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		BuildCost="2200"
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		ThreatLevel="10"
		ProductionQueueType="VEHICLE"
		UnitCategory="VEHICLE"
		WeaponCategory="CANNON"
		VoicePriority="214"
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		<LocomotorSet
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				OkToChangeModelColor="true"
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				MaxRecoilDistance="10.0"
				RecoilDamping="2.0"
				RecoilSettleSpeed="3.0">
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					<Texture
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				<ModelConditionState
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					<Model
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					<!--	
					<Texture
						Original="GUBehemoth_D"
						New="GUBehemothD_K" /> -->						
					<ParticleSysBone
						BoneName="B_PISTONLA"
						FXParticleSystemTemplate="GDIDebrisSmallFire"
						FollowBone="true" />
					<ParticleSysBone
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						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
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						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
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						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
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					<ParticleSysBone
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						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						FollowBone="true" />
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					<ParticleSysBone
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						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
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						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						FollowBone="true" />
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						FollowBone="true" />
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						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
						FollowBone="true" />
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						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
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					ConditionsYes="USER_6">
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					<Texture
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						New="GUBehemoth_K" />						
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				<ModelConditionState
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					ConditionsYes="USER_17">
					<Model
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				<ModelConditionState
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					ConditionsYes="COMING_OUT_OF_FACTORY">
					<Model
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					<Animation
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						AnimationMode="ONCE"
						AnimationBlendTime="15"
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						AnimationMode="ONCE"
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						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
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						AnimationBlendTime="10"
						AnimationPriority="1"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
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						AnimationMode="ONCE"
						AnimationBlendTime="15"
						AnimationPriority="35"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
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						if Prev == "STATE_Selected" or Prev == "ATNB" or Prev == "STATE_Run" then
						CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
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				<AnimationState
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					ConditionsYes="USER_17"
					StateName="STATE_built">
					<Animation
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						AnimationMode="ONCE" />
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				<AnimationState
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					ConditionsYes="COMING_OUT_OF_FACTORY"
					StateName="STATE_built">
					<Animation
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						AnimationBlendTime="0"
						AnimationMode="ONCE" />
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				<AnimationState
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					ConditionsYes="DYING">
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						AnimationMode="ONCE" />
					<Animation
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						AnimationMode="ONCE" />
					<Animation
						AnimationName="GUBehemoth_DIED"
						AnimationMode="ONCE" />
          <!--		<Animation
						AnimationName="GUBehemoth_DIEA"
						AnimationMode="ONCE" />		DIEA is reserved for the commando death.	-->
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="AFFECTED_BY_EMP">
					<Animation
						AnimationName="GUBehemoth_BIDA"
						AnimationMode="MANUAL"
						AnimationBlendTime="15"/>
				</AnimationState>

<!-- being fixed by engineer from being a husk -->
		        <AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_5">
					<Animation
						AnimationName="GUBehemoth_GTPA"
						AnimationBlendTime="0"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="UNPACKING SPECIAL_WEAPON_ONE">
					<Animation
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						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
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					ConditionsYes="SPECIAL_WEAPON_ONE"
					Flags="START_FRAME_FIRST">
					<Animation
						AnimationName="GUBehemoth_ATKB2"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="UNPACKING">
					<Animation
						AnimationName="GUBehemoth_ATKA1"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="PACKING">
					<Animation
						AnimationName="GUBehemoth_ATKA3"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DEPLOYED"
					Flags="START_FRAME_FIRST">
					<Animation
						AnimationName="GUBehemoth_ATKA2"
						AnimationMode="MANUAL" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_LEFT_HIGH_SPEED"
					Flags="MAINTAIN_FRAME_ACROSS_STATES">
					<Animation
						AnimationName="GUBehemoth_WLKA"
						AnimationMode="LOOP"
						Distance="45" />
					<FXEvent
						Frame="1"
						FireWhenSkipped="true"
						Effect="FX_GDIJuggernaughtFootprint"
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					<FXEvent
						Frame="25"
						FireWhenSkipped="true"
						Effect="FX_GDIJuggernaughtFootprint"
						Bone="B_FOOTR" />
				</AnimationState>
				<AnimationState
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					ConditionsYes="TURN_RIGHT_HIGH_SPEED"
					Flags="MAINTAIN_FRAME_ACROSS_STATES">
					<Animation
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						AnimationMode="LOOP"
						Distance="45" />
					<FXEvent
						Frame="1"
						FireWhenSkipped="true"
						Effect="FX_GDIJuggernaughtFootprint"
						Bone="B_FOOTL" />
					<FXEvent
						Frame="25"
						FireWhenSkipped="true"
						Effect="FX_GDIJuggernaughtFootprint"
						Bone="B_FOOTR" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_LEFT">
					<Animation
						AnimationName="GUBehemoth_TRNL"
						AnimationMode="LOOP" />
					<FXEvent
						Frame="15"
						FireWhenSkipped="true"
						Effect="FX_GDIJuggernaughtFootprint"
						Bone="B_FOOTL" />
					<FXEvent
						Frame="30"
						FireWhenSkipped="true"
						Effect="FX_GDIJuggernaughtFootprint"
						Bone="B_FOOTR" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_RIGHT">
					<Animation
						AnimationName="GUBehemoth_TRNR"
						AnimationMode="LOOP" />
					<FXEvent
						Frame="15"
						FireWhenSkipped="true"
						Effect="FX_GDIJuggernaughtFootprint"
						Bone="B_FOOTR" />
					<FXEvent
						Frame="30"
						FireWhenSkipped="true"
						Effect="FX_GDIJuggernaughtFootprint"
						Bone="B_FOOTL" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="ACCELERATE">
					<Animation
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						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
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					ConditionsYes="DECELERATE">
					<Animation
						AnimationName="GUBehemoth_DECL"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING"
					Flags="MAINTAIN_FRAME_ACROSS_STATES">
					<Animation
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						AnimationMode="LOOP"
						Distance="45" />
					<Animation
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						AnimationMode="LOOP"
						Distance="45" />
					<FXEvent
						Frame="1"
						FireWhenSkipped="true"
						Effect="FX_GDIJuggernaughtFootprint"
						Bone="B_FOOTL" />
					<FXEvent
						Frame="25"
						FireWhenSkipped="true"
						Effect="FX_GDIJuggernaughtFootprint"
						Bone="B_FOOTR" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_built" then
						CurDrawableSetTransitionAnimState("TRANS_built")
						end
					</Script>
				</AnimationState>

				<!-- SELECTED -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SELECTED"
					Flags="RESTART_ANIM_WHEN_COMPLETE"
					StateName="STATE_Selected">
					<Animation
						AnimationName="GUBehemoth_AIDA"
						AnimationMode="ONCE"
						AnimationPriority="85"
						AnimationBlendTime="10"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1" />
					<Animation
						AnimationName="GUBehemoth_AIFB"
						AnimationMode="ONCE"
						AnimationPriority="55"
						AnimationBlendTime="10"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1" />
					<Animation
						AnimationName="GUBehemoth_AIFC"
						AnimationMode="ONCE"
						AnimationPriority="50"
						AnimationBlendTime="10"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1" />
					<Animation
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						AnimationMode="ONCE"
						AnimationPriority="50"
						AnimationBlendTime="10"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1" />
					<Animation
						AnimationName="GUBehemoth_AIFA"
						AnimationMode="ONCE"
						AnimationPriority="5"
						AnimationBlendTime="10"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_bored" then
						CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end
					</Script>
				</AnimationState>
				
				<!-- TRANSITIONS 
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_built">
					<Animation
						AnimationName="GUBehmBlda_BLDA"
						AnimationBlendTime="0"
						AnimationMode="ONCE"></Animation>
				</AnimationState>
				-->
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IdleToSelected">
					<Animation
						AnimationName="GUBehemoth_BATA"
						AnimationMode="ONCE"
						AnimationBlendTime="10"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1" />
					<Animation
						AnimationName="GUBehemoth_BATB"
						AnimationMode="ONCE"
						AnimationBlendTime="10"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_SelectedToIdle">
					<Animation
						AnimationName="GUBehemoth_ABTA"
						AnimationMode="ONCE"
						AnimationBlendTime="10"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<WeaponSetUpdate
				id="ModuleTag_WeaponSetUpdate">
				<WeaponSlotTurret
					ID="1"
					AllowInterleavedFiring="false"
					InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
					WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="SteelTalonsBehemothArtillery" />
					<TurretSettings
						TurretTurnRate="50"
						TurretPitchRate="20"
						AllowsPitch="true"
						MinimumPitch="-15d">
						<!--
						MinIdleScanTime="1.0s"
						MaxIdleScanTime="5.0s"
						MinIdleScanAngle="0.0"
						MaxIdleScanAngle="45.0">
						
						MaxDeflectionClockwise="45d"
						MaxDeflectionAntiClockwise="45d"
						RecenterWhenOutOfTurnRange="false"
-->
						<TurretAITargetChooserData />
					</TurretSettings>
				</WeaponSlotTurret>
			</WeaponSetUpdate>
    <FireWeaponUpdate
        id="ModuleTag_FireWeaponUpdate">
        <FireWeaponNugget 	
        	WeaponName="BehemothBuildAnimationWeapon" 	
        	FireDelay="0.1s"
        	OneShot="true"
        	/>
      </FireWeaponUpdate>			
			<ProductionUpdate
				id="ModuleTag_ProductionUpdate"
				GiveNoXP="true" />
			<HordeTransportContain
				id="ModuleTag_Contain"
				ObjectStatusOfContained="UNSELECTABLE ENCLOSED CAN_ATTACK"
				ContainMax="1"
				Slots="1"
				AllowEnemiesInside="false"
				AllowAlliesInside="true"
				AllowNeutralInside="false"
				AllowOwnPlayerInsideOverride="true"
				ShowPips="true"
				EnterSound="VehicleEnter"
				ExitSound="VehicleExit"
				KillPassengersOnDeath="true">
				<PassengerFilter
					Rule="ANY"
					Include="INFANTRY" />
				<DieMuxData
					DeathTypes="ALL" />
				<PassengerData
					BonePrefix="BoneGarrison">
					<Filter
						Rule="NONE"
						Include="INFANTRY" />
				</PassengerData>
				<MemberTemplateStatusInfo
					ThingTemplate="GDISniperSquad"
					ObjectStatus="CAN_SPOT_FOR_BOMBARD" />
			</HordeTransportContain>
			<MoveToPositionAndEvacuateSpecialPower
				id="ModuleTag_MoveToPositionAndEvacuate"
				SpecialPowerTemplate="SpecialPowerMoveToPositionAndEvacuate" />			
	<!--		<SpecialPower
				id="ModuleTag_SpotTargetSP"
				SpecialPowerTemplate="SpecialPower_SpotTargetBombard"
				UpdateModuleStartsAttack="true" />
			<WeaponFireSpecialAbilityUpdate
				SpecialWeapon="SteelTalonsBehemothArtilleryBombard"
				id="ModuleTag_SpotTargetSPUpdate"
				SpecialPowerTemplate="SpecialPower_SpotTargetBombard"
				UnpackTime="2.0s"
				PackTime="2.0s"
				PersistentPrepTime="5.0s"
				StartAbilityRange="100000.0"
				BusyForDuration="0s"
				Options="CHECK_SPECIALPOWER_REQUIREMENTS_DURING_UPDATE"
				WhichSpecialWeapon="1"
				DestealthClosestObjectMatchingFilter="true" />
			<AISpecialPowerUpdate
				id="ModuleTag_BehemothBombard"
				CommandButtonName="Command_SpotTargetBombard"
        			SpecialPowerRadius="375"
				SpecificUnit="GDISniper"
				SpecialPowerAIType="SPECIAL_POWER_SPECIFIC_UNIT" />
	-->
			<Physics
				id="ModuleTag_Physics" />
			<SubObjectsUpgrade
				id="ModuleTag_ShowRail"
				ShowSubObjects="UGRAIL_01">
				<TriggeredBy>Upgrade_GDIArmoryRailgunTech</TriggeredBy>
			</SubObjectsUpgrade>
			<!-- dying, spawn a husk -->
			<CreateObjectDie
				id="ModuleTag_CreateObjectDie"
				CreationList="SteelTalonsBehemothDieOCL">
				<DieMuxData
					DeathTypes="ALL" />
			</CreateObjectDie>
			<DestroyDie
				id="ModuleTag_DestroyDie">
				<DieMuxData
					DeathTypes="ALL" />
			</DestroyDie>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onDeath"
					FX="FX_GDIMammothExplodeWithVoice" />
			</FXListBehavior>
			<ModelConditionUpgrade
				id="ModuleTag_AllFactionUpgrade"
				AddConditionFlags="USER_6">
				<TriggeredBy>Upgrade_AllFactionUpgrade</TriggeredBy>
			</ModelConditionUpgrade>
		</Behaviors>
		<AI>
			<DeployStyleAIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="YES"
				AILuaEventsList="GDIJuggernaughtFunctions"
				UnpackTime="1s"
				PackTime="1s"
				MustDeployToAttack="true">
				<UnitAITargetChooserData
					CheckVisionRange="false"
					CanPickDynamicTargets="false"
					RotateToTargetWhenAiming="false" />
			</DeployStyleAIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="5500" />
		</Body>
		<ClientBehaviors>
			<AnimationSoundClientBehavior
				id="ModuleTag_ASCB">
				<Sound
					Sound="GDI_Juggernaught_Footstep"
					Animation="GUBehemoth_ABTA"
					Frame="27 65" />
				<Sound
					Sound="GDI_Juggernaught_Footstep"
					Animation="GUBehemoth_AIFA"
					Frame="112" />
				<Sound
					Sound="GDI_Juggernaught_Footstep"
					Animation="GUBehemoth_ATKA1"
					Frame="12" />
				<Sound
					Sound="GDI_Juggernaught_Footstep"
					Animation="GUBehemoth_ATKA3"
					Frame="14" />
				<Sound
					Sound="GDI_Juggernaught_Footstep"
					Animation="GUBehemoth_ATKB1"
					Frame="13" />
				<Sound
					Sound="GDI_Juggernaught_Footstep"
					Animation="GUBehemoth_ATKB3"
					Frame="11" />
				<Sound
					Sound="GDI_Juggernaught_Footstep"
					Animation="GUBehemoth_BATA"
					Frame="28 44" />
				<Sound
					Sound="GDI_Juggernaught_Footstep"
					Animation="GUBehemoth_BATB"
					Frame="37 51" />
				<Sound
					Sound="GDI_Juggernaught_Footstep"
					Animation="GUBehemoth_BIFA"
					Frame="118" />
				<Sound
					Sound="GDI_Juggernaught_Footstep"
					Animation="GUBehemoth_BIFB"
					Frame="30 88 294" />
				<Sound
					Sound="GDI_Juggernaught_Footstep"
					Animation="GUBehemoth_BIFC"
					Frame="41 90" />
				<Sound
					Sound="GDI_Juggernaught_Footstep"
					Animation="GUBehemoth_BIFD"
					Frame="234" />
				<Sound
					Sound="GDI_Juggernaught_Footstep"
					Animation="GUBehmBlda_BLDA"
					Frame="75 94 112" />
				<Sound
					Sound="GDI_Juggernaught_Footstep"
					Animation="GUBehmBlda_BLDA"
					Frame="75 94 112" />
				<Sound
					Sound="GDI_Juggernaught_Footstep"
					Animation="GUBehemoth_DECL"
					Frame="16" />
				<Sound
					Sound="GDI_Juggernaught_Footstep"
					Animation="GUBehemoth_DIEA"
					Frame="60 79" />
				<Sound
					Sound="GDI_Juggernaught_Footstep"
					Animation="GUBehemoth_DIEB"
					Frame="5 63" />
				<Sound
					Sound="GDI_Juggernaught_Footstep"
					Animation="GUBehemoth_DIEC"
					Frame="7 23 43 78 105 130" />
				<Sound
					Sound="GDI_Juggernaught_Footstep"
					Animation="GUBehemoth_DIED"
					Frame="22 43 89 94 101" />
				<Sound
					Sound="GDI_Juggernaught_Footstep"
					Animation="GUBehemoth_GTPA"
					Frame="101 119" />
				<Sound
					Sound="GDI_Juggernaught_Footstep"
					Animation="GUBehemoth_TRNL"
					Frame="14 30" />
				<Sound
					Sound="GDI_Juggernaught_Footstep"
					Animation="GUBehemoth_TRNR"
					Frame="14 30" />
				<Sound
					Sound="GDI_Juggernaught_Footstep"
					Animation="GUBehemoth_WLKA"
					Frame="0 25" />
				<Sound
					Sound="GDI_Juggernaught_Footstep"
					Animation="GUBehemoth_WLKB"
					Frame="0 25" />
			</AnimationSoundClientBehavior>
		</ClientBehaviors>
		<Geometry
			IsSmall="true">
			<Shape
				Type="CYLINDER"
				MajorRadius="20.0"
				Height="40.0"
				ContactPointGeneration="INFANTRY" />
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry Sound="GDI_Behemoth_VoiceAttack" AudioType="voiceAttack" />
			<AudioEntry Sound="GDI_Behemoth_VoiceCreate" AudioType="voiceCreated" />
			<AudioEntry Sound="GDI_Behemoth_VoiceMove" AudioType="voiceMove" />
			<AudioEntry Sound="GDI_Behemoth_VoiceMoveAttack" AudioType="voiceAttackAfterMoving" />
			<AudioEntry Sound="GDI_Behemoth_VoiceRetreat" AudioType="voiceRetreatToCastle" />
			<AudioEntry Sound="GDI_Behemoth_VoiceSelectMS" AudioType="voiceSelect" />
			<AudioEntry Sound="GDI_Behemoth_VoiceSelectBattleMS" AudioType="voiceSelectBattle" />
			<NamedEntry Sound="GDI_Behemoth_VoiceAttackBombard" Name="InitiateSpotTargetBombard" />
			<NamedEntry Sound="GDI_Behemoth_VoiceMove" Name="InitiateMoveToPositionAndEvacuate" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry Sound="GDI_Juggernaught_MoveStartMS" AudioType="soundMoveStart" />
			<AudioEntry Sound="PredatorIdleLoop" AudioType="soundAmbient" />
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="600"
			ShroudClearingRange="400" />
		<CrusherInfo
			CrusherLevel="3"
			CrushableLevel="3"
			CrushDecelerationPercent="0%" />
	</GameObject>
</AssetDeclaration>