"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<RandomModelCondition
				id="E6B33535"
				Conditions="USER_5" />
			<AttributeModifierPoolUpdate
				id="513BC476" />
			<FireWeaponWhenDead
				id="DDED328F"
				RequiresAllTriggers="False"
				RequiresAllConflictingTriggers="False"
				Permanent="False"
				WaypointMode="False"
				WaypointModeTerminal="True"
				DelayTime="0s"
				DeathWeapon="CatalystBuildingDeathWeapon"
				FocusFireKindOfFlag=""
				InitiallyActive="True"
				ActiveDuringConstruction="False"
				ContinueToBezierDestination="False">
				<DieMuxData
					ExemptStatus=""
					RequiredStatus=""
					DamageAmountRequired="-1"
					MinKillerAngle="0.9999999d"
					MaxKillerAngle="-0.9999999d"
					DeathTypes="CATALYST"
					DeathTypesForbidden="" />
			</FireWeaponWhenDead>
			<TemporarilyDefectUpdate
				id="3473AFD2"
				DefectionFrameCount="100" />
			<SlowDeath
				id="73542D4A"
				SinkRate="4"
				ProbabilityModifier="10"
				ModifierBonusPerOverkillPercent="0%"
				SinkDelay="3s"
				SinkDelayVariance="0s"
				DestructionDelay="8s"
				DestructionDelayVariance="0s"
				DecayBeginTime="0s"
				FlingForce="0"
				FlingForceVariance="0"
				FlingPitch="0d"
				FlingPitchVariance="0d"
				DeathFlags=""
				FadeTime="0s"
				FadeDelay="0s"
				DeathTypes=""
				DeathObjectStatusBits=""
				ShadowWhenDead="False"
				Fade="False">
				<Sound
					Type="INITIAL"
					List="HumanFaction_LargeBuilding_DieMS" />
				<DieMuxData
					ExemptStatus=""
					RequiredStatus=""
					DamageAmountRequired="-1"
					MinKillerAngle="0.9999999d"
					MaxKillerAngle="-0.9999999d"
					DeathTypes="ALL"
					DeathTypesForbidden="" />
			</SlowDeath>
			<FXListBehavior
				id="C74C39D8">
				<DieMuxData
					ExemptStatus=""
					RequiredStatus=""
					DamageAmountRequired="-1"
					MinKillerAngle="0.9999999d"
					MaxKillerAngle="-0.9999999d"
					DeathTypes="ALL"
					DeathTypesForbidden="" />
				<Event
					Index="onTransitionToDamaged"
					FX="FX_BuildDamaged_Large"
					MinThreshold="0"
					MaxThreshold="0"
					Direction="Default"
					OrientToObject="True"
					ForceUseDoFXObj="False" />
				<Event
					Index="onTransitionToReallyDamaged"
					FX="FX_BuildDamaged_Large"
					MinThreshold="0"
					MaxThreshold="0"
					Direction="Default"
					OrientToObject="True"
					ForceUseDoFXObj="False" />
				<Event
					Index="onTransitionToRubble"
					FX="FX_BuildRubble_Large"
					MinThreshold="0"
					MaxThreshold="0"
					Direction="Default"
					OrientToObject="True"
					ForceUseDoFXObj="False" />
				<Event
					Index="onDeath"
					FX="FX_ScorchLarge"
					MinThreshold="0"
					MaxThreshold="0"
					Direction="Default"
					OrientToObject="True"
					ForceUseDoFXObj="True" />
			</FXListBehavior>
			<ArmorUpgrade
				id="F3CB043F"
				RequiresAllTriggers="False"
				RequiresAllConflictingTriggers="False"
				Permanent="True"
				WaypointMode="False"
				WaypointModeTerminal="True"
				ArmorSetFlag="PLAYER_UPGRADE"
				KillArmorUpgrade="False"
				IgnoreArmorUpgrade="False">
				<TriggeredBy>Upgrade_LaserFencing</TriggeredBy>
			</ArmorUpgrade>
			<StatusBitsUpgrade
				id="C9F59DA1"
				RequiresAllTriggers="False"
				RequiresAllConflictingTriggers="False"
				Permanent="False"
				WaypointMode="False"
				WaypointModeTerminal="True"
				StatusToSet="RIDER1"
				StatusToClear=""
				ApplyToContained="False">
				<TriggeredBy>Upgrade_LaserFencing</TriggeredBy>
			</StatusBitsUpgrade>
			<RepairUpdate
				id="41FDEB2A"
				RepopThreshold="0.2"
				HealAmountPerSecond="90"
				Toggleable="True"
				RepairableWhenDead="False">
				<PercentOfBuildCostToRebuildInfo
					Pristine="50%"
					Damaged="50%"
					ReallyDamaged="50%"
					Rubble="50%" />
				<SelfAudio
					SelfRepairFromDamageLoop=""
					SelfRepairFromRubbleLoop="" />
			</RepairUpdate>
			<EngineerContain
				id="E2BE8599"
				ReplaceWith=""
				NameOfVoiceToUseForFriendlyEnter="9D165EA1"
				NameOfVoiceToUseForHostileEnter="124DB476"
				FXForRepair="FX_Building_Repaired"
				FXForCapture="FX_Building_Captured"
				FXForCaptureAndReplace="FX_Building_Captured"
				EvaEventForRepair="BuildingRepaired"
				EvaEventForCapture="EnemyBuildingCaptured">
				<CanEnterFilter
					Rule="NONE"
					Relationship=""
					Alignment="NONE"
					Include=""
					Exclude=""
					StatusBitFlags=""
					RejectStatusBitFlags=""
					AcceptModelCondition=""
					RejectModelCondition="">
					<IncludeThing>GDIEngineer</IncludeThing>
					<IncludeThing>NODSaboteur</IncludeThing>
					<IncludeThing>AlienAssimilator</IncludeThing>
					<IncludeThing>SteelTalonsCombatEngineer</IncludeThing>
					<IncludeThing>ZOCOMEngineer</IncludeThing>
					<IncludeThing>BlackHandSaboteur</IncludeThing>
					<IncludeThing>MarkedOfKaneSaboteur</IncludeThing>
					<IncludeThing>Traveler59Assimilator</IncludeThing>
				</CanEnterFilter>
			</EngineerContain>
			<InvisibilityUpdate
				id="F80B6FD9"
				Options="STARTS_ACTIVE BROADCAST"
				UpdatePeriod="1s"
				BroadcastRange="99999"
				OpacityMin="40%"
				OpacityMax="100%">
				<InvisibilityNugget
					ForbiddenConditions="PREATTACK_A FIRING_A FIRING_OR_PREATTACK_A RELOADING_A PREATTACK_B FIRING_B FIRING_OR_PREATTACK_B RELOADING_B PREATTACK_C FIRING_C FIRING_OR_PREATTACK_C RELOADING_C USING_WEAPON_A USING_WEAPON_B USING_WEAPON_C"
					ForbiddenConditionExceptions=""
					ForbiddenWeaponSets=""
					ForbiddenStatus="TIBERIUM_VIBRATING"
					CamouflageLevel="0"
					InvisibilityType="STEALTH"
					Options=""
					EnteringStealthFX=""
					LeavingStealthFX=""
					HintDetectableStates="IS_ATTACKING"
					NoStealthForAttackWindow="0s" />
				<BroadcastObjectFilter
					Rule="ANY"
					Relationship="ALLIES"
					Alignment="NONE"
					Include="STRUCTURE INFANTRY AIRCRAFT VEHICLE"
					Exclude=""
					StatusBitFlags=""
					RejectStatusBitFlags=""
					AcceptModelCondition="USER_6"
					RejectModelCondition="USER_5">
					<ExcludeThing>NODDisruptionTower</ExcludeThing>
					<ExcludeThing>MarkedOfKaneDisruptionTower</ExcludeThing>
					<ExcludeThing>Viceroid</ExcludeThing>
					<ExcludeThing>AlienCrystalShield</ExcludeThing>
					<ExcludeThing>NOD_IonDisruptionFieldGenerator</ExcludeThing>
					<ExcludeThing>MG_NOD_DisruptionGenerator</ExcludeThing>
				</BroadcastObjectFilter>
			</InvisibilityUpdate>
			<CreateObjectDie
				id="34FD1923"
				CreationList="OCL_AdvancedNODBuildingDestruction"
				UpgradeForbidden="">
				<DieMuxData
					ExemptStatus=""
					RequiredStatus=""
					DamageAmountRequired="-1"
					MinKillerAngle="0.9999999d"
					MaxKillerAngle="-0.9999999d"
					DeathTypes="ALL"
					DeathTypesForbidden="SUICIDED DETONATED" />
			</CreateObjectDie>
			<CreateObjectDie
				id="4BF392A4"
				CreationList="OCL_AdvancedNODBuildingSuicide">
				<DieMuxData
					ExemptStatus=""
					RequiredStatus=""
					DamageAmountRequired="-1"
					MinKillerAngle="0.9999999d"
					MaxKillerAngle="-0.9999999d"
					DeathTypes="SUICIDED"
					DeathTypesForbidden="" />
			</CreateObjectDie>
			<MetaGameStratButtonInfo
				id="58A9A9EE"
				MetaGameDescription="Desc:DisruptionGenerator"
				MetaGameTypeDescription="Type:MetaNODTempleofNod">
				<Powers
					Image="Button_PlayerPowerStealthField"
					Title="NAME:PlayerPowerStealthField"
					Description="DESC:PlayerPowerStealthField"
					TypeDescription="TYPE:PlayerPowerStealthField"
					MetaGameOp="NOD_POWER_STEALTH_FIELD" />
			</MetaGameStratButtonInfo>
			<ModelConditionUpgrade
				id="198566B4"
				RequiresAllTriggers="False"
				RequiresAllConflictingTriggers="False"
				Permanent="False"
				WaypointMode="False"
				WaypointModeTerminal="True"
				AddConditionFlags="USER_6"
				RemoveConditionFlags="USER_5"
				AddTempConditionFlag="TOPPLED"
				TempConditionTime="0s">
				<TriggeredBy>Everyone_Faction</TriggeredBy>
			</ModelConditionUpgrade>
		</Behaviors>
		<AI>
			<AIUpdate
				id="12FA48BA"
				AutoAcquireEnemiesWhenIdle=""
				StopChaseDistance="500"
				HoldGroundCloseRangeDistance="0"
				MinCowerTime="0s"
				MaxCowerTime="0s"
				RampageTime="0s"
				BurningDeathTime="0s"
				TimeToEjectPassengersOnRampage="0"
				ComboLocomotorSet="NORMAL"
				ComboLocoAttackDistance="80"
				IdleTargetTime="0s"
				MaxCombineChildren="1"
				SpawnOffsetRadius="0"
				StandGround="False"
				CanAttackWhileContained="False"
				RampageRequiresAflame="False"
				FadeOnPortals="False" />
		</AI>
		<Body>
			<ActiveBody
				id="B313F576"
				MaxHealth="24000"
				MaxHealthDamaged="0"
				MaxHealthReallyDamaged="0"
				InitialHealth="-1"
				RecoveryTime="0"
				DodgePercent="0"
				EnteringDamagedTransitionTime="0s"
				EnteringReallyDamagedTransitionTime="0s"
				GrabFX=""
				GrabDamage="200"
				HealingBuffFX=""
				DamagedAttributeModifier=""
				ReallyDamagedAttributeModifier=""
				CheerRadius="200"
				BurningDeathFX=""
				SecondChanceUpgrade=""
				SecondChanceHeal="0"
				UseDefaultDamageSettings="True"
				RemoveUpgradesOnDeath="False"
				BurningDeathBehavior="False">
				<DamageTrigger
					HealthLevelBelowPercent="66"
					RemoveUpgrade="Upgrade_LaserFencing"
					RemoveStatus="" />
			</ActiveBody>
		</Body>
		<Geometry
			IsSmall="False">
			<Shape
				Type="BOX"
				ContactPointGeneration="NONE"
				MajorRadius="35"
				MinorRadius="35"
				Height="20"
				FrontAngle="0d"
				Active="True"
				UsedForHealthBox="True">
				<Offset
					x="2"
					y="0"
					z="0" />
			</Shape>
			<Shape
				Type="BOX"
				ContactPointGeneration="NONE"
				MajorRadius="10"
				MinorRadius="10"
				Height="50"
				FrontAngle="0d"
				Active="True"
				UsedForHealthBox="True">
				<Offset
					x="-42"
					y="0"
					z="0" />
			</Shape>
			<Shape
				Type="CYLINDER"
				ContactPointGeneration="NONE"
				MajorRadius="23"
				MinorRadius="1"
				Height="10"
				FrontAngle="0d"
				Active="True"
				UsedForHealthBox="True">
				<Offset
					x="47"
					y="0"
					z="0" />
			</Shape>
			<ContactPoint>
				<Pos
					x="-47"
					y="0"
					z="50" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="0"
					y="0"
					z="20" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="47"
					y="0"
					z="0" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="0"
					y="30"
					z="5" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="0"
					y="-30"
					z="5" />
			</ContactPoint>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				EvaEvent="BuildingStolen"
				AudioType="voiceDefectingAway" />
			<AudioEntry
				EvaEvent="EnemyBuildingCaptured"
				AudioType="voiceDefectingTowards" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry
				Sound="Asset not found in stream: [844D7B9F:45BB2ECF]"
				AudioType="soundUnderConstruction" />
			<AudioEntry
				Sound="Asset not found in stream: [A3A7AF37:FDA3F3E1]"
				AudioType="soundOnDamaged" />
			<AudioEntry
				Sound="Asset not found in stream: [A3A7AF37:10435FC9]"
				AudioType="soundOnReallyDamaged" />
		</AudioArraySound>
		<EvaEvents
			EvaEventSoldOwner="StructureSold"
			EvaEventDamagedOwner="StructureUnderAttack"
			EvaEventSecondDamageFarFromFirstScanRange="200"
			EvaEventSecondDamageFarFromFirstTimeoutMS="155"
			EvaEventRepairingOwner="StructureRepairing"
			EvaEnemyObjectSightedEvent="EnemyCampSighted"
			EvaEventAvailableForProduction="NewConstructionOptions"
			EvaEventProductionStarted="BuildingConstructionStarted"
			EvaEventProductionComplete="BuildingConstructionComplete"
			EvaEventPlacementFailed="StructurePlacementFailed"
			EvaEventCannotBuildDueToFullBuildQueue="StructureCannotBuildDueToFullBuildQueue"
			EvaEventBuildOnHold="BuildOnHold"
			EvaEventBuildCancelled="BuildCancelled"
			EvaEventManuallyPoweredOff="BuildingManuallyPoweredDown"
			EvaEventManuallyPoweredOn="BuildingManuallyPoweredUp" />
		<ShadowInfo
			Type="VOLUME"
			Texture=""
			AdditionalTexture=""
			SizeX="0"
			SizeY="0"
			OffsetX="0"
			OffsetY="0"
			OpacityStart="0"
			OpacityFadeInTime="0s"
			OpacityPeak="1"
			OpacityFadeOutTime="0s"
			OpacityEnd="0"
			MaxHeight="20"
			SunAngle="0"
			OverrideLODVisibility="False"
			UseHouseColor="False"
			IsRotatingWithObject="True"
			LocalPlayerOnly="False" />
		<VisionInfo
			VisionRange="100"
			ShroudClearingRange="200"
			VisionSide="100%"
			VisionRear="100%"
			VisionBonusTestRadius="100"
			VisionBonusTestSegments="8"
			VisionBonusPercentPerFoot="0%"
			MaxVisionBonusPercent="50%"
			MinVisionBonusPercent="-50%" />
		<ProjectedBuildabilityInfo
			Radius="175"
			BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE"
			StatusToReject=""
			ModelConditionsToReject="" />
	</GameObject>
</AssetDeclaration>