﻿<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset">
  <GameObject id="MarkedOfKaneMobileArtillery" KindOf="SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS SIEGE_WEAPON PRELOAD SCORE CAN_REVERSE_MOVE VEHICLE CAN_BE_FAVORITE_UNIT CAN_SHOOT_OVER_WALLS" Description="Desc:MarkedOfKaneMobileArtillery" TypeDescription="Type:MarkedOfKaneMobileArtillery" RadarPriority="LOCAL_UNIT_ONLY" Side="MarkedOfKane" EditorName="MarkedOfKaneMobileArtillery" EditorSorting="UNIT" BuildTime="16" CommandSet="NODAttackBikeCommandSet" SelectPortrait="Portrait_MobileArtillery" ButtonImage="Portrait_MobileArtillery" VoicePriority="158" ShockwaveResistance="100" CommandPoints="100" ProductionQueueType="VEHICLE" UnitCategory="VEHICLE" WeaponCategory="CANNON" ReinvisibilityDelay="7s" BuildCost="1600" TransportSlotCount="1">
    <DisplayName>Name:NODMobileArtillery</DisplayName>
    <ArmorSet Armor="NODStealthTankArmor" DamageFX="VehicleDamageFX" />
    <LocomotorSet Speed="80" Locomotor="NODMobileArtilleryLocomotor" />
    <SkirmishAIInformation UnitBuilderStandardCombatUnit="True" />
    <Draws>
      <TankDraw id="0x50DF2C46" MaxRecoilDistance="5" RecoilDamping="2" RecoilSettleSpeed="1" TrackMarks="EXTnkTrack" ExtraPublicBone="FXTracksL FXTracksR Bone_head" TrackMarksLeftBone="FXTracksL" TrackMarksRightBone="FXTracksR" OkToChangeModelColor="True" TreadAnimationRate="0.15" TreadPivotSpeedFraction="0.9" TreadDriveSpeedFraction="0.25">
        <ModelConditionState ParseCondStateType="PARSE_DEFAULT" RetainSubObjects="True">
          <Model Name="W3DContainer:NUMORNSTAR_SKN" />
          <WeaponFireFXBone BoneName="FXWEAPONMUZZLE" />
          <WeaponFireFXBone WeaponSlotID="2" BoneName="FXWEAPONMUZZLE" />
          <WeaponRecoilBone BoneName="BONE_BARREL" />
          <WeaponMuzzleFlash BoneName="MUZZLEFLASH_01" />
          <WeaponLaunchBone BoneName="FXWEAPONMUZZLE" />
          <WeaponLaunchBone WeaponSlotID="2" BoneName="FXWEAPONMUZZLE" />
          <Turret TurretNameKey="BONE_TURRET" TurretPitch="BONE_GUN" TurretID="1" />
        </ModelConditionState>
        <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FORMATION_PREVIEW">
          <Model Name="W3DContainer:NUMORNSTAR_FP" />
        </ModelConditionState>
        <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DAMAGED" RetainSubObjects="True">
          <Model Name="W3DContainer:NUMORNSTAR_SKN" />
          <Texture Original="NUMornstar" New="NUMornstar" />
          <ParticleSysBone BoneName="Bone_head" FXParticleSystemTemplate="NODDamagedSmoke" FollowBone="True" />
        </ModelConditionState>
        <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="REALLYDAMAGED" RetainSubObjects="True">
          <Model Name="W3DContainer:NUMORNSTARD_SKN" />
          <ParticleSysBone BoneName="FXTracksR" FXParticleSystemTemplate="NODDamagedSmoke" FollowBone="True" />
          <ParticleSysBone BoneName="Bone_head" FXParticleSystemTemplate="NODDamagedFire" FollowBone="True" />
          <ParticleSysBone BoneName="Bone_head" FXParticleSystemTemplate="NODDamagedFireDistortion" FollowBone="True" />
          <ParticleSysBone BoneName="Bone_head" FXParticleSystemTemplate="NODDamagedSmoke" FollowBone="True" />
        </ModelConditionState>
        <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING">
          <Model Name="W3DContainer:NU_ARTLLRYR" />
        </ModelConditionState>
        <AnimationState ParseCondStateType="PARSE_DEFAULT">
          <Script>
						CurDrawableShowSubObject("TREDS")
						CurDrawableHideSubObject("TREDSSTOP")
						CurDrawableHideSubObject("TREDSMOVE")
						CurDrawableHideSubObject("TREADSTURNLEFT")
						CurDrawableHideSubObject("TREADSTURNRIGHT")
					</Script>
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING TURN_LEFT_HIGH_SPEED">
          <Script>
						CurDrawableHideSubObject("TREDS")
						CurDrawableHideSubObject("TREDSSTOP")
						CurDrawableHideSubObject("TREDSMOVE")
						CurDrawableShowSubObject("TREADSTURNLEFT")
						CurDrawableHideSubObject("TREADSTURNRIGHT")
					</Script>
          <ParticleSysBone BoneName="NONE" FXParticleSystemTemplate="GDIWheelDustLight" FollowBone="True" />
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING TURN_RIGHT_HIGH_SPEED">
          <Script>
						CurDrawableHideSubObject("TREDS")
						CurDrawableHideSubObject("TREDSSTOP")
						CurDrawableHideSubObject("TREDSMOVE")
						CurDrawableHideSubObject("TREADSTURNLEFT")
						CurDrawableShowSubObject("TREADSTURNRIGHT")
					</Script>
          <ParticleSysBone BoneName="NONE" FXParticleSystemTemplate="GDIWheelDustLight" FollowBone="True" />
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING TURN_LEFT">
          <Script>
						CurDrawableHideSubObject("TREDS")
						CurDrawableHideSubObject("TREDSSTOP")
						CurDrawableHideSubObject("TREDSMOVE")
						CurDrawableShowSubObject("TREADSTURNLEFT")
						CurDrawableHideSubObject("TREADSTURNRIGHT")
					</Script>
          <ParticleSysBone BoneName="FXTRACKSL" FXParticleSystemTemplate="GDIWheelDustLight" FollowBone="True" />
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING TURN_RIGHT">
          <Script>
						CurDrawableHideSubObject("TREDS")
						CurDrawableHideSubObject("TREDSSTOP")
						CurDrawableHideSubObject("TREDSMOVE")
						CurDrawableHideSubObject("TREADSTURNLEFT")
						CurDrawableShowSubObject("TREADSTURNRIGHT")
					</Script>
          <ParticleSysBone BoneName="FXTRACKSR" FXParticleSystemTemplate="GDIWheelDustLight" FollowBone="True" />
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING">
          <Script>
						CurDrawableHideSubObject("TREDS")
						CurDrawableHideSubObject("TREDSSTOP")
						CurDrawableShowSubObject("TREDSMOVE")
						CurDrawableHideSubObject("TREADSTURNLEFT")
						CurDrawableHideSubObject("TREADSTURNRIGHT")
					</Script>
          <ParticleSysBone BoneName="NONE" FXParticleSystemTemplate="GDIWheelDustLight" FollowBone="True" />
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING">
          <ParticleSysBone BoneName="FXHULKFIRE" FXParticleSystemTemplate="GDIMammothHulkFire" FollowBone="True" />
          <ParticleSysBone BoneName="FXHULKFIRE" FXParticleSystemTemplate="GDIMammothHulkFireGlow" FollowBone="True" />
          <ParticleSysBone BoneName="FXHULKFIRE" FXParticleSystemTemplate="GDIMammothHulkFireDistortion" FollowBone="True" />
          <ParticleSysBone BoneName="FXHULKFIRE" FXParticleSystemTemplate="GDIMammothHulkSmoke" FollowBone="True" />
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="UNPACKING">
          <Animation AnimationName="NUMORNSTAR_ATKA" AnimationMode="ONCE" AnimationBlendTime="10" />
          <Script>
						CurDrawableShowSubObject("TREDS")
						CurDrawableHideSubObject("TREDSSTOP")
						CurDrawableHideSubObject("TREDSMOVE")
						CurDrawableHideSubObject("TREADSTURNLEFT")
						CurDrawableHideSubObject("TREADSTURNRIGHT")
					</Script>
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="PACKING" StateName="State_Packing_Up" Flags="START_FRAME_LAST">
          <Animation AnimationName="NUMORNSTAR_ATKA" AnimationMode="ONCE_BACKWARDS" AnimationBlendTime="10" />
          <Script>
						CurDrawableShowSubObject("TREDS")
						CurDrawableHideSubObject("TREDSSTOP")
						CurDrawableHideSubObject("TREDSMOVE")
						CurDrawableHideSubObject("TREADSTURNLEFT")
						CurDrawableHideSubObject("TREADSTURNRIGHT")
					</Script>
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="SPECIAL_WEAPON_ONE" Flags="START_FRAME_FIRST">
          <Animation AnimationName="NUMORNSTAR_FIRE" AnimationMode="ONCE" />
          <Script>
						CurDrawableShowSubObject("TREDS")
						CurDrawableHideSubObject("TREDSSTOP")
						CurDrawableHideSubObject("TREDSMOVE")
						CurDrawableHideSubObject("TREADSTURNLEFT")
						CurDrawableHideSubObject("TREADSTURNRIGHT")
					</Script>
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DEPLOYED" Flags="START_FRAME_FIRST">
          <Animation AnimationName="NUMORNSTAR_FIRE" AnimationMode="ONCE" />
          <Script>
						CurDrawableShowSubObject("TREDS")
						CurDrawableHideSubObject("TREDSSTOP")
						CurDrawableHideSubObject("TREDSMOVE")
						CurDrawableHideSubObject("TREADSTURNLEFT")
						CurDrawableHideSubObject("TREADSTURNRIGHT")
					</Script>
        </AnimationState>
        <LeftTread>"TreadsL"</LeftTread>
        <RightTread>"TreadsR"</RightTread>
      </TankDraw>
      <!--<TankDraw id="0xE2B3E27B" MaxRecoilDistance="5" RecoilDamping="2" RecoilSettleSpeed="1" ExtraPublicBone="FXTracksL FXTracksR Bone_head" OkToChangeModelColor="True" InvertStealthOpacity="True" TreadAnimationRate="0.15" TreadPivotSpeedFraction="0.9" TreadDriveSpeedFraction="0.25" xmlns="uri:ea.com:eala:asset"><ModelConditionState ParseCondStateType="PARSE_DEFAULT"><Model Name="W3DContainer:NUMORNSTARS_SKN" /></ModelConditionState><AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="UNPACKING"><Animation AnimationName="NUMORNSTAR_ATKA" AnimationMode="ONCE" AnimationBlendTime="15" /><Script>
						CurDrawableShowSubObject("TREDS")
						CurDrawableHideSubObject("TREDSSTOP")
						CurDrawableHideSubObject("TREDSMOVE")
						CurDrawableHideSubObject("TREADSTURNLEFT")
						CurDrawableHideSubObject("TREADSTURNRIGHT")
					</Script></AnimationState><AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="PACKING" Flags="START_FRAME_LAST"><Animation AnimationName="NUMORNSTAR_ATKA" AnimationMode="ONCE_BACKWARDS" AnimationBlendTime="15" /><Script>
						CurDrawableShowSubObject("TREDS")
						CurDrawableHideSubObject("TREDSSTOP")
						CurDrawableHideSubObject("TREDSMOVE")
						CurDrawableHideSubObject("TREADSTURNLEFT")
						CurDrawableHideSubObject("TREADSTURNRIGHT")
					</Script></AnimationState><AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="SPECIAL_WEAPON_ONE" Flags="START_FRAME_FIRST"><Animation AnimationName="NUMORNSTAR_FIRE" AnimationMode="ONCE" /><Script>
						CurDrawableShowSubObject("TREDS")
						CurDrawableHideSubObject("TREDSSTOP")
						CurDrawableHideSubObject("TREDSMOVE")
						CurDrawableHideSubObject("TREADSTURNLEFT")
						CurDrawableHideSubObject("TREADSTURNRIGHT")
					</Script></AnimationState><AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DEPLOYED" Flags="START_FRAME_FIRST"><Animation AnimationName="NUMORNSTAR_FIRE" AnimationMode="ONCE" /><Script>
						CurDrawableShowSubObject("TREDS")
						CurDrawableHideSubObject("TREDSSTOP")
						CurDrawableHideSubObject("TREDSMOVE")
						CurDrawableHideSubObject("TREADSTURNLEFT")
						CurDrawableHideSubObject("TREADSTURNRIGHT")
					</Script></AnimationState><LeftTread>"TreadsL"</LeftTread><RightTread>"TreadsR"</RightTread></TankDraw>-->
    </Draws>
    <Behaviors>
      <AttributeModifierPoolUpdate id="0x513BC476" />
      <SquishCollide id="0x8CCB269A" />
      <FireWeaponWhenDead id="0xDDED328F" DeathWeapon="CatalystInfantryDeathWeapon" InitiallyActive="True">
        <DieMuxData DeathTypes="CATALYST" />
      </FireWeaponWhenDead>
      <AutoHealBehavior id="0xC07BF5C0" HealingAmount="100" HealingDelay="0.5s" StartHealingDelay="1s">
        <TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
      </AutoHealBehavior>
      <AttributeModifierUpgrade id="0xAA36A1AA" AttributeModifier="Modifier_MultifunctionUpgradeCenterSpeed">
        <TriggeredBy>Upgrade_MultifunctionUpgradeCenterSpeed</TriggeredBy>
      </AttributeModifierUpgrade>
      <AttributeModifierUpgrade id="0x81C6F752" AttributeModifier="Modifier_MultifunctionUpgradeCenterDamage">
        <TriggeredBy>Upgrade_MultifunctionUpgradeCenterDamage</TriggeredBy>
      </AttributeModifierUpgrade>
      <AttributeModifierUpgrade id="0xE35F7EC4" AttributeModifier="Modifier_MultifunctionUpgradeCenterArmor">
        <TriggeredBy>Upgrade_MultifunctionUpgradeCenterArmor</TriggeredBy>
      </AttributeModifierUpgrade>
      <StancesBehavior id="0x54CA416E" StanceTemplate="Generic" />
      <LevelUpUpgrade id="0xA92BDFEA" LevelsToGain="1" LevelCap="4">
        <TriggeredBy>Upgrade_ProductionVeterancy_VETERAN</TriggeredBy>
      </LevelUpUpgrade>
      <LevelUpUpgrade id="0x5C3F216A" LevelsToGain="2" LevelCap="4">
        <TriggeredBy>Upgrade_ProductionVeterancy_ELITE</TriggeredBy>
      </LevelUpUpgrade>
      <LevelUpUpgrade id="0x379F3CE2" LevelsToGain="3" LevelCap="4">
        <TriggeredBy>Upgrade_ProductionVeterancy_HEROIC</TriggeredBy>
      </LevelUpUpgrade>
      <StealthUpgrade id="0xF2B9DFBE">
        <TriggeredBy>Upgrade_CloakingFieldInvisibility</TriggeredBy>
      </StealthUpgrade>
      <TemporarilyDefectUpdate id="0x3473AFD2" DefectionFrameCount="300" />
      <WeaponSetUpdate id="0x720F4A50">
        <WeaponSlotTurret ID="1">
          <Weapon Template="NodMobileArtilleryCannon" />
          <Weapon Template="NodMobileArtilleryCannonCloned" ObjectStatus="CLONED" />
          <TurretSettings TurretTurnRate="45" TurretPitchRate="20" MinimumPitch="60d" MinIdleScanTime="1s" MaxIdleScanTime="5s" MaxIdleScanAngle="0" AllowsPitch="True" MaxDeflectionAntiClockwise="0d" MaxDeflectionClockwise="0d">
            <TurretAITargetChooserData TargetingCompareList="DefaultTurretTargetingCompareList" CanAcquireDynamicIfAssignedOutOfRange="False" />
          </TurretSettings>
        </WeaponSlotTurret>
      </WeaponSetUpdate>
      <InvisibilityUpdate id="0x54C3E34C" Options="STARTS_ACTIVE" UpdatePeriod="0.1s" OpacityMin="30%">
        <InvisibilityNugget ForbiddenConditions="REALLYDAMAGED UNPACKING DEPLOYED SPECIAL_WEAPON_ONE" ForbiddenStatus="IS_FIRING_WEAPON" EnteringStealthFX="FX_NODStealthTransitionOn" LeavingStealthFX="FX_NODStealthTransitionOff" />
      </InvisibilityUpdate>
      <Physics id="0xE128C6A2" />
      <ProductionUpdate id="0x37DA5033" />
      <SlowDeath id="0x73542D4A" SinkRate="2" SinkDelay="2.45s" DestructionDelay="2.47s">
        <OCL>
          <OCL>OCL_NodMobileArtilleryDebris</OCL>
        </OCL>
        <Sound List="NOD_Generic_VoiceDieMS" />
        <DieMuxData DeathTypes="ALL" DeathTypesForbidden="TOPPLED" />
      </SlowDeath>
      <FXListBehavior id="0xC74C39D8">
        <DieMuxData DeathTypes="ALL" />
        <Event FX="FX_GDIMammothExplode" />
      </FXListBehavior>
      <CreateAndEnterObjectSpecialPower id="0x6D44A823" SpecialPowerTemplate="SpecialPowerCallForTransportNOD" TriggerFX="FX_NodCallForTransportFlare" IdleWhenStartingPower="True" ChildModuleHandlesFX="True" OCL="OCL_NodCallForTransportVehicle" CreateLocation="CREATE_ABOVE_LOCATION">
        <AttributeModifierAffects Rule="UNPARSED" />
        <RequirementsFilterMP Rule="UNPARSED" />
        <RequirementsFilterStrategic Rule="UNPARSED" />
        <FXOffset x="25" />
      </CreateAndEnterObjectSpecialPower>
      <ModelConditionUpgrade id="0x081018FB" AddConditionFlags="USER_5">
        <TriggeredBy>Upgrade_AllFactionUpgrade</TriggeredBy>
      </ModelConditionUpgrade>
      <StatusBitsUpgrade id="0xD305500E" StatusToSet="WEAPON_UPGRADED_03">
        <TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
      </StatusBitsUpgrade>
    </Behaviors>
    <AI>
      <AIUpdate id="0x12FA48BA" AutoAcquireEnemiesWhenIdle="YES" AILuaEventsList="NodMobileArtilleryFunctions">
        <UnitAITargetChooserData SympathyRange="400" CanPickDynamicTargets="True" TargetingCompareList="DefaultTargetingCompareList" IdleScanDelay="0.01s" ReacquireDelay="0.01s" RotateToTargetWhenAiming="True" />
      </AIUpdate>
    </AI>
    <Body>
      <ActiveBody id="0xA5C3EB8A" MaxHealth="1650" />
    </Body>
    <ClientBehaviors>
      <ModelConditionAudioLoopClientBehavior id="0xDEE56E96">
        <ModelConditionSound Sound="AudioEvent:NOD_Specter_deploy" RequiredFlags="UNPACKING" ExcludedFlags="DYING" />
      </ModelConditionAudioLoopClientBehavior>
    </ClientBehaviors>
    <Geometry IsSmall="True">
      <Shape Type="BOX" ContactPointGeneration="VEHICLE" MajorRadius="16" MinorRadius="10" Height="15.5" />
    </Geometry>
    <AudioArrayVoice>
      <AudioEntry Sound="AudioEvent:NOD_Spectre_VoiceAttack" AudioType="voiceAttack" />
      <AudioEntry Sound="AudioEvent:NOD_Spectre_VoiceCreate" AudioType="voiceCreated" />
      <AudioEntry Sound="AudioEvent:NOD_Spectre_VoiceCreate" AudioType="voiceFullyCreated" />
      <AudioEntry Sound="AudioEvent:NOD_Spectre_VoiceMoveAttack" AudioType="voiceAttackAfterMoving" />
      <AudioEntry Sound="AudioEvent:NOD_Spectre_VoiceMove" AudioType="voiceMove" />
      <AudioEntry Sound="AudioEvent:NOD_Spectre_VoiceMove" AudioType="voiceGuard" />
      <AudioEntry Sound="AudioEvent:NOD_Spectre_VoiceRetreat" AudioType="voiceRetreatToCastle" />
      <AudioEntry Sound="Multisound:NOD_Spectre_VoiceSelectBattleMS" AudioType="voiceSelectBattle" />
      <AudioEntry Sound="Multisound:NOD_Spectre_VoiceSelectMS" AudioType="voiceSelect" />
      <NamedEntry Sound="AudioEvent:NOD_Spectre_VoiceAttackBombard" Name="0x933DCB8B" />
    </AudioArrayVoice>
    <AudioArraySound>
      <AudioEntry Sound="AudioEvent:NOD_Specter_IdleLoop" AudioType="soundAmbient" />
      <AudioEntry Sound="AudioEvent:NOD_Specter_MoveByLoop" AudioType="soundMoveLoop" />
      <AudioEntry Sound="AudioEvent:NOD_Specter_MoveStart" AudioType="soundMoveStart" />
      <AudioEntry Sound="AudioEvent:VehicleCrush" AudioType="soundCrushing" />
    </AudioArraySound>
    <EvaEvents EvaEventDieOwner="UnitLost" EvaEventDamagedOwner="UnitUnderAttack" EvaEventDamagedFromShroudedSourceOwner="UnitUnderAttackFromShroudedUnit" EvaEventDamagedByFireOwner="GenericUnitBeingBurned" EvaEventSecondDamageFarFromFirstScanRange="600" EvaEventSecondDamageFarFromFirstTimeoutMS="155" EvaEventAmbushed="UnitAmbushed" EvaEnemyObjectSightedEvent="GenericEnemyUnitSighted" EvaEventDetectedEnemy="EnemyStealthUnitDiscovered" EvaEventAvailableForProduction="NewConstructionOptions" EvaEventProductionStarted="UnitConstructionStarted" EvaEventBuildOnHold="BuildOnHold" EvaEventBuildCancelled="BuildCancelled" EvaEventPromotedOwner="UnitPromoted" />
    <ShadowInfo Type="VOLUME" />
    <VisionInfo VisionRange="800" ShroudClearingRange="400" />
    <CrusherInfo CrusherLevel="1" CrushableLevel="2" CrushEqualLevelProps="False" />
  </GameObject>
</AssetDeclaration>