Files
SoaFE/DATA/XML/GROUND_TURRETS.XML
2026-02-28 14:00:45 -06:00

2136 lines
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XML

<?xml version="1.0"?>
<GroundStructures>
<!-- Offensive Turrets -->
<GroundStructure Name="Abstract_Anti_Aircraft_Turret">
<Text_ID>TEXT_STRUCTURE_TURRET_AA</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_AA_TURRET</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TURRET</Encyclopedia_Unit_Class>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<GUI_Bracket_Width>20</GUI_Bracket_Width>
<GUI_Bracket_Height>0</GUI_Bracket_Height>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<Mass>1.0</Mass>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<UnitCollisionClass>Vehicle</UnitCollisionClass>
<Custom_Hard_XExtent>10.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>10.0</Custom_Hard_YExtent>
<Space_Layer>Land</Space_Layer>
<Armor_Type>Armor_Turret</Armor_Type>
<Tactical_Health>400</Tactical_Health>
<Energy_Capacity>9999</Energy_Capacity>
<Energy_Refresh_Rate>999</Energy_Refresh_Rate>
<Damage>20</Damage>
<AI_Combat_Power>125</AI_Combat_Power>
<HardPoints>HP_AA_Turret</HardPoints> <!-- Need hardpoint to fix initial volley bug -->
<Projectile_Types>Proj_Dummy_Invisible</Projectile_Types> <!--Proj_Turret_Flak_Pod | Proj_Dummy_Invisible-->
<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds> <!-- 1.5 -->
<!-- <Projectile_Fire_Pulse_Count>8</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.0667</Projectile_Fire_Pulse_Delay_Seconds>-->
<Targeting_Fire_Inaccuracy>Infantry, 60.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 35.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 25.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>LandHero, 45.0</Targeting_Fire_Inaccuracy>
<Attack_Category_Restrictions>Infantry | Vehicle | LandHero | Structure</Attack_Category_Restrictions>
<Turret_Rotate_Extent_Degrees>360</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>90</Turret_Elevate_Extent_Degrees>
<Turret_Rotate_Speed>5.0</Turret_Rotate_Speed>
<Turret_Bone_Name>B_Turret</Turret_Bone_Name>
<Barrel_Bone_Name>B_Barrel</Barrel_Bone_Name>
<Apply_Z_Turret_Rotate_To_Axis>2</Apply_Z_Turret_Rotate_To_Axis>
<Apply_Y_Turret_Rotate_To_Axis>1</Apply_Y_Turret_Rotate_To_Axis>
<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
<!--Just in case we hit situations where the target gets so close we can't turn to hit it we should have a minimum range.
That way we can break off targeting and shoot something else. Let's make it as small as possible though -->
<Targeting_Min_Attack_Distance>30.0</Targeting_Min_Attack_Distance>
<Targeting_Stickiness_Time_Threshold>15.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>AntiAirTurret</Targeting_Priority_Set>
<Score_Cost_Credits>1300</Score_Cost_Credits>
<Tactical_Sell_Credits>400</Tactical_Sell_Credits>
<Victory_Relevant>No</Victory_Relevant>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.065 0.065</Radar_Icon_Size>
<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Behavior>SELECTABLE, TACTICAL_SELL</Behavior>
<LandBehavior>POWERED, TURRET, TARGETING, WEAPON, UNIT_AI, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, STUNNABLE, EARTHQUAKE_TARGET</LandBehavior>
<Property_Flags>Turret | TacticalStructure</Property_Flags>
<CategoryMask>Structure | AntiAir</CategoryMask>
<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Death_Explosions>Medium_Explosion_Land</Death_Explosions>
<SFXEvent_Fire> </SFXEvent_Fire> <!--Unit_Anti_Air_Fire-->
<SFXEvent_Select>Structure_Turret_Select_SFX</SFXEvent_Select>
<SFXEvent_Turret_Rotating_Loop>Structure_Turret_Motor</SFXEvent_Turret_Rotating_Loop>
<Death_SFXEvent_Start_Die>Unit_Turret_Death_SFX</Death_SFXEvent_Start_Die>
</GroundStructure>
<GroundStructure Name="Empire_Anti_Aircraft_Turret">
<Variant_Of_Existing_Type>Abstract_Anti_Aircraft_Turret</Variant_Of_Existing_Type>
<Land_Model_Name>EB_AATURRET.ALO</Land_Model_Name>
<Icon_Name>i_button_e_anti_aircraft.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Blob_Shadow_Scale>40.0, 40.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Square_Shadow</Blob_Shadow_Material_Name>
<Scale_Factor>1.25</Scale_Factor>
<Select_Box_Scale>40</Select_Box_Scale>
<Turret_Rotate_Speed>7.0</Turret_Rotate_Speed>
<Ranged_Target_Z_Adjust>8.0</Ranged_Target_Z_Adjust>
<SFXEvent_Sold_Tactical>EHD_Turret_Sold</SFXEvent_Sold_Tactical>
<Abilities SubObjectList="Yes">
<Force_Healing_Ability Name="E_Nanites_Self_Repair_L2">
<Initially_Enabled>No</Initially_Enabled>
<Activation_Style>Ground_Automatic</Activation_Style>
<Heal_Range>0.0</Heal_Range>
<Heal_Percent>0.03</Heal_Percent>
<Heal_Amount>0.0</Heal_Amount>
<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
<Single_Target_Heal>Yes</Single_Target_Heal>
<Applicable_Unit_Categories/>
<Applicable_Unit_Types/>
<SFXEvent_Target_Affected/>
<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
<Owner_Light_Effect_Color2/>
<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
</Force_Healing_Ability>
</Abilities>
</GroundStructure>
<GroundStructure Name="Rebel_Anti_Aircraft_Turret">
<Variant_Of_Existing_Type>Abstract_Anti_Aircraft_Turret</Variant_Of_Existing_Type>
<Land_Model_Name>RB_AA-TURRET.ALO</Land_Model_Name>
<Icon_Name>i_button_r_anti_aircraft.tga</Icon_Name>
<Affiliation>Rebel</Affiliation>
<Blob_Shadow_Scale>30.0, 30.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Scale_Factor>0.95</Scale_Factor>
<Select_Box_Scale>53</Select_Box_Scale>
<Turret_Rotate_Speed>10.0</Turret_Rotate_Speed>
<Turret_Bone_Name>Turret_00</Turret_Bone_Name>
<Barrel_Bone_Name>Barrel_00</Barrel_Bone_Name>
<Ranged_Target_Z_Adjust>6.0</Ranged_Target_Z_Adjust>
<SFXEvent_Sold_Tactical>RHD_Turret_Sold</SFXEvent_Sold_Tactical>
</GroundStructure>
<GroundStructure Name="Pirate_Anti_Aircraft_Turret">
<Variant_Of_Existing_Type>Abstract_Anti_Aircraft_Turret</Variant_Of_Existing_Type>
<Land_Model_Name>RB_AA-TURRET.ALO</Land_Model_Name>
<Icon_Name>i_button_r_anti_aircraft.tga</Icon_Name>
<Affiliation>Pirates</Affiliation>
<Blob_Shadow_Scale>30.0, 30.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Scale_Factor>0.95</Scale_Factor>
<Select_Box_Scale>53</Select_Box_Scale>
<Turret_Rotate_Speed>10.0</Turret_Rotate_Speed>
<Turret_Bone_Name>Turret_00</Turret_Bone_Name>
<Barrel_Bone_Name>Barrel_00</Barrel_Bone_Name>
<Ranged_Target_Z_Adjust>6.0</Ranged_Target_Z_Adjust>
<SFXEvent_Sold_Tactical>EHD_Turret_Sold</SFXEvent_Sold_Tactical>
</GroundStructure>
<GroundStructure Name="Hutt_Anti_Aircraft_Turret">
<Variant_Of_Existing_Type>Abstract_Anti_Aircraft_Turret</Variant_Of_Existing_Type>
<Land_Model_Name>RB_AA-TURRET.ALO</Land_Model_Name>
<Icon_Name>i_button_r_anti_aircraft.tga</Icon_Name>
<Affiliation>Hutts</Affiliation>
<Blob_Shadow_Scale>30.0, 30.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Scale_Factor>0.95</Scale_Factor>
<Select_Box_Scale>53</Select_Box_Scale>
<Turret_Rotate_Speed>10.0</Turret_Rotate_Speed>
<Turret_Bone_Name>Turret_00</Turret_Bone_Name>
<Barrel_Bone_Name>Barrel_00</Barrel_Bone_Name>
<Ranged_Target_Z_Adjust>6.0</Ranged_Target_Z_Adjust>
<SFXEvent_Sold_Tactical>UHD_Turret_Sold</SFXEvent_Sold_Tactical>
</GroundStructure>
<GroundStructure Name="Abstract_Anti_Infantry_Turret"><!-- Firerate adjusted to ~5 shots per second -->
<Text_ID>TEXT_STRUCTURE_TURRET_AI</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_AI_TURRET</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TURRET</Encyclopedia_Unit_Class>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<GUI_Bracket_Width>20</GUI_Bracket_Width>
<GUI_Bracket_Height>0</GUI_Bracket_Height>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<Mass>1.0</Mass>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<UnitCollisionClass>Vehicle</UnitCollisionClass>
<Custom_Hard_XExtent>10.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>10.0</Custom_Hard_YExtent>
<Space_Layer>Land</Space_Layer>
<Armor_Type>Armor_Turret</Armor_Type>
<Tactical_Health>400</Tactical_Health>
<Energy_Capacity>999</Energy_Capacity>
<Energy_Refresh_Rate>999</Energy_Refresh_Rate>
<Damage>20</Damage>
<AI_Combat_Power>100</AI_Combat_Power>
<Targeting_Fire_Inaccuracy>Infantry, 10.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 25.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 20.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 10.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>LandHero, 10.0</Targeting_Fire_Inaccuracy>
<Attack_Category_Restrictions>Air | Structure</Attack_Category_Restrictions>
<Turret_Rotate_Extent_Degrees>360</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>50</Turret_Elevate_Extent_Degrees>
<Turret_Rotate_Speed>5.0</Turret_Rotate_Speed>
<Turret_Bone_Name>B_Turret</Turret_Bone_Name>
<Barrel_Bone_Name>B_Barrel</Barrel_Bone_Name>
<Apply_Z_Turret_Rotate_To_Axis>2</Apply_Z_Turret_Rotate_To_Axis>
<Apply_Y_Turret_Rotate_To_Axis>1</Apply_Y_Turret_Rotate_To_Axis>
<Land_FOW_Reveal_Range>220.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>220.0</Targeting_Max_Attack_Distance>
<!--Just in case we hit situations where the target gets so close we can't turn to hit it we should have a minimum range.
That way we can break off targeting and shoot something else. Let's make it as small as possible though -->
<Targeting_Min_Attack_Distance>10.0</Targeting_Min_Attack_Distance>
<Targeting_Stickiness_Time_Threshold>30.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>AntiInfantryTurret</Targeting_Priority_Set>
<Score_Cost_Credits>800</Score_Cost_Credits>
<Tactical_Sell_Credits>350</Tactical_Sell_Credits>
<Victory_Relevant>No</Victory_Relevant>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.065 0.065</Radar_Icon_Size>
<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Behavior>SELECTABLE, TACTICAL_SELL</Behavior>
<LandBehavior>POWERED, TURRET, TARGETING, WEAPON, UNIT_AI, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, STUNNABLE, EARTHQUAKE_TARGET</LandBehavior>
<Property_Flags>Turret | TacticalStructure</Property_Flags>
<CategoryMask>Structure | AntiInfantry</CategoryMask>
<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Death_Explosions>Medium_Explosion_Land</Death_Explosions>
<SFXEvent_Fire>Unit_Turret_Fire</SFXEvent_Fire>
<SFXEvent_Select>Structure_Turret_Select_SFX</SFXEvent_Select>
<SFXEvent_Turret_Rotating_Loop>Structure_Turret_Motor</SFXEvent_Turret_Rotating_Loop>
<Death_SFXEvent_Start_Die>Unit_Turret_Death_SFX</Death_SFXEvent_Start_Die>
</GroundStructure>
<GroundStructure Name="Empire_Anti_Infantry_Turret">
<Variant_Of_Existing_Type>Abstract_Anti_Infantry_Turret</Variant_Of_Existing_Type>
<Land_Model_Name>EB_INFANTRYTURRET.ALO</Land_Model_Name>
<Icon_Name>i_button_e_anti_infantry.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Blob_Shadow_Scale>25.0, 25.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Square_Shadow</Blob_Shadow_Material_Name>
<GUI_Bias>5</GUI_Bias>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>50</Select_Box_Scale>
<Projectile_Types>Proj_Turret_AI_Green</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>12</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.0333</Projectile_Fire_Pulse_Delay_Seconds> <!-- 1 frame -->
<Turret_Rotate_Speed>5.0</Turret_Rotate_Speed>
<Ranged_Target_Z_Adjust>6.0</Ranged_Target_Z_Adjust>
<SFXEvent_Sold_Tactical>EHD_Turret_Sold</SFXEvent_Sold_Tactical>
<Abilities SubObjectList="Yes">
<Force_Healing_Ability Name="E_Nanites_Self_Repair_L2">
<Initially_Enabled>No</Initially_Enabled>
<Activation_Style>Ground_Automatic</Activation_Style>
<Heal_Range>0.0</Heal_Range>
<Heal_Percent>0.03</Heal_Percent>
<Heal_Amount>0.0</Heal_Amount>
<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
<Single_Target_Heal>Yes</Single_Target_Heal>
<Applicable_Unit_Categories/>
<Applicable_Unit_Types/>
<SFXEvent_Target_Affected/>
<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
<Owner_Light_Effect_Color2/>
<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
</Force_Healing_Ability>
</Abilities>
</GroundStructure>
<GroundStructure Name="Rebel_Anti_Infantry_Turret">
<Variant_Of_Existing_Type>Abstract_Anti_Infantry_Turret</Variant_Of_Existing_Type>
<Land_Model_Name>RB_TURRET.ALO</Land_Model_Name>
<Icon_Name>i_button_r_anti_infantry.tga</Icon_Name>
<Affiliation>Rebel</Affiliation>
<Blob_Shadow_Scale>25.0, 25.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Scale_Factor>1.3</Scale_Factor>
<Select_Box_Scale>38</Select_Box_Scale>
<Projectile_Types>Proj_Turret_AI_Red</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>12</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.0333</Projectile_Fire_Pulse_Delay_Seconds>
<Turret_Rotate_Speed>5.0</Turret_Rotate_Speed>
<Ranged_Target_Z_Adjust>10.0</Ranged_Target_Z_Adjust>
<SFXEvent_Sold_Tactical>RHD_Turret_Sold</SFXEvent_Sold_Tactical>
</GroundStructure>
<GroundStructure Name="Pirate_Anti_Infantry_Turret">
<Variant_Of_Existing_Type>Abstract_Anti_Infantry_Turret</Variant_Of_Existing_Type>
<Land_Model_Name>RB_TURRET.ALO</Land_Model_Name>
<Icon_Name>i_button_r_anti_infantry.tga</Icon_Name>
<Affiliation>Pirates</Affiliation>
<Blob_Shadow_Scale>25.0, 25.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Scale_Factor>1.3</Scale_Factor>
<Select_Box_Scale>38</Select_Box_Scale>
<Projectile_Types>Proj_Turret_AI_Orange</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>1.6</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>12</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.0667</Projectile_Fire_Pulse_Delay_Seconds>
<Turret_Rotate_Speed>3.0</Turret_Rotate_Speed>
<Ranged_Target_Z_Adjust>10.0</Ranged_Target_Z_Adjust>
<SFXEvent_Sold_Tactical>EHD_Turret_Sold</SFXEvent_Sold_Tactical>
</GroundStructure>
<GroundStructure Name="Hutt_Rapid_Fire_Laser_Turret">
<Text_ID>TEXT_STRUCTURE_RF_LASER_TURRET</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_RF_LASER_TURRET</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TURRET</Encyclopedia_Unit_Class>
<Land_Model_Name>RV_MDU_RFLC.alo</Land_Model_Name>
<Icon_Name>i_button_rv_mdu_rapid_fire_laser_cannon.tga</Icon_Name>
<Affiliation>Hutts</Affiliation>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>25.0, 25.0</Blob_Shadow_Scale>
<GUI_Bracket_Width>20</GUI_Bracket_Width>
<GUI_Bracket_Height>0</GUI_Bracket_Height>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<Mass>1.0</Mass>
<Scale_Factor>0.75</Scale_Factor>
<Select_Box_Scale>67</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<UnitCollisionClass>Vehicle</UnitCollisionClass>
<Custom_Hard_XExtent>10.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>10.0</Custom_Hard_YExtent>
<Space_Layer>Land</Space_Layer>
<Armor_Type>Armor_Turret</Armor_Type>
<Tactical_Health>400</Tactical_Health>
<Energy_Capacity>900</Energy_Capacity>
<Energy_Refresh_Rate>800</Energy_Refresh_Rate>
<Damage>25</Damage>
<AI_Combat_Power>150</AI_Combat_Power>
<Projectile_Types>Proj_Turret_AI_Violet</Projectile_Types>
<Damage_Type>Damage_Vehicle_Cannon_AI</Damage_Type>
<Projectile_Damage>12.0</Projectile_Damage>
<Projectile_Fire_Recharge_Seconds>0.2</Projectile_Fire_Recharge_Seconds> <!-- Last pulse delay is skipped -->
<Projectile_Fire_Pulse_Count>8</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
<!-- Variant tag breaks targeting inacc -->
<Targeting_Fire_Inaccuracy>Infantry, 10.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 10.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 60.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 15.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>LandHero, 15.0</Targeting_Fire_Inaccuracy>
<Attack_Category_Restrictions>Air | Structure</Attack_Category_Restrictions>
<Turret_Rotate_Extent_Degrees>360</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>50</Turret_Elevate_Extent_Degrees>
<Turret_Rotate_Speed>7.0</Turret_Rotate_Speed>
<Turret_Bone_Name>B_Turret</Turret_Bone_Name>
<Barrel_Bone_Name>B_Barrel</Barrel_Bone_Name>
<Apply_Z_Turret_Rotate_To_Axis>2</Apply_Z_Turret_Rotate_To_Axis>
<Apply_Y_Turret_Rotate_To_Axis>1</Apply_Y_Turret_Rotate_To_Axis>
<Land_FOW_Reveal_Range>250.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>250.0</Targeting_Max_Attack_Distance>
<Targeting_Min_Attack_Distance>10.0</Targeting_Min_Attack_Distance>
<Targeting_Stickiness_Time_Threshold>30.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>AntiInfantryTurret</Targeting_Priority_Set>
<Score_Cost_Credits>800</Score_Cost_Credits>
<Tactical_Sell_Credits>350</Tactical_Sell_Credits>
<Victory_Relevant>No</Victory_Relevant>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.065 0.065</Radar_Icon_Size>
<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Behavior>SELECTABLE, TACTICAL_SELL</Behavior>
<LandBehavior>POWERED, TURRET, TARGETING, WEAPON, UNIT_AI, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, STUNNABLE, EARTHQUAKE_TARGET</LandBehavior>
<Property_Flags>Turret | TacticalStructure</Property_Flags>
<CategoryMask>Structure | AntiVehicle</CategoryMask>
<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Death_Explosions>Medium_Explosion_Land</Death_Explosions>
<SFXEvent_Fire>Unit_Turret_Fire</SFXEvent_Fire>
<SFXEvent_Select>Structure_Turret_Select_SFX</SFXEvent_Select>
<SFXEvent_Sold_Tactical>UHD_Turret_Sold</SFXEvent_Sold_Tactical>
<SFXEvent_Turret_Rotating_Loop>Structure_Turret_Motor</SFXEvent_Turret_Rotating_Loop>
<Death_SFXEvent_Start_Die>Unit_Turret_Death_SFX</Death_SFXEvent_Start_Die>
</GroundStructure>
<GroundStructure Name="Abstract_Anti_Vehicle_Turret"> <!-- 1.25 shots per second -->
<Text_ID>TEXT_STRUCTURE_TURRET_AV</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_AV_TURRET</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TURRET</Encyclopedia_Unit_Class>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<GUI_Bracket_Width>20</GUI_Bracket_Width>
<GUI_Bracket_Height>0</GUI_Bracket_Height>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<Mass>1.0</Mass>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<UnitCollisionClass>Vehicle</UnitCollisionClass>
<Custom_Hard_XExtent>10.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>10.0</Custom_Hard_YExtent>
<Space_Layer>Land</Space_Layer>
<Armor_Type>Armor_Turret</Armor_Type>
<Tactical_Health>400</Tactical_Health>
<Energy_Capacity>999</Energy_Capacity>
<Energy_Refresh_Rate>999</Energy_Refresh_Rate>
<Damage>30</Damage>
<AI_Combat_Power>150</AI_Combat_Power>
<Targeting_Fire_Inaccuracy>Infantry, 20.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 2.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 10.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 10.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>LandHero, 15.0</Targeting_Fire_Inaccuracy>
<Attack_Category_Restrictions>Air | Structure</Attack_Category_Restrictions>
<Turret_Rotate_Extent_Degrees>360</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>30</Turret_Elevate_Extent_Degrees>
<Turret_Rotate_Speed>5.0</Turret_Rotate_Speed>
<Turret_Bone_Name>B_Turret</Turret_Bone_Name>
<Barrel_Bone_Name>B_Barrel</Barrel_Bone_Name>
<Apply_Z_Turret_Rotate_To_Axis>2</Apply_Z_Turret_Rotate_To_Axis>
<Apply_Y_Turret_Rotate_To_Axis>1</Apply_Y_Turret_Rotate_To_Axis>
<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>300.0</Targeting_Max_Attack_Distance>
<!--Just in case we hit situations where the target gets so close we can't turn to hit it we should have a minimum range.
That way we can break off targeting and shoot something else. Let's make it as small as possible though -->
<Targeting_Min_Attack_Distance>30.0</Targeting_Min_Attack_Distance>
<Targeting_Stickiness_Time_Threshold>30.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>AntiVehicleTurret</Targeting_Priority_Set>
<Score_Cost_Credits>1000</Score_Cost_Credits>
<Tactical_Sell_Credits>425</Tactical_Sell_Credits>
<Victory_Relevant>No</Victory_Relevant>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.065 0.065</Radar_Icon_Size>
<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Behavior>SELECTABLE, TACTICAL_SELL</Behavior>
<LandBehavior>POWERED, TURRET, TARGETING, WEAPON, UNIT_AI, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, STUNNABLE, EARTHQUAKE_TARGET</LandBehavior>
<Property_Flags>Turret | TacticalStructure</Property_Flags>
<CategoryMask>Structure | AntiVehicle</CategoryMask>
<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Death_Explosions>Medium_Explosion_Land</Death_Explosions>
<SFXEvent_Fire>Unit_Turret_Fire</SFXEvent_Fire>
<SFXEvent_Select>Structure_Turret_Select_SFX</SFXEvent_Select>
<SFXEvent_Turret_Rotating_Loop>Structure_Turret_Motor</SFXEvent_Turret_Rotating_Loop>
<Death_SFXEvent_Start_Die>Unit_Turret_Death_SFX</Death_SFXEvent_Start_Die>
</GroundStructure>
<GroundStructure Name="Empire_Anti_Vehicle_Turret">
<Variant_Of_Existing_Type>Abstract_Anti_Vehicle_Turret</Variant_Of_Existing_Type>
<Land_Model_Name>EB_VEHICLETURRET.ALO</Land_Model_Name>
<Icon_Name>i_button_e_anti_vehicle.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Blob_Shadow_Scale>45.0, 45.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Square_Shadow</Blob_Shadow_Material_Name>
<Scale_Factor>0.75</Scale_Factor>
<Select_Box_Scale>67</Select_Box_Scale>
<Projectile_Types>Proj_Turret_AV_Green</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>1.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>2</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.3</Projectile_Fire_Pulse_Delay_Seconds>
<Ranged_Target_Z_Adjust>10.0</Ranged_Target_Z_Adjust>
<Turret_Rotate_Speed>3.0</Turret_Rotate_Speed>
<SFXEvent_Sold_Tactical>EHD_Turret_Sold</SFXEvent_Sold_Tactical>
<Abilities SubObjectList="Yes">
<Force_Healing_Ability Name="E_Nanites_Self_Repair_L2">
<Initially_Enabled>No</Initially_Enabled>
<Activation_Style>Ground_Automatic</Activation_Style>
<Heal_Range>0.0</Heal_Range>
<Heal_Percent>0.03</Heal_Percent>
<Heal_Amount>0.0</Heal_Amount>
<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
<Single_Target_Heal>Yes</Single_Target_Heal>
<Applicable_Unit_Categories/>
<Applicable_Unit_Types/>
<SFXEvent_Target_Affected/>
<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
<Owner_Light_Effect_Color2/>
<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
</Force_Healing_Ability>
</Abilities>
</GroundStructure>
<GroundStructure Name="Rebel_Anti_Vehicle_Turret">
<Variant_Of_Existing_Type>Abstract_Anti_Vehicle_Turret</Variant_Of_Existing_Type>
<Land_Model_Name>RB_VEHICLETURRET.ALO</Land_Model_Name>
<Icon_Name>i_button_r_anti_vehicle.tga</Icon_Name>
<Affiliation>Rebel</Affiliation>
<Blob_Shadow_Scale>20.0, 20.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>50</Select_Box_Scale>
<Projectile_Types>Proj_Turret_AV_Red</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>1.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>2</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.3</Projectile_Fire_Pulse_Delay_Seconds>
<Ranged_Target_Z_Adjust>10.0</Ranged_Target_Z_Adjust>
<Turret_Rotate_Speed>3.0</Turret_Rotate_Speed>
<SFXEvent_Sold_Tactical>RHD_Turret_Sold</SFXEvent_Sold_Tactical>
</GroundStructure>
<GroundStructure Name="Pirate_Anti_Vehicle_Turret">
<Variant_Of_Existing_Type>Abstract_Anti_Vehicle_Turret</Variant_Of_Existing_Type>
<Land_Model_Name>RB_VEHICLETURRET.ALO</Land_Model_Name>
<Icon_Name>i_button_r_anti_vehicle.tga</Icon_Name>
<Affiliation>Pirates</Affiliation>
<Blob_Shadow_Scale>20.0, 20.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>50</Select_Box_Scale>
<Projectile_Types>Proj_Turret_AV_Orange</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>1.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>2</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.3</Projectile_Fire_Pulse_Delay_Seconds>
<Ranged_Target_Z_Adjust>10.0</Ranged_Target_Z_Adjust>
<Turret_Rotate_Speed>2.0</Turret_Rotate_Speed>
<SFXEvent_Sold_Tactical>EHD_Turret_Sold</SFXEvent_Sold_Tactical>
</GroundStructure>
<GroundStructure Name="Hutt_Rocket_Turret">
<Text_ID>TEXT_STRUCTURE_GRENADE_MORTAR</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_GRENADE_MORTAR</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TURRET</Encyclopedia_Unit_Class>
<Land_Model_Name>EV_MDU_CGM.alo</Land_Model_Name>
<Icon_Name>i_button_ev_mdu_grenade_mortar.tga</Icon_Name>
<Affiliation>Hutts</Affiliation>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>25.0, 25.0</Blob_Shadow_Scale>
<GUI_Bracket_Width>20</GUI_Bracket_Width>
<GUI_Bracket_Height>0</GUI_Bracket_Height>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<Mass>1.0</Mass>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>50</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<UnitCollisionClass>Vehicle</UnitCollisionClass>
<Custom_Hard_XExtent>10.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>10.0</Custom_Hard_YExtent>
<Space_Layer>Land</Space_Layer>
<Armor_Type>Armor_Turret</Armor_Type>
<Tactical_Health>400</Tactical_Health>
<Energy_Capacity>999</Energy_Capacity>
<Energy_Refresh_Rate>999</Energy_Refresh_Rate>
<Damage>25</Damage>
<AI_Combat_Power>150</AI_Combat_Power>
<Projectile_Types>Proj_Turret_Rocket</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>3.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>6</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.25</Projectile_Fire_Pulse_Delay_Seconds>
<Targeting_Fire_Inaccuracy>Infantry, 20.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 15.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 60.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 15.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>LandHero, 20.0</Targeting_Fire_Inaccuracy>
<Attack_Category_Restrictions>Air | Structure</Attack_Category_Restrictions>
<Turret_Rotate_Extent_Degrees>360</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees>
<Turret_Rotate_Speed>5.0</Turret_Rotate_Speed>
<Turret_Bone_Name>B_Turret</Turret_Bone_Name>
<Barrel_Bone_Name>B_Barrel</Barrel_Bone_Name>
<Apply_Z_Turret_Rotate_To_Axis>2</Apply_Z_Turret_Rotate_To_Axis>
<Apply_Y_Turret_Rotate_To_Axis>1</Apply_Y_Turret_Rotate_To_Axis>
<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>300.0</Targeting_Max_Attack_Distance>
<Targeting_Min_Attack_Distance>40.0</Targeting_Min_Attack_Distance>
<Targeting_Stickiness_Time_Threshold>30.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>TorpTurret</Targeting_Priority_Set>
<Score_Cost_Credits>1200</Score_Cost_Credits>
<Tactical_Sell_Credits>400</Tactical_Sell_Credits>
<Victory_Relevant>No</Victory_Relevant>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.065 0.065</Radar_Icon_Size>
<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Behavior>SELECTABLE, TACTICAL_SELL</Behavior>
<LandBehavior>POWERED, TURRET, TARGETING, WEAPON, UNIT_AI, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, STUNNABLE, EARTHQUAKE_TARGET</LandBehavior>
<Property_Flags>Turret | TacticalStructure</Property_Flags>
<CategoryMask>Structure | AntiVehicle</CategoryMask>
<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Death_Explosions>Medium_Explosion_Land</Death_Explosions>
<SFXEvent_Fire>Unit_MPTL_Tank_Fire</SFXEvent_Fire>
<SFXEvent_Select>Structure_Turret_Select_SFX</SFXEvent_Select>
<SFXEvent_Sold_Tactical>UHD_Turret_Sold</SFXEvent_Sold_Tactical>
<SFXEvent_Turret_Rotating_Loop>Structure_Turret_Motor</SFXEvent_Turret_Rotating_Loop>
<Death_SFXEvent_Start_Die>Unit_Turret_Death_SFX</Death_SFXEvent_Start_Die>
</GroundStructure>
<GroundStructure Name="Underworld_Mass_Driver_Turret">
<Text_ID>TEXT_STRUCTURE_TURRET_MD</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_MD_TURRET</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TURRET</Encyclopedia_Unit_Class>
<Land_Model_Name>UB_TurretMST50.alo</Land_Model_Name>
<Icon_Name>UB_TurretMST50.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>30.0, 30.0</Blob_Shadow_Scale>
<GUI_Bracket_Width>20</GUI_Bracket_Width>
<GUI_Bracket_Height>0</GUI_Bracket_Height>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<Mass>1.0</Mass>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>50</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<UnitCollisionClass>Vehicle</UnitCollisionClass>
<Custom_Hard_XExtent>10.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>10.0</Custom_Hard_YExtent>
<Space_Layer>Land</Space_Layer>
<Armor_Type>Armor_Turret</Armor_Type>
<Tactical_Health>400</Tactical_Health>
<Energy_Capacity>999</Energy_Capacity>
<Energy_Refresh_Rate>999</Energy_Refresh_Rate>
<Damage>20</Damage>
<AI_Combat_Power>125</AI_Combat_Power>
<Projectile_Types>Proj_Turret_Mass_Driver</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>1.4</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>12</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.0333</Projectile_Fire_Pulse_Delay_Seconds>
<Targeting_Fire_Inaccuracy>Infantry, 10.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 10.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 3.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 25.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>LandHero, 10.0</Targeting_Fire_Inaccuracy>
<Attack_Category_Restrictions>Structure</Attack_Category_Restrictions>
<Turret_Rotate_Extent_Degrees>360</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>90</Turret_Elevate_Extent_Degrees>
<Turret_Rotate_Speed>14.0</Turret_Rotate_Speed>
<Turret_Bone_Name>B_Turret</Turret_Bone_Name>
<Barrel_Bone_Name>B_Barrel</Barrel_Bone_Name>
<Apply_Z_Turret_Rotate_To_Axis>2</Apply_Z_Turret_Rotate_To_Axis>
<Apply_Y_Turret_Rotate_To_Axis>1</Apply_Y_Turret_Rotate_To_Axis>
<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>300.0</Targeting_Max_Attack_Distance>
<Targeting_Min_Attack_Distance>30.0</Targeting_Min_Attack_Distance>
<Targeting_Stickiness_Time_Threshold>30.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>MassDriverTurret</Targeting_Priority_Set>
<Ranged_Target_Z_Adjust>6.0</Ranged_Target_Z_Adjust>
<Score_Cost_Credits>1250</Score_Cost_Credits>
<Tactical_Sell_Credits>450</Tactical_Sell_Credits>
<Victory_Relevant>No</Victory_Relevant>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.065 0.065</Radar_Icon_Size>
<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Behavior>SELECTABLE, TACTICAL_SELL</Behavior>
<LandBehavior>POWERED, TURRET, TARGETING, WEAPON, UNIT_AI, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, STUNNABLE, EARTHQUAKE_TARGET</LandBehavior>
<Property_Flags>Turret | TacticalStructure</Property_Flags>
<CategoryMask>Structure | AntiAir</CategoryMask>
<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Death_Explosions>Medium_Explosion_Land</Death_Explosions>
<SFXEvent_Fire>Unit_Anti_Air_Fire</SFXEvent_Fire>
<SFXEvent_Select>Structure_Turret_Select_SFX</SFXEvent_Select>
<SFXEvent_Sold_Tactical>UHD_Turret_Sold</SFXEvent_Sold_Tactical>
<SFXEvent_Turret_Rotating_Loop>Structure_Turret_Motor</SFXEvent_Turret_Rotating_Loop>
<Death_SFXEvent_Start_Die>Unit_Turret_Death_SFX</Death_SFXEvent_Start_Die>
</GroundStructure>
<GroundStructure Name="Underworld_Torpedo_Turret">
<Text_ID>TEXT_STRUCTURE_TURRET_TORP</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_TORP_TURRET</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TURRET</Encyclopedia_Unit_Class>
<Land_Model_Name>UB_TurretPTL05.alo</Land_Model_Name>
<Icon_Name>UB_Turretptl05.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>30.0, 30.0</Blob_Shadow_Scale>
<GUI_Bracket_Width>20</GUI_Bracket_Width>
<GUI_Bracket_Height>0</GUI_Bracket_Height>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<Mass>1.0</Mass>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>50</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<UnitCollisionClass>Vehicle</UnitCollisionClass>
<Custom_Hard_XExtent>10.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>10.0</Custom_Hard_YExtent>
<Space_Layer>Land</Space_Layer>
<Armor_Type>Armor_Turret</Armor_Type>
<Tactical_Health>400</Tactical_Health>
<Energy_Capacity>999</Energy_Capacity>
<Energy_Refresh_Rate>999</Energy_Refresh_Rate>
<Damage>20</Damage>
<AI_Combat_Power>125</AI_Combat_Power>
<Projectile_Types>Proj_Turret_Proton_Torpedo</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>3.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>6</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.3</Projectile_Fire_Pulse_Delay_Seconds>
<Targeting_Fire_Inaccuracy>Infantry, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 70.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 25.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>LandHero, 10.0</Targeting_Fire_Inaccuracy>
<Attack_Category_Restrictions>Air | Structure</Attack_Category_Restrictions>
<Turret_Rotate_Extent_Degrees>360</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>90</Turret_Elevate_Extent_Degrees>
<Turret_Rotate_Speed>8.0</Turret_Rotate_Speed>
<Turret_Bone_Name>B_Turret</Turret_Bone_Name>
<Barrel_Bone_Name>B_Barrel</Barrel_Bone_Name>
<Apply_Z_Turret_Rotate_To_Axis>2</Apply_Z_Turret_Rotate_To_Axis>
<Apply_Y_Turret_Rotate_To_Axis>1</Apply_Y_Turret_Rotate_To_Axis>
<Land_FOW_Reveal_Range>350.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>350.0</Targeting_Max_Attack_Distance>
<Targeting_Min_Attack_Distance>30.0</Targeting_Min_Attack_Distance>
<Targeting_Stickiness_Time_Threshold>30.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>TorpTurret</Targeting_Priority_Set>
<Ranged_Target_Z_Adjust>6.0</Ranged_Target_Z_Adjust>
<Score_Cost_Credits>1250</Score_Cost_Credits>
<Tactical_Sell_Credits>425</Tactical_Sell_Credits>
<Victory_Relevant>No</Victory_Relevant>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.065 0.065</Radar_Icon_Size>
<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Behavior>SELECTABLE, TACTICAL_SELL</Behavior>
<LandBehavior>POWERED, TURRET, TARGETING, WEAPON, UNIT_AI, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, STUNNABLE, EARTHQUAKE_TARGET</LandBehavior>
<Property_Flags>Turret | TacticalStructure</Property_Flags>
<CategoryMask>Structure | AntiVehicle | AntiInfantry</CategoryMask>
<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Death_Explosions>Medium_Explosion_Land</Death_Explosions>
<SFXEvent_Fire>Unit_MPTL_Tank_Fire</SFXEvent_Fire>
<SFXEvent_Select>Structure_Turret_Select_SFX</SFXEvent_Select>
<SFXEvent_Sold_Tactical>UHD_Turret_Sold</SFXEvent_Sold_Tactical>
<SFXEvent_Turret_Rotating_Loop>Structure_Turret_Motor</SFXEvent_Turret_Rotating_Loop>
<Death_SFXEvent_Start_Die>Unit_Turret_Death_SFX</Death_SFXEvent_Start_Die>
</GroundStructure>
<GroundStructure Name="Underworld_Flak_Turret">
<Text_ID>Galyana_Structure_Flak_Cannon</Text_ID>
<Encyclopedia_Text>Galyana_Structure_Text_Flak_Cannon</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TURRET</Encyclopedia_Unit_Class>
<Land_Model_Name>UB_Flak_Cannon.alo</Land_Model_Name>
<Icon_Name>I_BUTTON_FLAKGUN.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>30.0, 30.0</Blob_Shadow_Scale>
<GUI_Bracket_Width>20</GUI_Bracket_Width>
<GUI_Bracket_Height>0</GUI_Bracket_Height>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<Mass>1.0</Mass>
<Scale_Factor>0.5</Scale_Factor>
<Select_Box_Scale>100</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<UnitCollisionClass>Vehicle</UnitCollisionClass>
<Custom_Hard_XExtent>10.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>10.0</Custom_Hard_YExtent>
<Space_Layer>Land</Space_Layer>
<Armor_Type>Armor_Turret</Armor_Type>
<Tactical_Health>400</Tactical_Health>
<Energy_Capacity>999</Energy_Capacity>
<Energy_Refresh_Rate>999</Energy_Refresh_Rate>
<Damage>20</Damage>
<AI_Combat_Power>125</AI_Combat_Power>
<Projectile_Types>Proj_Turret_Flak_Cannon</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>1</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.0</Projectile_Fire_Pulse_Delay_Seconds>
<Targeting_Fire_Inaccuracy>Infantry, 25.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 25.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 25.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>LandHero, 25.0</Targeting_Fire_Inaccuracy>
<Attack_Category_Restrictions>Infantry | Vehicle | LandHero | Structure</Attack_Category_Restrictions>
<Turret_Rotate_Extent_Degrees>360</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>90</Turret_Elevate_Extent_Degrees>
<Turret_Rotate_Speed>6.0</Turret_Rotate_Speed>
<Turret_Bone_Name>b_turret_00</Turret_Bone_Name>
<Barrel_Bone_Name>b_barrel_00</Barrel_Bone_Name>
<Apply_Z_Turret_Rotate_To_Axis>2</Apply_Z_Turret_Rotate_To_Axis>
<Apply_Y_Turret_Rotate_To_Axis>1</Apply_Y_Turret_Rotate_To_Axis>
<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>600.0</Targeting_Max_Attack_Distance>
<Targeting_Min_Attack_Distance>40.0</Targeting_Min_Attack_Distance>
<Targeting_Stickiness_Time_Threshold>30.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>AntiAirTurret</Targeting_Priority_Set>
<Ranged_Target_Z_Adjust>6.0</Ranged_Target_Z_Adjust>
<Score_Cost_Credits>1250</Score_Cost_Credits>
<Tactical_Sell_Credits>500</Tactical_Sell_Credits>
<Victory_Relevant>No</Victory_Relevant>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.065 0.065</Radar_Icon_Size>
<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Behavior>SELECTABLE, TACTICAL_SELL</Behavior>
<LandBehavior>POWERED, TURRET, TARGETING, WEAPON, UNIT_AI, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, STUNNABLE, EARTHQUAKE_TARGET</LandBehavior>
<Property_Flags>Turret | TacticalStructure</Property_Flags>
<CategoryMask>Structure | AntiAir</CategoryMask>
<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Death_Explosions>Medium_Explosion_Land</Death_Explosions>
<SFXEvent_Fire>Unit_Flak_Cannon_Fire</SFXEvent_Fire>
<SFXEvent_Select>Structure_Turret_Select_SFX</SFXEvent_Select>
<SFXEvent_Sold_Tactical>UHD_Turret_Sold</SFXEvent_Sold_Tactical>
<SFXEvent_Turret_Rotating_Loop>Structure_Turret_Motor</SFXEvent_Turret_Rotating_Loop>
<Death_SFXEvent_Start_Die>Unit_Turret_Death_SFX</Death_SFXEvent_Start_Die>
</GroundStructure>
<!-- Defensive Turrets -->
<GroundStructure Name="Abstract_Repair_Facility">
<Encyclopedia_Text>TEXT_TOOLTIP_REP_TURRET</Encyclopedia_Text>
<Encyclopedia_Unit_Class>GALYANA_CLASS_UTILITY</Encyclopedia_Unit_Class>
<Land_Model_Name>NB_RepairFacility.alo</Land_Model_Name>
<Icon_Name>i_button_r_repair_facility.tga</Icon_Name> <!-- i_button_e_repair_facility.tga is the same icon -->
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<GUI_Bracket_Width>20</GUI_Bracket_Width>
<GUI_Bracket_Height>0</GUI_Bracket_Height>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<Mass>1.0</Mass>
<Scale_Factor>0.75</Scale_Factor>
<Select_Box_Scale>67</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<UnitCollisionClass>Vehicle</UnitCollisionClass>
<Custom_Hard_XExtent>10.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>10.0</Custom_Hard_YExtent>
<Space_Layer>Land</Space_Layer>
<Armor_Type>Armor_Turret</Armor_Type>
<Tactical_Health>100</Tactical_Health>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Ranged_Target_Z_Adjust>10.0</Ranged_Target_Z_Adjust>
<Score_Cost_Credits>1500</Score_Cost_Credits>
<Tactical_Sell_Credits>375</Tactical_Sell_Credits>
<Victory_Relevant>No</Victory_Relevant>
<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.065 0.065</Radar_Icon_Size>
<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<!-- BUG: The game engine does not recognize TACTICAL_SELL as a behavior on the game object - must make a general behavior for now -->
<Behavior>TACTICAL_SELL, SELECTABLE, IDLE, REVEAL, DAMAGE_TRACKING, HIDE_WHEN_FOGGED, UNIT_AI</Behavior>
<LandBehavior>EARTHQUAKE_TARGET</LandBehavior>
<Property_Flags>TacticalStructure | HealsVehicles</Property_Flags>
<CategoryMask>Structure</CategoryMask>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Death_Explosions>Medium_Explosion_Land</Death_Explosions>
<SFXEvent_Select>Structure_Repair_Select_SFX</SFXEvent_Select>
<Death_SFXEvent_Start_Die>Unit_Turret_Death_SFX</Death_SFXEvent_Start_Die>
<Abilities SubObjectList="Yes">
<Force_Healing_Ability Name="Repair_Facility_Healing">
<Activation_Style>Ground_Automatic</Activation_Style>
<Heal_Range>150.0</Heal_Range>
<Heal_Amount>15.0</Heal_Amount>
<Heal_Percent>0.01</Heal_Percent>
<Heal_Interval_In_Secs>1.0</Heal_Interval_In_Secs>
<Single_Target_Heal>Yes</Single_Target_Heal>
<Heal_Range_Blob_Material>Generic_Range_Indicator_Highlight_Green</Heal_Range_Blob_Material>
<Applicable_Unit_Categories>Vehicle</Applicable_Unit_Categories>
<Applicable_Unit_Types>Scout_Trooper, Droid_R2D2, Droid_C3P0, MPTL_Spotter, Veers_AT_AT_Walker, General_Veers, IG-88, Dark_Trooper_PhaseI, Dark_Trooper_PhaseII, Dark_Trooper_PhaseIII, B1_Battledroid, B2_Battledroid, B1_Repairdroid, MagnaGuard</Applicable_Unit_Types>
<SFXEvent_Target_Affected>Unit_Force_Healing_Pulse</SFXEvent_Target_Affected>
<Target_Particle_Effect>Shield_Sparks_Medium</Target_Particle_Effect>
<Target_Particle_Bone_Name>B_TURRET, TURRET_00, B_TURRET_BASE</Target_Particle_Bone_Name>
<Target_Light_Effect_Type>Color_Flash</Target_Light_Effect_Type>
<Target_Light_Effect_Color>1.2, 1.2, 2.0</Target_Light_Effect_Color>
<Target_Light_Effect_Color2/>
<Target_Light_Effect_Duration>0.6</Target_Light_Effect_Duration>
<Target_Light_Effect_Pulse_Count>1</Target_Light_Effect_Pulse_Count>
<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
<Owner_Light_Effect_Color>1.2, 1.2, 2.0</Owner_Light_Effect_Color>
<Owner_Light_Effect_Color2/>
<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
</Force_Healing_Ability>
</Abilities>
</GroundStructure>
<GroundStructure Name="Empire_Repair_Facility">
<Variant_Of_Existing_Type>Abstract_Repair_Facility</Variant_Of_Existing_Type>
<Text_ID>TEXT_STRUCTURE_EMPIRE_BUILDABLE_REPAIR_FACILITY</Text_ID>
<Affiliation>Empire</Affiliation>
<SFXEvent_Sold_Tactical>EHD_Repair_Station_Sold</SFXEvent_Sold_Tactical>
</GroundStructure>
<GroundStructure Name="Pirate_Repair_Facility">
<Variant_Of_Existing_Type>Abstract_Repair_Facility</Variant_Of_Existing_Type>
<Text_ID>TEXT_STRUCTURE_PIRATE_BUILDABLE_REPAIR_FACILITY</Text_ID>
<Affiliation>Pirates</Affiliation>
<SFXEvent_Sold_Tactical>EHD_Repair_Station_Sold</SFXEvent_Sold_Tactical>
</GroundStructure>
<GroundStructure Name="Rebel_Repair_Facility">
<Variant_Of_Existing_Type>Abstract_Repair_Facility</Variant_Of_Existing_Type>
<Text_ID>TEXT_STRUCTURE_REBEL_BUILDABLE_REPAIR_FACILITY</Text_ID>
<Affiliation>Rebel</Affiliation>
<SFXEvent_Sold_Tactical>RHD_Repair_Station_Sold</SFXEvent_Sold_Tactical>
</GroundStructure>
<GroundStructure Name="Underworld_Repair_Facility">
<Variant_Of_Existing_Type>Abstract_Repair_Facility</Variant_Of_Existing_Type>
<Text_ID>TEXT_STRUCTURE_U_REPAIR_FACILITY</Text_ID>
<Affiliation>Underworld</Affiliation>
<Tactical_Sell_Credits>450</Tactical_Sell_Credits>
<SFXEvent_Sold_Tactical>UHD_Repair_Station_Sold</SFXEvent_Sold_Tactical>
</GroundStructure>
<GroundStructure Name="Hutt_Repair_Facility">
<Variant_Of_Existing_Type>Abstract_Repair_Facility</Variant_Of_Existing_Type>
<Text_ID>Galyana_Text_Hutt_Repair</Text_ID>
<Affiliation>Hutts</Affiliation>
<SFXEvent_Sold_Tactical>UHD_Repair_Station_Sold</SFXEvent_Sold_Tactical>
</GroundStructure>
<GroundStructure Name="Abstract_Bacta_Tank">
<Encyclopedia_Text>TEXT_TOOLTIP_HEAL_TURRET</Encyclopedia_Text>
<Encyclopedia_Unit_Class>GALYANA_CLASS_UTILITY</Encyclopedia_Unit_Class>
<Land_Model_Name>NB_BactaTank.alo</Land_Model_Name>
<Icon_Name>i_button_bacta_tank.tga</Icon_Name>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<GUI_Bracket_Width>20</GUI_Bracket_Width>
<GUI_Bracket_Height>0</GUI_Bracket_Height>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<Mass>1.0</Mass>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>50</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<UnitCollisionClass>Vehicle</UnitCollisionClass>
<Custom_Hard_XExtent>13.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>13.0</Custom_Hard_YExtent>
<Space_Layer>Land</Space_Layer>
<Armor_Type>Armor_Turret</Armor_Type>
<Tactical_Health>100</Tactical_Health>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Ranged_Target_Z_Adjust>10.0</Ranged_Target_Z_Adjust>
<Score_Cost_Credits>1500</Score_Cost_Credits>
<Tactical_Sell_Credits>350</Tactical_Sell_Credits>
<Victory_Relevant>No</Victory_Relevant>
<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.065 0.065</Radar_Icon_Size>
<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<!-- BUG: The game engine does not recognize TACTICAL_SELL as a behavior on the game object - must make a general behavior for now -->
<Behavior>TACTICAL_SELL, SELECTABLE, IDLE, REVEAL, DAMAGE_TRACKING, HIDE_WHEN_FOGGED, UNIT_AI</Behavior>
<LandBehavior>EARTHQUAKE_TARGET</LandBehavior>
<Property_Flags>TacticalStructure | HealsInfantry</Property_Flags>
<CategoryMask>Structure</CategoryMask>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Death_Explosions>Medium_Explosion_Land</Death_Explosions>
<SFXEvent_Select>Structure_Bacta_Select_SFX</SFXEvent_Select>
<Death_SFXEvent_Start_Die>Unit_Turret_Death_SFX</Death_SFXEvent_Start_Die>
<Abilities SubObjectList="Yes">
<Force_Healing_Ability Name="Bacta_Tank_Healing">
<Activation_Style>Ground_Automatic</Activation_Style>
<Heal_Range>150.0</Heal_Range>
<Heal_Amount>0.0</Heal_Amount>
<Heal_Percent>0.20</Heal_Percent>
<Heal_Interval_In_Secs>1.0</Heal_Interval_In_Secs>
<Single_Target_Heal>Yes</Single_Target_Heal>
<Heal_Range_Blob_Material>Generic_Range_Indicator_Highlight_Green</Heal_Range_Blob_Material>
<Applicable_Unit_Categories>Infantry | LandHero</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<Excluded_Unit_Types>Scout_Trooper, Droid_R2D2, Droid_C3P0, MPTL_Spotter, Pestelous_the_Hutt, Gargantuan_Battle_Platform, Veers_AT_AT_Walker, IG-88, Dark_Trooper_PhaseI, Dark_Trooper_PhaseII, Dark_Trooper_PhaseIII, B1_Battledroid, B2_Battledroid, B1_Repairdroid, MagnaGuard</Excluded_Unit_Types>
<SFXEvent_Target_Affected>Unit_Force_Healing_Pulse</SFXEvent_Target_Affected>
<Target_Particle_Effect>Unit_Healed_Particles</Target_Particle_Effect>
<Target_Particle_Bone_Name>B_HEAD</Target_Particle_Bone_Name>
<Target_Light_Effect_Type>Color_Flash</Target_Light_Effect_Type>
<Target_Light_Effect_Color>1.2, 2.0, 1.2</Target_Light_Effect_Color>
<Target_Light_Effect_Color2/>
<Target_Light_Effect_Duration>0.6</Target_Light_Effect_Duration>
<Target_Light_Effect_Pulse_Count>1</Target_Light_Effect_Pulse_Count>
<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
<Owner_Light_Effect_Color>1.2, 2.0, 1.2</Owner_Light_Effect_Color>
<Owner_Light_Effect_Color2/>
<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
</Force_Healing_Ability>
</Abilities>
</GroundStructure>
<GroundStructure Name="Rebel_Bacta_Tank">
<Variant_Of_Existing_Type>Abstract_Bacta_Tank</Variant_Of_Existing_Type>
<Text_ID>TEXT_STRUCTURE_REBEL_BUILDABLE_BACTA_TANK</Text_ID>
<Affiliation>Rebel</Affiliation>
<SFXEvent_Sold_Tactical>RHD_Bacta_Tank_Sold</SFXEvent_Sold_Tactical>
</GroundStructure>
<GroundStructure Name="Rebel_Buildable_Bacta_Tank"><!--SoaFE: Need this name for tutorial 1-->
<Variant_Of_Existing_Type>Abstract_Bacta_Tank</Variant_Of_Existing_Type>
<Text_ID>TEXT_STRUCTURE_REBEL_BUILDABLE_BACTA_TANK</Text_ID>
<Affiliation>Rebel</Affiliation>
<SFXEvent_Sold_Tactical>RHD_Bacta_Tank_Sold</SFXEvent_Sold_Tactical>
</GroundStructure>
<GroundStructure Name="Empire_Bacta_Tank">
<Variant_Of_Existing_Type>Abstract_Bacta_Tank</Variant_Of_Existing_Type>
<Text_ID>TEXT_STRUCTURE_EMPIRE_BUILDABLE_BACTA_TANK</Text_ID>
<Affiliation>Empire</Affiliation>
<SFXEvent_Sold_Tactical>EHD_Bacta_Tank_Sold</SFXEvent_Sold_Tactical>
</GroundStructure>
<GroundStructure Name="Empire_Buildable_Bacta_Tank"><!--SoaFE: Need this name for Story M11-->
<Variant_Of_Existing_Type>Abstract_Bacta_Tank</Variant_Of_Existing_Type>
<Text_ID>TEXT_STRUCTURE_EMPIRE_BUILDABLE_BACTA_TANK</Text_ID>
<Affiliation>Empire</Affiliation>
<SFXEvent_Sold_Tactical>EHD_Bacta_Tank_Sold</SFXEvent_Sold_Tactical>
</GroundStructure>
<GroundStructure Name="Pirate_Bacta_Tank">
<Variant_Of_Existing_Type>Abstract_Bacta_Tank</Variant_Of_Existing_Type>
<Text_ID>TEXT_STRUCTURE_PIRATE_BUILDABLE_BACTA_TANK</Text_ID>
<Affiliation>Pirates</Affiliation>
<SFXEvent_Sold_Tactical>EHD_Bacta_Tank_Sold</SFXEvent_Sold_Tactical>
</GroundStructure>
<GroundStructure Name="Underworld_Bacta_Tank">
<Variant_Of_Existing_Type>Abstract_Bacta_Tank</Variant_Of_Existing_Type>
<Text_ID>TEXT_STRUCTURE_U_BACTA_TANK</Text_ID>
<Affiliation>Underworld</Affiliation>
<Tactical_Sell_Credits>425</Tactical_Sell_Credits>
<SFXEvent_Sold_Tactical>UHD_Bacta_Tank_Sold</SFXEvent_Sold_Tactical>
</GroundStructure>
<GroundStructure Name="Hutt_Bacta_Tank">
<Variant_Of_Existing_Type>Abstract_Bacta_Tank</Variant_Of_Existing_Type>
<Text_ID>Galyana_Text_Hutt_Bacta</Text_ID>
<Affiliation>Hutts</Affiliation>
<SFXEvent_Sold_Tactical>UHD_Bacta_Tank_Sold</SFXEvent_Sold_Tactical>
</GroundStructure>
<!-- Sensor Arrays -->
<GroundStructure Name="Abstract_Sensor_Array">
<Encyclopedia_Text>TEXT_TOOLTIP_SENSOR_NODE</Encyclopedia_Text> <!-- Stealth detection is broken in GC -->
<MP_Encyclopedia_Text>TEXT_TOOLTIP_SENSOR_NODE GALYANA_CLASS_BLANK Galyana_Text_Stealth_Detection</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>GALYANA_CLASS_UTILITY</Encyclopedia_Unit_Class>
<Land_Model_Name>NB_SensorNode.alo</Land_Model_Name>
<Icon_Name>i_button_sensor_node.tga</Icon_Name>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<GUI_Bounds_Scale>0.6</GUI_Bounds_Scale>
<GUI_Bracket_Width>20</GUI_Bracket_Width>
<GUI_Bracket_Height>0</GUI_Bracket_Height>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<Mass>1.0</Mass>
<Scale_Factor>0.9</Scale_Factor>
<Select_Box_Scale>55</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Space_Layer>Land</Space_Layer>
<Armor_Type>Armor_Turret</Armor_Type>
<Tactical_Health>100</Tactical_Health>
<Land_FOW_Reveal_Range>500.0</Land_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier>
<Ranged_Target_Z_Adjust>10.0</Ranged_Target_Z_Adjust>
<Target_Stealth_Units>Yes</Target_Stealth_Units>
<Score_Cost_Credits>500</Score_Cost_Credits>
<Tactical_Sell_Credits>250</Tactical_Sell_Credits>
<Victory_Relevant>No</Victory_Relevant>
<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.065 0.065</Radar_Icon_Size>
<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Behavior>SELECTABLE, TACTICAL_SELL</Behavior>
<LandBehavior>IDLE, REVEAL, HIDE_WHEN_FOGGED, LAND_OBSTACLE, EARTHQUAKE_TARGET</LandBehavior>
<CategoryMask>Structure</CategoryMask>
<Lua_Script>ObjectScript_GC_Stealth_Reveal_500</Lua_Script>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Death_Explosions>Medium_Explosion_Land</Death_Explosions>
<SFXEvent_Select>Structure_Sensor_Select_SFX</SFXEvent_Select>
<SFXEvent_Engine_Cinematic_Focus_Loop>Structure_Sensor_Array_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Turret_Death_SFX</Death_SFXEvent_Start_Die>
<Abilities SubObjectList="Yes">
<Force_Healing_Ability Name="Sensor_Array_Range">
<Activation_Style>Ground_Automatic</Activation_Style>
<Applicable_Unit_Types>Abstract_Sensor_Array</Applicable_Unit_Types>
<Heal_Range>500.0</Heal_Range>
<Heal_Percent>0</Heal_Percent>
<Heal_Interval_In_Secs>10</Heal_Interval_In_Secs>
<Heal_Range_Blob_Material>Generic_Range_Indicator_Highlight_Blue</Heal_Range_Blob_Material>
</Force_Healing_Ability>
</Abilities>
</GroundStructure>
<GroundStructure Name="Rebel_Sensor_Array">
<Variant_Of_Existing_Type>Abstract_Sensor_Array</Variant_Of_Existing_Type>
<Text_ID>TEXT_STRUCTURE_SENSOR_REBEL</Text_ID>
<Affiliation>Rebel</Affiliation>
<SFXEvent_Sold_Tactical>RHD_Sensor_Node_Sold</SFXEvent_Sold_Tactical>
</GroundStructure>
<GroundStructure Name="Empire_Sensor_Array">
<Variant_Of_Existing_Type>Abstract_Sensor_Array</Variant_Of_Existing_Type>
<Text_ID>TEXT_STRUCTURE_SENSOR_EMPIRE</Text_ID>
<Affiliation>Empire</Affiliation>
<SFXEvent_Sold_Tactical>EHD_Sensor_Node_Sold</SFXEvent_Sold_Tactical>
</GroundStructure>
<GroundStructure Name="Underworld_Sensor_Array">
<Variant_Of_Existing_Type>Abstract_Sensor_Array</Variant_Of_Existing_Type>
<Text_ID>TEXT_STRUCTURE_SENSOR_UNDERWORLD</Text_ID>
<Affiliation>Underworld</Affiliation>
<SFXEvent_Sold_Tactical>UHD_Sensor_Node_Sold</SFXEvent_Sold_Tactical>
</GroundStructure>
<GroundStructure Name="Hutt_Sensor_Array">
<Variant_Of_Existing_Type>Abstract_Sensor_Array</Variant_Of_Existing_Type>
<Text_ID>TEXT_STRUCTURE_SENSOR_HUTTS</Text_ID>
<Affiliation>Hutts</Affiliation>
<SFXEvent_Sold_Tactical>UHD_Sensor_Node_Sold</SFXEvent_Sold_Tactical>
</GroundStructure>
<!-- Kept as Variants for stability -->
<GroundStructure Name="Sensor_Array">
<Variant_Of_Existing_Type>Rebel_Sensor_Array</Variant_Of_Existing_Type>
</GroundStructure>
<GroundStructure Name="Sensor_Array_Empire">
<Variant_Of_Existing_Type>Empire_Sensor_Array</Variant_Of_Existing_Type>
</GroundStructure>
<GroundStructure Name="Sensor_Array_Underworld">
<Variant_Of_Existing_Type>Underworld_Sensor_Array</Variant_Of_Existing_Type>
</GroundStructure>
<!-- Special Faction Based Turrets -->
<GroundStructure Name="Empire_EM_Field_Generator">
<Text_ID>TEXT_STRUCTURE_EMF_GEN</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_EMF_GEN</Encyclopedia_Text>
<Encyclopedia_Unit_Class>GALYANA_CLASS_UTILITY</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>MPTL Plex_Soldier MAL_Rocket_Vehicle</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>T2B_Tank Destroyer_Droid HAG</Encyclopedia_Vulnerable_To>
<Land_Model_Name>EV_MDU_FieldGen.alo</Land_Model_Name>
<Icon_Name>i_button_ev_mdu_fieldgen.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<GUI_Bracket_Width>20</GUI_Bracket_Width>
<GUI_Bracket_Height>0</GUI_Bracket_Height>
<GUI_Bracket_Size>1</GUI_Bracket_Size>
<Mass>1.0</Mass>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>60</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Space_Layer>Land</Space_Layer>
<Armor_Type>Armor_Turret</Armor_Type>
<Tactical_Health>100</Tactical_Health>
<Passive_Missile_Shield_Radius>250.0</Passive_Missile_Shield_Radius>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Ranged_Target_Z_Adjust>10.0</Ranged_Target_Z_Adjust>
<Score_Cost_Credits>500</Score_Cost_Credits>
<Tactical_Sell_Credits>100</Tactical_Sell_Credits>
<Victory_Relevant>No</Victory_Relevant>
<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.065 0.065</Radar_Icon_Size>
<Reveal_During_Setup_Phase>False</Reveal_During_Setup_Phase>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Behavior>SELECTABLE, TACTICAL_SELL</Behavior>
<LandBehavior>IDLE, REVEAL, DAMAGE_TRACKING, UNIT_AI, HIDE_WHEN_FOGGED, LAND_OBSTACLE</LandBehavior>
<CategoryMask>Structure</CategoryMask>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Death_Explosions>Medium_Explosion_Land</Death_Explosions>
<SFXEvent_Select>Structure_Sensor_Select_SFX</SFXEvent_Select>
<SFXEvent_Ambient_Loop>Unit_EM_Field_Generator_Loop</SFXEvent_Ambient_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Structure_Sensor_Array_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Turret_Death_SFX</Death_SFXEvent_Start_Die>
</GroundStructure>
<GroundStructure Name="Empire_Grenade_Mortar">
<Variant_Of_Existing_Type>Hutt_Rocket_Turret</Variant_Of_Existing_Type>
<Text_ID>TEXT_STRUCTURE_GRENADE_MORTAR</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_GRENADE_MORTAR</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TURRET</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Rebel_Trooper Underworld_Merc Hutt_Soldier</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>T2B_Tank Destroyer_Droid Hutt_Modified_Skiff</Encyclopedia_Vulnerable_To>
<Affiliation>Empire</Affiliation>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<GUI_Bracket_Size>1</GUI_Bracket_Size>
<Scale_Factor>0.5</Scale_Factor>
<Select_Box_Scale>120</Select_Box_Scale>
<Damage>20</Damage>
<AI_Combat_Power>125</AI_Combat_Power>
<Tactical_Health>300</Tactical_Health>
<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
<Land_FOW_Reveal_Range>500.0</Land_FOW_Reveal_Range>
<Projectile_Types>Proj_Turret_Concussion_Grenade</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>8</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
<Targeting_Fire_Inaccuracy>Infantry, 10.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 10.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 70.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 10.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>LandHero, 15.0</Targeting_Fire_Inaccuracy>
<Turret_Rotate_Extent_Degrees>360</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>90</Turret_Elevate_Extent_Degrees>
<Score_Cost_Credits>1200</Score_Cost_Credits>
<Tactical_Sell_Credits>150</Tactical_Sell_Credits>
<CategoryMask>Structure | AntiVehicle | AntiInfantry</CategoryMask>
<SFXEvent_Sold_Tactical>EHD_Turret_Sold</SFXEvent_Sold_Tactical>
</GroundStructure>
<GroundStructure Name="Empire_Offensive_Sensor_Node">
<Text_ID>TEXT_STRUCTURE_OFFENSIVE_SENSOR_NODE</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_OFFENSIVE_SENSOR_NODE</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TURRET</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Rebel_Trooper Underworld_Merc Hutt_Soldier</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>T2B_Tank Destroyer_Droid Skiff</Encyclopedia_Vulnerable_To>
<Land_Model_Name>EV_MDU_SensorNode.alo</Land_Model_Name>
<Icon_Name>i_button_ev_mdu_sensornode.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<GUI_Bracket_Width>20</GUI_Bracket_Width>
<GUI_Bracket_Height>0</GUI_Bracket_Height>
<GUI_Bracket_Size>1</GUI_Bracket_Size>
<Mass>1.0</Mass>
<Scale_Factor>0.5</Scale_Factor>
<Select_Box_Scale>120</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Space_Layer>Land</Space_Layer>
<Armor_Type>Armor_Turret</Armor_Type>
<Tactical_Health>200</Tactical_Health>
<Projectile_Types>Proj_Dummy_Invisible</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>10.0</Projectile_Fire_Recharge_Seconds>
<Land_FOW_Reveal_Range>600.0</Land_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>240.0</Targeting_Max_Attack_Distance>
<Targeting_Priority_Set>AntiInfantryStructure</Targeting_Priority_Set>
<Ranged_Target_Z_Adjust>6.0</Ranged_Target_Z_Adjust>
<Target_Stealth_Units>Yes</Target_Stealth_Units>
<Score_Cost_Credits>500</Score_Cost_Credits>
<Tactical_Sell_Credits>125</Tactical_Sell_Credits>
<Victory_Relevant>No</Victory_Relevant>
<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.065 0.065</Radar_Icon_Size>
<Reveal_During_Setup_Phase>False</Reveal_During_Setup_Phase>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Behavior>SELECTABLE, TACTICAL_SELL</Behavior>
<LandBehavior>TARGETING, WEAPON, UNIT_AI, IDLE, REVEAL, HIDE_WHEN_FOGGED, LAND_OBSTACLE</LandBehavior>
<CategoryMask>Structure</CategoryMask>
<Lua_Script>ObjectScript_GC_Stealth_Reveal_500</Lua_Script>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Death_Explosions>Medium_Explosion_Land</Death_Explosions>
<SFXEvent_Select>Structure_Sensor_Select_SFX</SFXEvent_Select>
<SFXEvent_Engine_Cinematic_Focus_Loop>Structure_Sensor_Array_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Turret_Death_SFX</Death_SFXEvent_Start_Die>
<Abilities SubObjectList="Yes">
<Drain_Life_Ability Name="Turret_Drain_Life">
<Activation_Style>Special_Attack</Activation_Style>
<Applicable_Unit_Categories>Infantry | Vehicle | LandHero | Structure</Applicable_Unit_Categories>
<Duration_In_Seconds>99999</Duration_In_Seconds>
<Damage_Per_Second>7</Damage_Per_Second>
<Drain_Effect_Name>Turret_Drain_Life_Effect</Drain_Effect_Name>
<Drain_Source_Bone_Name>MUZZLEA_00</Drain_Source_Bone_Name>
<Drain_Target_Bone_Name>B_PELVIS</Drain_Target_Bone_Name>
<Drain_Radius>240.0</Drain_Radius>
<SFXEvent_Activate>Unit_Force_Lightning</SFXEvent_Activate>
<Max_Drain_Victims>6</Max_Drain_Victims>
<Should_Heal>No</Should_Heal>
<Charging_Time_In_Seconds>0.5</Charging_Time_In_Seconds>
</Drain_Life_Ability>
<Force_Healing_Ability Name="E_MDU_Sensor_Array_Range">
<Activation_Style>Ground_Automatic</Activation_Style>
<Applicable_Unit_Types>Empire_Offensive_Sensor_Node</Applicable_Unit_Types>
<Heal_Range>600.0</Heal_Range>
<Heal_Percent>0</Heal_Percent>
<Heal_Interval_In_Secs>10</Heal_Interval_In_Secs>
<Heal_Range_Blob_Material>Interdictor_Range_Indicator_Highlight</Heal_Range_Blob_Material>
</Force_Healing_Ability>
</Abilities>
</GroundStructure>
<GroundStructure Name="Rebel_Rapid_Fire_Laser_Turret">
<Variant_Of_Existing_Type>Abstract_Anti_Infantry_Turret</Variant_Of_Existing_Type>
<Text_ID>TEXT_STRUCTURE_RF_LASER_TURRET</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_RF_LASER_TURRET</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TURRET</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Stormtrooper Underworld_Merc Hutt_Soldier</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>AT_ST_Walker Destroyer_Droid Hutt_Modified_Pod_Walker</Encyclopedia_Vulnerable_To>
<Land_Model_Name>RV_MDU_RFLC.alo</Land_Model_Name>
<Icon_Name>i_button_rv_mdu_rapid_fire_laser_cannon.tga</Icon_Name>
<Affiliation>Rebel</Affiliation>
<Blob_Shadow_Scale>25.0, 25.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<GUI_Bracket_Size>1</GUI_Bracket_Size>
<Scale_Factor>0.45</Scale_Factor>
<Select_Box_Scale>130</Select_Box_Scale>
<Tactical_Health>300</Tactical_Health>
<Tactical_Sell_Credits>125</Tactical_Sell_Credits>
<Projectile_Types>Proj_Turret_AI_Red</Projectile_Types>
<Damage_Type>Damage_Vehicle_Cannon_AI</Damage_Type>
<Projectile_Damage>15.0</Projectile_Damage>
<Projectile_Fire_Recharge_Seconds>0.2</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>4</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
<Targeting_Fire_Inaccuracy>Infantry, 10.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 10.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 40.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 10.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>LandHero, 10.0</Targeting_Fire_Inaccuracy>
<Turret_Rotate_Speed>10.0</Turret_Rotate_Speed>
<Targeting_Max_Attack_Distance>300.0</Targeting_Max_Attack_Distance>
<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
<Ranged_Target_Z_Adjust>10.0</Ranged_Target_Z_Adjust>
<SFXEvent_Sold_Tactical>RHD_Turret_Sold</SFXEvent_Sold_Tactical>
</GroundStructure>
<GroundStructure Name="Rebel_Shield_Generator_185">
<Text_ID>TEXT_STRUCTURE_MOBILE_SHIELD_GENERATOR</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_MOBILE_SHIELD_GENERATOR</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
<Land_Model_Name>RV_MDU_ShieldGen.alo</Land_Model_Name>
<Icon_Name>i_button_rv_mdu_shieldgen.tga</Icon_Name>
<Affiliation>Rebel</Affiliation>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<GUI_Bounds_Scale>0</GUI_Bounds_Scale>
<GUI_Bracket_Width>20</GUI_Bracket_Width>
<GUI_Bracket_Height>0</GUI_Bracket_Height>
<GUI_Bracket_Size>1</GUI_Bracket_Size>
<Mass>1.0</Mass>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>60</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Space_Layer>Land</Space_Layer>
<Armor_Type>Armor_Turret</Armor_Type>
<Tactical_Health>125</Tactical_Health>
<Energy_Capacity>999</Energy_Capacity>
<Energy_Refresh_Rate>999</Energy_Refresh_Rate>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier>
<Ranged_Target_Z_Adjust>10.0</Ranged_Target_Z_Adjust>
<Score_Cost_Credits>500</Score_Cost_Credits>
<Tactical_Sell_Credits>250</Tactical_Sell_Credits>
<Victory_Relevant>No</Victory_Relevant>
<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.065 0.065</Radar_Icon_Size>
<Radar_Range_Icon_Name>i_radar_small_shield.tga</Radar_Range_Icon_Name>
<Reveal_During_Setup_Phase>False</Reveal_During_Setup_Phase>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Exclude_From_Distance_Fade>True</Exclude_From_Distance_Fade>
<Behavior>SELECTABLE, TACTICAL_SELL</Behavior>
<LandBehavior>IDLE, HIDE_WHEN_FOGGED, LAND_OBSTACLE, REVEAL, BASE_SHIELD, DAMAGE_TRACKING, POWERED</LandBehavior>
<CategoryMask>Structure</CategoryMask>
<Shield_On_Anim>SHIELD_ON</Shield_On_Anim>
<Shield_Off_Anim>SHIELD_OFF</Shield_Off_Anim>
<Shield_Normal_Color>0.5, 0.1, 0.0, 0.25</Shield_Normal_Color>
<Shield_Upgraded_Color>1.0, 0.1, 0.0, 0.75</Shield_Upgraded_Color>
<Shield_Requires_Base_Power>No</Shield_Requires_Base_Power>
<Base_Shield_Always_Off>False</Base_Shield_Always_Off>
<Base_Shield_Radius>185</Base_Shield_Radius>
<Reinforcement_Prevention_Radius>200</Reinforcement_Prevention_Radius>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Death_Explosions>Medium_Explosion_Land</Death_Explosions>
<SFXEvent_Select>Structure_Sensor_Select_SFX</SFXEvent_Select>
<SFXEvent_Engine_Cinematic_Focus_Loop>Structure_Sensor_Array_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Turret_Death_SFX</Death_SFXEvent_Start_Die>
</GroundStructure>
<GroundStructure Name="Rebel_MDU_Repair_Facility">
<Variant_Of_Existing_Type>Abstract_Repair_Facility</Variant_Of_Existing_Type>
<Text_ID>TEXT_STRUCTURE_REBEL_BUILDABLE_REPAIR_FACILITY</Text_ID>
<Affiliation>Rebel</Affiliation>
<Scale_Factor>0.5</Scale_Factor>
<Select_Box_Scale>120</Select_Box_Scale>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<GUI_Bracket_Size>1</GUI_Bracket_Size>
<SFXEvent_Sold_Tactical>RHD_Repair_Station_Sold</SFXEvent_Sold_Tactical>
<Abilities SubObjectList="Yes">
<Force_Healing_Ability Name="Repair_Facility_Healing">
<Activation_Style>Ground_Automatic</Activation_Style>
<Heal_Range>150.0</Heal_Range>
<Heal_Amount>10.0</Heal_Amount>
<Heal_Percent>0.01</Heal_Percent>
<Heal_Interval_In_Secs>2.0</Heal_Interval_In_Secs>
<Single_Target_Heal>Yes</Single_Target_Heal>
<Heal_Range_Blob_Material>Generic_Range_Indicator_Highlight_Green</Heal_Range_Blob_Material>
<!-- We can heal the following unit types: -->
<Applicable_Unit_Categories>Vehicle</Applicable_Unit_Categories>
<Applicable_Unit_Types>Droid_R2D2, Droid_C3P0, MPTL_Spotter</Applicable_Unit_Types>
<SFXEvent_Target_Affected>Unit_Force_Healing_Pulse</SFXEvent_Target_Affected>
<Target_Particle_Effect>Shield_Sparks_Medium</Target_Particle_Effect>
<Target_Particle_Bone_Name>B_TURRET, TURRET_00, B_TURRET_BASE</Target_Particle_Bone_Name>
<Target_Light_Effect_Type>Color_Flash</Target_Light_Effect_Type>
<Target_Light_Effect_Color>1.2, 1.2, 2.0</Target_Light_Effect_Color>
<Target_Light_Effect_Color2/>
<Target_Light_Effect_Duration>0.6</Target_Light_Effect_Duration>
<Target_Light_Effect_Pulse_Count>1</Target_Light_Effect_Pulse_Count>
<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
<Owner_Light_Effect_Color>1.2, 1.2, 2.0</Owner_Light_Effect_Color>
<Owner_Light_Effect_Color2/>
<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
</Force_Healing_Ability>
</Abilities>
</GroundStructure>
<GroundStructure Name="Underworld_Ysalamiri_Cage">
<Text_ID>TEXT_STRUCTURE_YSALAMIRI_CAGE</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_YSALAMIRI_CAGE</Encyclopedia_Text>
<Encyclopedia_Unit_Class>GALYANA_CLASS_UTILITY</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Obi_Wan_Kenobi Yoda Darth_Vader</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>T2B_Tank AT_ST_Walker Hutt_Modified_Skiff</Encyclopedia_Vulnerable_To>
<Land_Model_Name>UV_MDU_Cage.alo</Land_Model_Name>
<Icon_Name>i_button_uv_mdu_cage.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<GUI_Bracket_Width>20</GUI_Bracket_Width>
<GUI_Bracket_Height>0</GUI_Bracket_Height>
<GUI_Bracket_Size>1</GUI_Bracket_Size>
<Mass>1.0</Mass>
<Scale_Factor>0.4</Scale_Factor>
<Select_Box_Scale>150</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Space_Layer>Land</Space_Layer>
<Armor_Type>Armor_Turret</Armor_Type>
<Tactical_Health>150</Tactical_Health>
<HardPoints>HP_UV_MDU_CAGE_COLLISION</HardPoints>
<Disable_Force_Abilities_Range>400</Disable_Force_Abilities_Range>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier>
<Ranged_Target_Z_Adjust>10.0</Ranged_Target_Z_Adjust>
<Score_Cost_Credits>500</Score_Cost_Credits>
<Tactical_Sell_Credits>125</Tactical_Sell_Credits>
<Victory_Relevant>No</Victory_Relevant>
<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.065 0.065</Radar_Icon_Size>
<Reveal_During_Setup_Phase>False</Reveal_During_Setup_Phase>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Behavior>SELECTABLE, TACTICAL_SELL</Behavior>
<LandBehavior>IDLE, UNIT_AI, REVEAL, HIDE_WHEN_FOGGED, LAND_OBSTACLE, DISABLE_FORCE_ABILITIES</LandBehavior>
<CategoryMask>Structure</CategoryMask>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Death_Explosions>Medium_Explosion_Land</Death_Explosions>
<SFXEvent_Select>Structure_Cage_Select_SFX</SFXEvent_Select>
<Death_SFXEvent_Start_Die>Unit_Turret_Death_SFX</Death_SFXEvent_Start_Die>
<Abilities SubObjectList="Yes">
<Force_Healing_Ability Name="Ysalamiri_Cage_Range">
<Activation_Style>Ground_Automatic</Activation_Style>
<Applicable_Unit_Types>Underworld_Ysalamiri_Cage</Applicable_Unit_Types>
<Heal_Range>400.0</Heal_Range>
<Heal_Percent>0</Heal_Percent>
<Heal_Interval_In_Secs>10</Heal_Interval_In_Secs>
<Heal_Range_Blob_Material>Violet_Range_Indicator_Highlight</Heal_Range_Blob_Material>
</Force_Healing_Ability>
</Abilities>
</GroundStructure>
<GroundStructure Name="Underworld_Sensor_Scrambler">
<Text_ID>TEXT_STRUCTURE_SENSOR_SCRAMBLER</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_SENSOR_SCRAMBLER GALYANA_CLASS_BLANK Galyana_Text_Stealth_Detection</Encyclopedia_Text>
<Encyclopedia_Unit_Class>GALYANA_CLASS_UTILITY</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>MPTL Plex_Soldier Scimitar_Assault_Fighter</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>T2B_Tank AT_ST_Walker Hutt_Modified_Skiff</Encyclopedia_Vulnerable_To>
<Land_Model_Name>UV_MDU_Sensor.alo</Land_Model_Name>
<Icon_Name>i_button_uv_mdu_sensor.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<GUI_Bracket_Width>20</GUI_Bracket_Width>
<GUI_Bracket_Height>0</GUI_Bracket_Height>
<GUI_Bracket_Size>1</GUI_Bracket_Size>
<Mass>1.0</Mass>
<Scale_Factor>0.5</Scale_Factor>
<Select_Box_Scale>120</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Space_Layer>Land</Space_Layer>
<Armor_Type>Armor_Turret</Armor_Type>
<Tactical_Health>100</Tactical_Health>
<HardPoints>HP_UV_MDU_SENSOR_COLLISION</HardPoints>
<Passive_Missile_Shield_Radius>300.0</Passive_Missile_Shield_Radius>
<Modifies_Reveal_Range>Yes</Modifies_Reveal_Range>
<Reveal_Range_Modifier>-.75</Reveal_Range_Modifier>
<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier>
<Ranged_Target_Z_Adjust>10.0</Ranged_Target_Z_Adjust>
<Target_Stealth_Units>Yes</Target_Stealth_Units>
<Score_Cost_Credits>500</Score_Cost_Credits>
<Tactical_Sell_Credits>100</Tactical_Sell_Credits>
<Victory_Relevant>No</Victory_Relevant>
<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.065 0.065</Radar_Icon_Size>
<Reveal_During_Setup_Phase>False</Reveal_During_Setup_Phase>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Behavior>SELECTABLE, TACTICAL_SELL</Behavior>
<LandBehavior>IDLE, REVEAL, HIDE_WHEN_FOGGED, LAND_OBSTACLE</LandBehavior>
<CategoryMask>Structure</CategoryMask>
<Lua_Script>ObjectScript_GC_Stealth_Reveal_300</Lua_Script>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Death_Explosions>Medium_Explosion_Land</Death_Explosions>
<SFXEvent_Select>Structure_Sensor_Select_SFX</SFXEvent_Select>
<SFXEvent_Engine_Cinematic_Focus_Loop>Structure_Sensor_Array_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Turret_Death_SFX</Death_SFXEvent_Start_Die>
<Abilities SubObjectList="Yes">
<Sensor_Jamming_Ability Name="UMDU_Sensor_Jamming">
<Activation_Style>COMBAT_AUTOMATIC</Activation_Style>
<Duration_In_Secs>15.0</Duration_In_Secs>
<!-- <Blob_Color>0, 128, 255, 255</Blob_Color>-->
<Blob_Material_Name>Interdictor_Range_Indicator_Highlight</Blob_Material_Name>
</Sensor_Jamming_Ability>
</Abilities>
</GroundStructure>
<GroundStructure Name="Underworld_Rocket_Pod"><!--Required for Underworld Tutorial-->
<Variant_Of_Existing_Type>Hutt_Rocket_Turret</Variant_Of_Existing_Type>
<Text_ID>TEXT_STRUCTURE_MISSILE_POD</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_MISSILE_POD</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TURRET</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Snowspeeder Lancet_Air_Artillery Scyk_Fighter</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Stormtrooper Rebel_Trooper Hutt_Soldier</Encyclopedia_Vulnerable_To>
<Land_Model_Name>UV_MDU_Rocket.ALO</Land_Model_Name>
<Icon_Name>i_button_uv_rocket.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<GUI_Bracket_Size>1</GUI_Bracket_Size>
<Scale_Factor>0.5</Scale_Factor>
<Select_Box_Scale>120</Select_Box_Scale>
<Tactical_Health>300</Tactical_Health>
<Damage>20</Damage>
<AI_Combat_Power>125</AI_Combat_Power>
<Targeting_Max_Attack_Distance>400.0</Targeting_Max_Attack_Distance>
<Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range>
<Projectile_Types>Proj_Turret_Missile</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>3.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>8</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.25</Projectile_Fire_Pulse_Delay_Seconds>
<Targeting_Fire_Inaccuracy>Infantry, 20.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 15.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 15.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>LandHero, 20.0</Targeting_Fire_Inaccuracy>
<Attack_Category_Restrictions>Structure</Attack_Category_Restrictions>
<Targeting_Priority_Set>MDURocketTurret</Targeting_Priority_Set>
<Turret_Rotate_Extent_Degrees>360</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>90</Turret_Elevate_Extent_Degrees>
<Turret_Rotate_Speed>10.0</Turret_Rotate_Speed>
<Score_Cost_Credits>1200</Score_Cost_Credits>
<Tactical_Sell_Credits>150</Tactical_Sell_Credits>
<CategoryMask>Structure | AntiVehicle | AntiInfantry | AntiAir</CategoryMask>
<SFXEvent_Sold_Tactical>UHD_Turret_Sold</SFXEvent_Sold_Tactical>
</GroundStructure>
<GroundStructure Name="Hutt_Guard_Tower">
<Text_ID>Galyana_Structure_Guard_Tower</Text_ID>
<Encyclopedia_Text>Galyana_Structure_Text_Guard_Tower</Encyclopedia_Text>
<Encyclopedia_Unit_Class>Galyana_Class_Tower</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>T2B_Tank AT_ST_Walker Destroyer_Droid</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>MAL_Rocket_Vehicle MPTL SPMAT_Walker</Encyclopedia_Vulnerable_To>
<Land_Model_Name>W_IMPERIALPALACE.alo</Land_Model_Name>
<Icon_Name>I_BUTTON_W_IMPERIALPALACE.tga</Icon_Name>
<Affiliation>Hutts</Affiliation>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<GUI_Bracket_Width>20</GUI_Bracket_Width>
<GUI_Bracket_Height>0</GUI_Bracket_Height>
<GUI_Bracket_Size>1</GUI_Bracket_Size>
<Mass>1.0</Mass>
<Scale_Factor>0.55</Scale_Factor>
<Select_Box_Scale>150</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Space_Layer>Land</Space_Layer>
<Armor_Type>Armor_Structure</Armor_Type>
<Tactical_Health>700</Tactical_Health>
<Damage>30</Damage>
<AI_Combat_Power>200</AI_Combat_Power>
<Hardpoints>HP_Guard_Tower_Rocket</Hardpoints>
<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>400.0</Targeting_Max_Attack_Distance>
<Targeting_Min_Attack_Distance>40.0</Targeting_Min_Attack_Distance>
<Targeting_Stickiness_Time_Threshold>30.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>MDURocketTurret</Targeting_Priority_Set>
<Ranged_Target_Z_Adjust>15.0</Ranged_Target_Z_Adjust>
<Score_Cost_Credits>1500</Score_Cost_Credits>
<Victory_Relevant>No</Victory_Relevant>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.08 0.08</Radar_Icon_Size>
<Reveal_During_Setup_Phase>False</Reveal_During_Setup_Phase>
<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Behavior>DUMMY_GROUND_STRUCTURE, SELECTABLE</Behavior>
<LandBehavior>GARRISON_STRUCTURE, ABILITY_COUNTDOWN, SELF_DESTRUCT, LAND_OBSTACLE, TARGETING, UNIT_AI, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, STUNNABLE, EARTHQUAKE_TARGET</LandBehavior>
<Property_Flags>TacticalStructure | CanContainGarrison | GarrisonCanFire</Property_Flags>
<CategoryMask>Structure | AntiVehicle | AntiInfantry</CategoryMask>
<Garrison_Category>Infantry</Garrison_Category>
<Num_Garrison_Slots>2</Num_Garrison_Slots>
<Num_Garrison_Guns>3</Num_Garrison_Guns>
<Garrison_Exit_Dist>45</Garrison_Exit_Dist>
<Garrison_Enter_Dist>25</Garrison_Enter_Dist>
<Garrison_Radius>25</Garrison_Radius>
<Garrison_Bone_Names>ROOT</Garrison_Bone_Names>
<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Death_Explosions>Large_Explosion_Land</Death_Explosions>
<SFXEvent_Select>Structure_Turret_Select_SFX</SFXEvent_Select>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
<Selt_Destruct_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Selt_Destruct_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>SELF_DESTRUCT</Type>
<Alternate_Name_Text>Galyana_Ability_Tactical_Deconstruct</Alternate_Name_Text>
<Alternate_Description_Text>Galyana_Ability_Text_Tactical_Deconstruct</Alternate_Description_Text>
<Alternate_Icon_Name>I_SA_TACTICAL_DECONSTRUCT.TGA</Alternate_Icon_Name>
<Expiration_Seconds>0.01</Expiration_Seconds>
<Recharge_Seconds>0.01</Recharge_Seconds>
<Spawned_Object_Type>Self_Destruct_Area_Blast_Effect_DUMMY</Spawned_Object_Type>
<GUI_Activated_Ability_Name>Vengeance_Self_Destruct</GUI_Activated_Ability_Name>
</Unit_Ability>
</Unit_Abilities_Data>
</GroundStructure>
<GroundStructure Name="Hutt_Obelisk_Tower">
<Text_ID>Galyana_Structure_Obelisk_Tower</Text_ID>
<Encyclopedia_Text>Galyana_Structure_Text_Obelisk_Tower</Encyclopedia_Text>
<Encyclopedia_Unit_Class>Galyana_Class_Tower</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Template_Ground_Turbolaser_Tower MPTL SPMAT_Walker</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>T3B_Tank M1_Repulsor_Tank Gauntlet_Heavy_Fighter</Encyclopedia_Vulnerable_To>
<Land_Model_Name>HB_OBELISK.alo</Land_Model_Name>
<Icon_Name>I_BUTTON_OBELISK.tga</Icon_Name>
<Affiliation>Hutts</Affiliation>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<GUI_Bracket_Width>20</GUI_Bracket_Width>
<GUI_Bracket_Height>0</GUI_Bracket_Height>
<GUI_Bracket_Size>1</GUI_Bracket_Size>
<Mass>1.0</Mass>
<Scale_Factor>0.25</Scale_Factor>
<Select_Box_Scale>320</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Space_Layer>Land</Space_Layer>
<Armor_Type>Armor_Structure</Armor_Type>
<Tactical_Health>400</Tactical_Health>
<Damage>30</Damage>
<AI_Combat_Power>200</AI_Combat_Power>
<Hardpoints>HP_Obelisk_Tower_Blast</Hardpoints>
<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>800.0</Targeting_Max_Attack_Distance>
<Targeting_Min_Attack_Distance>100.0</Targeting_Min_Attack_Distance>
<Targeting_Stickiness_Time_Threshold>30.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>MDURocketTurret</Targeting_Priority_Set>
<Ranged_Target_Z_Adjust>15.0</Ranged_Target_Z_Adjust>
<Score_Cost_Credits>2000</Score_Cost_Credits>
<Tactical_Sell_Credits>750</Tactical_Sell_Credits>
<Victory_Relevant>No</Victory_Relevant>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.08 0.08</Radar_Icon_Size>
<Reveal_During_Setup_Phase>False</Reveal_During_Setup_Phase>
<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Behavior>DUMMY_GROUND_STRUCTURE, SELECTABLE, TACTICAL_SELL</Behavior>
<LandBehavior>LAND_OBSTACLE, TARGETING, UNIT_AI, REVEAL, HIDE_WHEN_FOGGED, STUNNABLE, EARTHQUAKE_TARGET, IDLE</LandBehavior>
<Property_Flags>TacticalStructure | Turret</Property_Flags>
<CategoryMask>Structure | AntiVehicle | AntiInfantry</CategoryMask>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Death_Explosions>Large_Explosion_Land</Death_Explosions>
<SFXEvent_Select>Structure_Turret_Select_SFX</SFXEvent_Select>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
</GroundStructure>
</GroundStructures>