﻿<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset">
  <GameObject id="NODOperationsCenter" KindOf="SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS STRUCTURE FS_TECHNOLOGY POWERED NOT_AUTOACQUIRABLE COVER FS_RADAR AUTO_ACQUIRABLE_BY_AI COMMANDCENTER" Description="Desc:NODOperationsCenter" TypeDescription="Type:NODOperationsCenter" RadarPriority="STRUCTURE" PlacementViewAngle="315d" Side="NOD" EditorName="NODOperationsCenter" EditorSorting="STRUCTURE" BuildTime="15" EnergyProduction="-10" CommandSet="NODOperationsCenterCommandSet" SelectPortrait="Portrait_NODOperationsCenter" ButtonImage="Portrait_NODOperationsCenter" CampnessValue="2000" CampnessValueRadius="300" ProductionQueueType="MAIN_STRUCTURE" BuildPlacementTypeFlag="MAIN_STRUCTURE" UnitCategory="STRUCTURE" BuildCost="1500" TransportSlotCount="1">
    <DisplayName>Name:NODOperationsCenter</DisplayName>
    <GameDependency>
      <RequiredObject>NODPowerPlant</RequiredObject>
      <RequiredObject>NODRefinery</RequiredObject>
    </GameDependency>
    <ArmorSet Armor="NODOperationsCenterArmor" DamageFX="FactionStructureDamageFX" />
    <ArmorSet Armor="NODOperationsCenterLaserFencingArmor" DamageFX="NormalDamageFX" Conditions="PLAYER_UPGRADE" />
    <SkirmishAIInformation BaseBuildingLocation="HOMEBASE" />
    <Draws>
      <ScriptedModelDraw id="0x50DF2C46" MaxRecoilDistance="3" RecoilDamping="0.4" OkToChangeModelColor="True">
        <ModelConditionState ParseCondStateType="PARSE_DEFAULT">
          <Model Name="W3DContainer:NBOPCENTER" />
        </ModelConditionState>
        <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="STRUCTURE_UNPACKING">
          <Model Name="W3DContainer:NBOPCENTERA_SN" />
        </ModelConditionState>
        <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="RUBBLE">
          <Model Name="W3DContainer:NBOPCEND3_SN" />
        </ModelConditionState>
        <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="REALLYDAMAGED">
          <Model Name="W3DContainer:NBOPCEND2_SN" />
        </ModelConditionState>
        <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DAMAGED">
          <Model Name="W3DContainer:NBOPCENTER" />
          <Texture Original="NBOpCenter" New="NBOpCenter_D" />
        </ModelConditionState>
        <AnimationState ParseCondStateType="PARSE_DEFAULT" />
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="STRUCTURE_UNPACKING">
          <Animation AnimationName="NBOPCENTERA_AN" AnimationMode="ONCE" />
          <ParticleSysBone BoneName="NONE" FXParticleSystemTemplate="Con_Medium" FollowBone="True" />
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="RUBBLE" StateName="STATE_Rubble" Flags="START_FRAME_LAST">
          <Animation AnimationName="NBOPCEND3_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="NBOPCEND2_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="NBOPCEND2_AN" AnimationMode="ONCE" AnimationBlendTime="0" />
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_TRANSITION" StateName="TRANS_IntoRubble">
          <Animation AnimationName="NBOPCEND3_AN" AnimationMode="ONCE" AnimationBlendTime="0" />
        </AnimationState>
      </ScriptedModelDraw>
      <ScriptedModelDraw id="0xE44310AE" MaxRecoilDistance="3" RecoilDamping="0.4" OkToChangeModelColor="True" StaticModelLODMode="True" UseStandardModelNames="True">
        <ModelConditionState ParseCondStateType="PARSE_DEFAULT">
          <Model />
        </ModelConditionState>
        <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="USER_6 DYING">
          <Model />
        </ModelConditionState>
        <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="USER_6 REALLYDAMAGED">
          <Model />
        </ModelConditionState>
        <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="USER_6 DAMAGED">
          <Model />
        </ModelConditionState>
        <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="USER_6">
          <Model Name="W3DContainer:NBOPCENTER_LF" />
        </ModelConditionState>
      </ScriptedModelDraw>
      <ScriptedModelDraw id="0xB99FDDFC" MaxRecoilDistance="3" RecoilDamping="0.4" OkToChangeModelColor="True">
        <ModelConditionState ParseCondStateType="PARSE_DEFAULT">
          <Model Name="W3DContainer:NBOPCENTERX_SKN" />
        </ModelConditionState>
        <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="STRUCTURE_UNPACKING">
          <Model Name="W3DContainer:NBEMPTY_ABLD" />
        </ModelConditionState>
        <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING">
          <Model Name="W3DContainer:NBEMPTY_ABLD" />
        </ModelConditionState>
        <AnimationState ParseCondStateType="PARSE_DEFAULT" StateName="STATE_Idle" Flags="DO_NOT_PLAY_WHEN_UNPOWERED">
          <Animation AnimationName="NBOPCENTERX_IDLA" AnimationMode="LOOP" AnimationBlendTime="0" />
          <Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev == "STATE_Ready" and Prev ~= "STATE_Idle" then
						CurDrawableSetTransitionAnimState("TRANS_FIRING")
						end
					</Script>
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="STRUCTURE_UNPACKING">
          <Animation AnimationName="NBEMPTY_ABLD" AnimationMode="ONCE" />
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="SPECIALPOWER1_READY" StateName="STATE_Ready">
          <Animation AnimationName="NBOPCENTERX_RDY" AnimationMode="ONCE" AnimationBlendTime="0" />
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="PACKING">
          <Animation AnimationName="NBOPCENTERX_IDLA" AnimationMode="ONCE" AnimationBlendTime="0" />
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_TRANSITION" StateName="TRANS_FIRING">
          <Animation AnimationName="NBOPCENTERX_FIRA" AnimationMode="ONCE" AnimationBlendTime="0" />
          <ParticleSysBone BoneName="FX_Rocket01" FXParticleSystemTemplate="NodNukeMissleSmoke" FollowBone="True" />
          <ParticleSysBone BoneName="FX_Rocket02" FXParticleSystemTemplate="NodNukeMissleSmoke" FollowBone="True" />
          <ParticleSysBone BoneName="FX_Rocket03" FXParticleSystemTemplate="NodNukeMissleSmoke" FollowBone="True" />
          <ParticleSysBone BoneName="FX_Rocket04" FXParticleSystemTemplate="NodNukeMissleSmoke" FollowBone="True" />
          <ParticleSysBone BoneName="FX_Rocket01" FXParticleSystemTemplate="NodNukeMissleFire" FollowBone="True" />
          <ParticleSysBone BoneName="FX_Rocket02" FXParticleSystemTemplate="NodNukeMissleFire" FollowBone="True" />
          <ParticleSysBone BoneName="FX_Rocket03" FXParticleSystemTemplate="NodNukeMissleFire" FollowBone="True" />
          <ParticleSysBone BoneName="FX_Rocket04" FXParticleSystemTemplate="NodNukeMissleFire" FollowBone="True" />
        </AnimationState>
      </ScriptedModelDraw>
      <ScriptedModelDraw id="0x3A238BAD" MaxRecoilDistance="3" RecoilDamping="0.4" OkToChangeModelColor="True">
        <ModelConditionState ParseCondStateType="PARSE_DEFAULT">
          <Model />
        </ModelConditionState>
        <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="SELECTED WEAPON_UPGRADED_01">
          <Model Name="W3DContainer:FXINVISBONE" />
          <ShadowInfo Type="ADDITIVE_DECAL" Texture="Decal_Sensor_CO" SizeX="620" SizeY="620" MaxHeight="200" OverrideLODVisibility="True" UseHouseColor="True" LocalPlayerOnly="True" />
        </ModelConditionState>
      </ScriptedModelDraw>
    </Draws>
    <Behaviors>
      <AttributeModifierPoolUpdate id="0x513BC476" />
      <FireWeaponWhenDead id="0xDDED328F" DeathWeapon="CatalystBuildingDeathWeapon" InitiallyActive="True">
        <DieMuxData DeathTypes="CATALYST" />
      </FireWeaponWhenDead>
      <TemporarilyDefectUpdate id="0x3473AFD2" DefectionFrameCount="100" />
      <SlowDeath id="0x73542D4A" SinkRate="4" SinkDelay="3s" DestructionDelay="8s">
        <Sound List="HumanFaction_MediumBuilding_DieMS" />
        <DieMuxData DeathTypes="ALL" />
      </SlowDeath>
      <FXListBehavior id="0xC74C39D8">
        <DieMuxData DeathTypes="ALL" />
        <Event FX="FX_TEMPLarge" />
        <Event Index="onTransitionToDamaged" FX="FX_BuildDamaged_Large" />
        <Event Index="onTransitionToReallyDamaged" FX="FX_BuildDamaged_Large" />
        <Event Index="onTransitionToRubble" FX="FX_BuildDamaged_Large" />
      </FXListBehavior>
      <ProductionUpdate id="0x749674DE" Type="UPGRADE" GiveNoXP="True" />
      <StructureUnpackUpdate UnpackTime="1.5s" />
      <GrantUpgradeAreaOfEffectSpecialPower id="0xEDDCEB7E" SpecialPowerTemplate="SpecialPower_LaserFencing" TriggerFX="FX_NOD_LaserFencingTriggeredByBuilding" Radius="10">
        <AttributeModifierAffects Rule="UNPARSED" />
        <RequirementsFilterMP Rule="UNPARSED" />
        <RequirementsFilterStrategic Rule="UNPARSED" />
        <AcceptObjectFilter Rule="ANY" Relationship="SAME_PLAYER" Include="STRUCTURE" />
        <UpgradeTemplate>Upgrade_LaserFencing</UpgradeTemplate>
      </GrantUpgradeAreaOfEffectSpecialPower>
      <ModelConditionUpgrade id="0xC2732A48" AddConditionFlags="USER_6">
        <TriggeredBy>Upgrade_LaserFencing</TriggeredBy>
        <TriggeredBy>Upgrade_LaserFencing</TriggeredBy>
      </ModelConditionUpgrade>
      <SubObjectsUpgrade id="0x746DA2EC" ShowSubObjects="UG_QUADTURRETS">
        <TriggeredBy>Upgrade_NODQuadTurrets</TriggeredBy>
      </SubObjectsUpgrade>
      <SubObjectsUpgrade id="0x062FC786" ShowSubObjects="UG_DOZERBLADES">
        <TriggeredBy>Upgrade_NODDozerBlades</TriggeredBy>
      </SubObjectsUpgrade>
      <SpecialPower id="0x11EABCF2" SpecialPowerTemplate="SpecialPowerCloneObjectSelect" TriggerFX="FX_NodDecoyArmy">
        <AttributeModifierAffects Rule="UNPARSED" />
        <RequirementsFilterMP Rule="UNPARSED" />
        <RequirementsFilterStrategic Rule="UNPARSED" />
      </SpecialPower>
      <StoreObjectsSpecialPowerUpdate id="0x4BED860E" SpecialPowerTemplate="SpecialPowerCloneObjectSelect" StartRechargeOnExit="True" FaceTarget="True" Radius="100" />
      <SpecialPower id="0x89D8FC38" SpecialPowerTemplate="SpecialPowerCloneObjectSpawn" UpdateModuleStartsAttack="True">
        <AttributeModifierAffects Rule="UNPARSED" />
        <RequirementsFilterMP Rule="UNPARSED" />
        <RequirementsFilterStrategic Rule="UNPARSED" />
      </SpecialPower>
      <CloneStoredObjectsSpecialPowerUpdate id="0xEBDE4B5C" SpecialPowerTemplate="SpecialPowerCloneObjectSpawn" DisabledTypesToProcess="USER_PARALYZED EMP HELD PARALYZED UNDERPOWERED TEMPORARILY_BUSY" StartRechargeOnExit="True" FaceTarget="True" MinDestinationRadius="10" MaxDestinationRadius="100" TriggerAttributeModifierOnClones="AttributeModifier_Cloned" TriggerFX="FX_NodDecoyArmy" ClonedObjectLifetime="59s" />
      <SpecialPower id="0x6A71158C" SpecialPowerTemplate="SpecialPowerDispatchRadarJammingMissile" UpdateModuleStartsAttack="True">
        <AttributeModifierAffects Rule="UNPARSED" />
        <RequirementsFilterMP Rule="UNPARSED" />
        <RequirementsFilterStrategic Rule="UNPARSED" />
      </SpecialPower>
      <!--SensorScrambler 1-->
      <ActivateModuleSpecialPower id="0xE5550C5E" SpecialPowerTemplate="SpecialPowerDispatchRadarJammingMissile" UnpackTime="5s" FaceTarget="True">
        <SpecialPowerModules ModuleId="0x78141036" TriggerType="SELF_POSITION" />
        <SpecialPowerModules ModuleId="ModuleTag_SensorScrambler" TriggerType="SELF_POSITION" />
      </ActivateModuleSpecialPower>
      <RadarJamSpecialPower id="0x78141036" SpecialPowerTemplate="SpecialPowerRadarJamMissile" JamRadius="-1" JamDuration="30s">
        <AttributeModifierAffects Rule="UNPARSED" />
        <RequirementsFilterMP Rule="UNPARSED" />
        <RequirementsFilterStrategic Rule="UNPARSED" />
      </RadarJamSpecialPower>
      <!--SensorScrambler 2-->
      <OCLSpecialPower id="ModuleTag_SensorScrambler" SpecialPowerTemplate="SpecialPowerTibVeinDetonationDummy" OCL="OCL_SensorScrambler" CreateLocation="USE_OWNER_OBJECT">
        <!--CREATE_AT_LOCATION-->
        <!--UpdateModuleStartsAttack="True"-->
        <AttributeModifierAffects Rule="UNPARSED" />
        <RequirementsFilterMP Rule="UNPARSED" />
        <RequirementsFilterStrategic Rule="UNPARSED" />
      </OCLSpecialPower>
      <RestrictSpecialPowerBehavior id="ModuleTag_RestrictSpecialPower" RestrictionType="1" DependentObject="SensorScrambler">
        <DependentObjectRadius>750.0</DependentObjectRadius>
        <DependentObjectRadius>500.0</DependentObjectRadius>
        <DependentObjectRadius>250.0</DependentObjectRadius>
      </RestrictSpecialPowerBehavior>
      <!--End SensorScrambler-->
      <AISpecialPowerUpdate id="0x51CC365B" CommandButtonName="Command_FireRadarJammingMissile" SpecialPowerAIType="SPECIAL_POWER_ENEMY_TYPE_KILLER_STRUCTURES" SpecialPowerRadius="999999" RandomizeTargetLocation="False" UnitKindOf="CONSTRUCTION_YARD">
        <!--MaxFrequency="2700"-->
        <!--SpecialPowerAIType="SPECIAL_POWER_SUPERWEAPON"-->
        <!--ReinforceDistance="300"-->
        <!--SpecialPowerAIType="SPECIAL_POWER_REINFORCEMENT"-->
      </AISpecialPowerUpdate>
      <MonitorSpecialPowerTimerUpdate id="0xE56507EB" SpecialPowerTemplate="SpecialPowerDispatchRadarJammingMissile" ReadyCondition="SPECIALPOWER1_READY" />
      <ArmorUpgrade id="0xF3CB043F" Permanent="True" ArmorSetFlag="PLAYER_UPGRADE">
        <TriggeredBy>Upgrade_LaserFencing</TriggeredBy>
      </ArmorUpgrade>
      <StatusBitsUpgrade id="0xC9F59DA1" StatusToSet="RIDER1">
        <TriggeredBy>Upgrade_LaserFencing</TriggeredBy>
      </StatusBitsUpgrade>
      <RepairUpdate id="0x41FDEB2A"></RepairUpdate>
      <EngineerContain id="0xE2BE8599" NameOfVoiceToUseForFriendlyEnter="0x9D165EA1" NameOfVoiceToUseForHostileEnter="0x124DB476" FXForRepair="FX_Building_Repaired" FXForCapture="FX_Building_Captured" FXForCaptureAndReplace="FX_Building_Captured" EvaEventForRepair="BuildingRepaired" EvaEventForCapture="EnemyBuildingCaptured">
        <CanEnterFilter>
          <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>
      <CreateObjectDie id="0x34FD1923" CreationList="OCL_AdvancedNODBuildingDestruction" UpgradeForbidden="">
        <DieMuxData DeathTypes="ALL" DeathTypesForbidden="SUICIDED DETONATED" />
      </CreateObjectDie>
      <CreateObjectDie id="0x4BF392A4" CreationList="OCL_AdvancedNODBuildingSuicide">
        <DieMuxData DeathTypes="SUICIDED" />
      </CreateObjectDie>
      <OCLSpecialPower id="0x1A98444A" SpecialPowerTemplate="SpecialPower_BurrowMines" OCL="OCL_NODVertigo_DeployMines">
        <AttributeModifierAffects Rule="UNPARSED" />
        <RequirementsFilterMP Rule="UNPARSED" />
        <RequirementsFilterStrategic Rule="UNPARSED" />
      </OCLSpecialPower>
      <AISpecialPowerUpdate id="0x8BAE6240" CommandButtonName="Command_NODBurrowMines" SpecialPowerAIType="SPECIAL_POWER_RANGED_AOE_ATTACK" SpecialPowerRadius="99999" RandomizeTargetLocation="False" />
      <OCLSpecialPower id="0x35377AF1" SpecialPowerTemplate="SpecialPowerRedShadowStrikeTeam" OCL="OCL_SpecialPowerRedShadowStrikeTeam">
        <AttributeModifierAffects Rule="UNPARSED" />
        <RequirementsFilterMP Rule="UNPARSED" />
        <RequirementsFilterStrategic Rule="UNPARSED" />
      </OCLSpecialPower>
      <AISpecialPowerUpdate id="0x4242FFC5" CommandButtonName="Command_RedShadowStrikeTeam" SpecialPowerAIType="SPECIAL_POWER_REINFORCEMENT" SpecialPowerRadius="300" ReinforceDistance="300" RandomizeTargetLocation="False" />
      <OCLSpecialPower id="0xD23552E8" SpecialPowerTemplate="SpecialPowerAirDispersion" OCL="OCL_NODAirDispersion" DestinationOCL="OCL_NODTiberiumVaporBeacon">
        <AttributeModifierAffects Rule="UNPARSED" />
        <RequirementsFilterMP Rule="UNPARSED" />
        <RequirementsFilterStrategic Rule="UNPARSED" />
      </OCLSpecialPower>
      <AISpecialPowerUpdate id="0x226AD4D8" CommandButtonName="Command_TiberiumFacilityAirDispersion" SpecialPowerAIType="SPECIAL_POWER_ENEMY_TYPE_KILLER_STRUCTURES" SpecialPowerRadius="999999" UnitKindOf="FS_POWER" RandomizeTargetLocation="False" />
      <WeaponSetUpdate>
        <WeaponSlotHardpoint ID="1" InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE">
          <Weapon Template="OperationsCenterMissileWeapon" ObjectStatus="WEAPON_UPGRADED_01" />
        </WeaponSlotHardpoint>
      </WeaponSetUpdate>
      <StatusBitsUpgrade id="0x85B2DF85" StatusToSet="WEAPON_UPGRADED_01">
        <TriggeredBy>Upgrade_ECMArray</TriggeredBy>
      </StatusBitsUpgrade>
      <SubObjectsUpgrade id="0xDA9EBA86" ShowSubObjects="UG_SIGGEN">
        <TriggeredBy>Upgrade_ECMArray</TriggeredBy>
      </SubObjectsUpgrade>
    </Behaviors>
    <AI>
      <AIUpdate id="0x12FA48BA" AutoAcquireEnemiesWhenIdle="YES" AILuaEventsList="NODOperationsCenterFunctions" />
    </AI>
    <Body>
      <ActiveBody id="0xB313F576" MaxHealth="5000">
        <DamageTrigger HealthLevelBelowPercent="66" RemoveUpgrade="Upgrade_LaserFencing" />
      </ActiveBody>
    </Body>
    <ClientBehaviors>
      <AnimationSoundClientBehavior id="0x7A2074AA">
        <Sound Sound="AudioEvent:NOD_OperationsCenter_Unlatch" Animation="NBOPCENTERX_FIRA" Frame="0" />
        <Sound Sound="AudioEvent:NOD_OperationsCenter_Unlatch" Animation="NBOPCENTERX_FIRA" Frame="71" />
        <Sound Sound="AudioEvent:NOD_OperationsCenter_MissileLaunch" Animation="NBOPCENTERX_FIRA" Frame="14" />
        <Sound Sound="AudioEvent:NOD_OperationsCenter_Unlatch" Animation="NBOPCENTERX_RDY" Frame="0" />
        <Sound Sound="AudioEvent:NOD_OperationsCenter_Unlatch" Animation="NBOPCENTERX_RDY" Frame="71" />
        <Sound Sound="AudioEvent:NOD_OperationsCenter_Latch" Animation="NBOPCENTERX_RDY" Frame="24" />
      </AnimationSoundClientBehavior>
      <ModelConditionAudioLoopClientBehavior id="0x49DECFE0">
        <ModelConditionSound Sound="AudioEvent:NOD_RadarJam_MissileLaunch" RequiredFlags="UNPACKING" />
      </ModelConditionAudioLoopClientBehavior>
    </ClientBehaviors>
    <Geometry>
      <Shape Type="CYLINDER" ContactPointGeneration="INFANTRY" MajorRadius="21" Height="20">
        <Offset x="20" y="18" />
      </Shape>
      <Shape Type="CYLINDER" ContactPointGeneration="INFANTRY" MajorRadius="6" Height="35">
        <Offset x="18" y="18" z="20" />
      </Shape>
      <Shape Type="CYLINDER" ContactPointGeneration="INFANTRY" MajorRadius="20" Height="16">
        <Offset x="-15" y="20" />
      </Shape>
      <Shape Type="CYLINDER" ContactPointGeneration="INFANTRY" MajorRadius="12.5" Height="17">
        <Offset x="-15" y="20" z="16" />
      </Shape>
      <Shape Type="BOX" ContactPointGeneration="VEHICLE" MajorRadius="15" MinorRadius="20" Height="20">
        <Offset x="5" y="-17" />
      </Shape>
      <Shape Type="CYLINDER" ContactPointGeneration="INFANTRY" MajorRadius="4" Height="45">
        <Offset x="7" y="-14" z="20" />
      </Shape>
      <Shape Type="BOX" ContactPointGeneration="INFANTRY" MajorRadius="46.8567" MinorRadius="27.4004" Height="9.2753">
        <Offset x="2.4155" y="18.8839" />
      </Shape>
      <Shape Type="BOX" ContactPointGeneration="INFANTRY" MajorRadius="29.4575" MinorRadius="19.6674" Height="9.2753">
        <Offset x="2.4155" y="-25.3502" />
      </Shape>
    </Geometry>
    <AudioArrayVoice>
      <AudioEntry EvaEvent="BuildingStolen" AudioType="voiceDefectingAway" />
      <AudioEntry EvaEvent="EnemyBuildingCaptured" AudioType="voiceDefectingTowards" />
      <AudioEntry Sound="AudioEvent:NOD_OperationsCenterSelect" AudioType="voiceSelect" />
    </AudioArrayVoice>
    <AudioArraySound>
      <AudioEntry Sound="AudioEvent:GDI_BuildingPlaced" AudioType="soundUnderConstruction" />
      <AudioEntry Sound="Multisound:HumanFaction_MediumBuilding_LightDamageMS" AudioType="soundOnDamaged" />
      <AudioEntry Sound="Multisound:HumanFaction_MediumBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" />
    </AudioArraySound>
    <EvaEvents EvaEventSoldOwner="StructureSold" EvaEventDamagedOwner="StructureUnderAttack" 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" />
    <VisionInfo VisionRange="300" ShroudClearingRange="500"></VisionInfo>
    <ProjectedBuildabilityInfo Radius="175" BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE" />
  </GameObject>
</AssetDeclaration>