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					<!--
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				<!-- THESE ARE WHEN THE GLIDER LANDS -->
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					ConditionsYes="UNPACKING LOCOMOTOR_NORMAL_UPGRADED"
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					ConditionsYes="PACKING"
					StateName="STATE_TakeOff">
					<Script>
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						if Prev == "STATE_PreparingToTakeOff" then CurDrawableSetTransitionAnimState("TRANS_TakeOff") end;
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						AnimationMode="ONCE" />
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					Flags="RANDOMSTART">
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					Flags="RANDOMSTART">
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						AnimationMode="LOOP"
						Distance="75" />
					<Animation
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						AnimationMode="LOOP"
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					<!--
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_PreparingToLand" then
						CurDrawableSetTransitionAnimState("TRANS_Landing")
						end
					</Script>
					-->
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				<AnimationState
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					ConditionsYes="COVER"
					Flags="RESTART_ANIM_WHEN_COMPLETE"
					StateName="STATE_Cover">
					<Animation
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						AnimationMode="ONCE" />
					<!--				<Script>
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						if Prev ~= "STATE_Suppressed" and Prev ~= "TRANS_toSuppressed" then
						CurDrawableSetTransitionAnimState("TRANS_toSuppressed")
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-->
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						end
						if Prev == "STATE_Flying" then
							CurDrawableSetTransitionAnimState("TRANS_Landing")
						end
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				<!-- EMOTIONS -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="EMOTION_CELEBRATING"
					AllowRepeatInRandomPick="true"
					Flags="RESTART_ANIM_WHEN_COMPLETE">
					<Animation
						AnimationName="NUShdw_CHRA"
						AnimationMode="ONCE"
						AnimationPriority="10"
						AnimationSpeedFactorMin="0.7"
						AnimationSpeedFactorMax="1.2" />
					<Animation
						AnimationName="NUShdw_CHRB"
						AnimationPriority="1"
						AnimationMode="ONCE" />
				</AnimationState>
				<!-- TRANSITIONS -->
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IdleToSelected">
					<Animation
						AnimationName="NUShdw_BATA"
						AnimationMode="ONCE"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1" />
					<Animation
						AnimationName="NUShdw_BATB"
						AnimationMode="ONCE"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_SelectedToIdle">
					<Animation
						AnimationName="NUShdw_ABTA"
						AnimationMode="ONCE"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1" />
					<Animation
						AnimationName="NUShdw_ABTB"
						AnimationMode="ONCE"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1" />
				</AnimationState>
			</ScriptedModelDraw>
			<TracerModelDraw
				id="ModuleTag_TracerModelDraw_Primary"
				MinLength="50.0"
				MaxLength="50.0"
				Width="3.0"
				MinSpeed="30"
				MaxSpeed="30"
				SweepSpeed="1.0"
				SpreadAngle="2.0"
				MinTracersPerFrame=".01"
				MaxTracersPerFrame=".01"
				FrameLifeTime="35"
				WeaponSlotType="PRIMARY_WEAPON"
				Texture="FXTracerNOD"
				UseAdditiveBlending="true"
				TracerHitFx="FX_BulletHitNOD">
				<HeadColor
					r="1.0"
					g="1.0"
					b="1.0"
					a="1.0" />
				<TailColor
					r="0.0"
					g="0.0"
					b="0.0"
					a="0.0" />
				<ObjectStatusValidation
					ForbiddenStatus="WEAPON_UPGRADED_01" />					
			</TracerModelDraw>
			<TracerModelDraw
				id="ModuleTag_TracerModelDraw_Secondary"
				MinLength="50.0"
				MaxLength="50.0"
				Width="3.0"
				MinSpeed="30"
				MaxSpeed="30"
				SweepSpeed="1.0"
				SpreadAngle="2.0"
				MinTracersPerFrame=".08"
				MaxTracersPerFrame=".12"
				FrameLifeTime="35"
				WeaponSlotType="PRIMARY_WEAPON"
				Texture="FXTracerNOD"
				UseAdditiveBlending="true"
				TracerHitFx="FX_BulletHitNOD">
				<HeadColor
					r="1.0"
					g="1.0"
					b="1.0"
					a="1.0" />
				<TailColor
					r="0.0"
					g="0.0"
					b="0.0"
					a="0.0" />
				<ObjectStatusValidation
					ForbiddenStatus="WEAPON_UPGRADED_01" />						
			</TracerModelDraw>
			<TracerModelDraw
				id="ModuleTag_TracerModelDraw_PrimaryVeterancy"
				MinLength="50.0"
				MaxLength="50.0"
				Width="3.0"
				MinSpeed="30"
				MaxSpeed="30"
				SweepSpeed="1.0"
				SpreadAngle="2.0"
				MinTracersPerFrame=".01"
				MaxTracersPerFrame=".01"
				FrameLifeTime="35"
				WeaponSlotType="PRIMARY_WEAPON"
				Texture="FXTracerHeroic"
				UseAdditiveBlending="true"
				TracerHitFx="FX_BulletHitNODHeroic">
				<HeadColor
					r="1.0"
					g="1.0"
					b="1.0"
					a="1.0" />
				<TailColor
					r="0.0"
					g="0.0"
					b="0.0"
					a="0.0" />
				<ObjectStatusValidation
					RequiredStatus="WEAPON_UPGRADED_01" />					
			</TracerModelDraw>
			<TracerModelDraw
				id="ModuleTag_TracerModelDraw_SecondaryVeterancy"
				MinLength="50.0"
				MaxLength="50.0"
				Width="3.0"
				MinSpeed="30"
				MaxSpeed="30"
				SweepSpeed="1.0"
				SpreadAngle="2.0"
				MinTracersPerFrame=".08"
				MaxTracersPerFrame=".12"
				FrameLifeTime="35"
				WeaponSlotType="PRIMARY_WEAPON"
				Texture="FXTracerHeroic"
				UseAdditiveBlending="true"
				TracerHitFx="FX_BulletHitNODHeroic">
				<HeadColor
					r="1.0"
					g="1.0"
					b="1.0"
					a="1.0" />
				<TailColor
					r="0.0"
					g="0.0"
					b="0.0"
					a="0.0" />
				<ObjectStatusValidation
					RequiredStatus="WEAPON_UPGRADED_01" />					
			</TracerModelDraw>			
		</Draws>
		<Behaviors>
			<WeaponSetUpdate
				id="ModuleTag_WeaponSetUpdate">
				<WeaponSlotHardpoint
					ID="1"
					AllowInterleavedFiring="true"
					InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
					WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="NODShadowMachinePistol" />
					<Weapon
						Ordering="SECONDARY_WEAPON"
						Template="NODShadowMachinePistol" />
				</WeaponSlotHardpoint>
			</WeaponSetUpdate>
			<Physics
				id="ModuleTag_Physics" />
			<ProductionUpdate
				id="ModuleTag_ProductionUpdate" />
			<SlowDeath
				id="ModuleTag_FlyingDeath"
				SinkDelay="3s"
				SinkRate="2.4"
				FlingForce="1"
				DestructionDelay="4.5s">
				<DieMuxData
					DeathTypes="ALL"
					RequiredStatus="AIRBORNE_TARGET" />
				<FX	Type="INITIAL">
					<FX>FX_NOD_Shadow_VoiceDie</FX>
				</FX>
<!--				<Sound Type="INITIAL" List="NOD_Shadow_VoiceDie" /> -->
			</SlowDeath>
			<SlowDeath
				id="ModuleTag_StandingDeath"
				SinkDelay="3s"
				SinkRate="2.4"
				DestructionDelay="4.5s">
				<DieMuxData
					DeathTypes="ALL"
					ExemptStatus="AIRBORNE_TARGET" />
			</SlowDeath>
			<!--
			<RadarFreezeSpecialPower
				id="ModuleTag_RadarFreeze"
				SpecialPowerTemplate="RadarFreeze"
				TargetFilter="NONE +GDICommandPost +NodOperationsCenter"
				FreezeDuration="30s" />
			-->
			<SpecialPower
				id="ModuleTag_LiftOffSP"
				SpecialPowerTemplate="SpecialPower_GliderLiftOff"
				UpdateModuleStartsAttack="true" />
			<SwitchLocomotorsSpecialAbilityUpdate
				id="ModuleTag_LiftOffSPUpdate"
				SpecialPowerTemplate="SpecialPower_GliderLiftOff"
				UnpackTime="0.57s"
				BusyForDuration="1s"
				UseUpgradedLocomotor="true"
				TriggersFlight="true"
				Options="IGNORE_FACING_CHECK"
				SetObjectStatusOnTrigger="NO_ATTACK NO_AUTO_ACQUIRE" />
			<SpecialPower
				id="ModuleTag_LandSP"
				SpecialPowerTemplate="SpecialPower_GliderLand"
				UpdateModuleStartsAttack="true" />
			<SwitchLocomotorsSpecialAbilityUpdate
				id="ModuleTag_LandSPUpdate"
				SpecialPowerTemplate="SpecialPower_GliderLand"
				UnpackTime="0s"
				BusyForDuration="1.0s"
				StartAbilityRange="30.0"
				LandingRange="320"
				UseUpgradedLocomotor="false"
				TriggersLanding="true"
				Options="IGNORE_FACING_CHECK MUST_FINISH_ABILITY"
				ClearObjectStatusOnExit="NO_ATTACK NO_AUTO_ACQUIRE" />
			<!--Explosive Charges-->
			<SpecialPower
				id="ModuleTag_UnPauseExplosiveCharges"
				SpecialPowerTemplate="SpecialPower_PlaceSatchelCharge_NOD" />
			<WeaponFireSpecialAbilityUpdate
				id="ModuleTag_ExplosiveChargesUpdate"
				SpecialPowerTemplate="SpecialPower_PlaceSatchelCharge_NOD"
				SpecialWeapon="NODShadowPlaceExplosiveCharge"
				UnpackTime="0s"
				PackTime="0s"
				StartAbilityRange="15.0"
				BusyForDuration="0.1s"
				WhichSpecialWeapon="1"
				FleeRangeAfterCompletion="75.0"
				Options="FLIP_OWNER_AFTER_PACKING USE_OBJECT_GEOMETRY_FOR_WITHIN_RANGE_CHECK IGNORE_FACING_CHECK CHECK_SPECIALPOWER_REQUIREMENTS_DURING_UPDATE CHECK_PREVENT_CONDITIONS" />
			<!--End Explosive Charges-->
			<SuppressionUpdate
				id="ModuleTag_SuppressionUpdate"
				UpdateDelay="1s"
				Suppressability="500"
				SuppressionDuration="5s"
				AttributeModifierSuppressed="Modifier_Test_Suppression"
				AttributeModifierForceMove="Modifier_Test_Suppression_ForceMove"
				IgnoreSuppressionObjectStatus="AIRBORNE_TARGET"/>
			<FindCoverBehavior
				id="ModuleTag_FCB"
				CoverScanRange="10.0"
				AttributeModifierInCover="Modifier_Cover" />
			<InvisibilityUpdate
				id="ModuleTag_Invisibility"
				UpdatePeriod="1s"
				Options="STARTS_ACTIVE">
				<InvisibilityNugget
					HintDetectableStates="IS_ATTACKING" />
			</InvisibilityUpdate>
<!--
			<LargeGroupAudioUpdate
				id="LGAU">
				<Key>NOD_Shadow</Key>
			</LargeGroupAudioUpdate>
-->
			<StatusBitsUpgrade
				id="ModuleTag_VeterancyUpgrade"
				StatusToSet="WEAPON_UPGRADED_01">
				<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</StatusBitsUpgrade>			
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="YES">
				<UnitAITargetChooserData
					SympathyRange="100.0" />
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_03"
				MaxHealth="300" />
		</Body>
		<ClientBehaviors>
			<AnimationSoundClientBehavior id="ModuleTag_ASCB">
				<Sound Sound="Bodyfall" Animation="NUShdw_LNDA" Frame="5" />
			</AnimationSoundClientBehavior>
			<ModelConditionAudioLoopClientBehavior
				id="ModuleTag_FlyingLoop">
				<ModelConditionSound Sound="NOD_ShadowSquad_FlyingIdlingLoop" RequiredFlags="FLYING" ExcludedFlags="DYING"/>
				<!-- <ModelConditionSound Sound="NOD_ShadowSquad_IdleGliderLoop" RequiredFlags="FLYING" /> -->
			</ModelConditionAudioLoopClientBehavior>
			<ModelConditionAudioLoopClientBehavior
				id="ModuleTag_FlyingLoop">
				<ModelConditionSound Sound="NOD_ShadowSquad_RunningLoop" RequiredFlags="MOVING" ExcludedFlags="FLYING DECELERATE DYING"/>
			</ModelConditionAudioLoopClientBehavior>
			<ModelConditionSoundSelectorClientBehavior
				id="ModuleTag_FlyingSounds">
				<Override
					RequiredFlags="FLYING">
					<AudioArrayVoice>
						<AudioEntry
							Sound="NOD_Shadow_VoiceSelectGlidersMS"
							AudioType="voiceSelect" />
						<AudioEntry
							Sound="NOD_Shadow_VoiceSelectBattleGlidersMS"
							AudioType="voiceSelectBattle" />
					</AudioArrayVoice>
					<AudioArraySound>
						<AudioEntry
							Sound="NOD_ShadowSquad_MoveStartFlyingMS"
							AudioType="soundMoveStart" />
					</AudioArraySound>
				</Override>
			</ModelConditionSoundSelectorClientBehavior>
		</ClientBehaviors>
		<Geometry
			IsSmall="true">
			<Shape
				Type="CYLINDER"
				MajorRadius="7.0"
				Height="13.0"
				ContactPointGeneration="SQUAD_MEMBER"/>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="NOD_Shadow_VoiceAttack"
				AudioType="voiceAttack" />
			<AudioEntry
				Sound="NOD_Shadow_VoiceCreate"
				AudioType="voiceFullyCreated" />
			<AudioEntry
				Sound="NOD_Shadow_VoiceGarrison"
				AudioType="voiceGarrison" />
			<AudioEntry
				Sound="NOD_Shadow_VoiceMove"
				AudioType="voiceGuard" />
			<AudioEntry
				Sound="NOD_Shadow_VoiceMove"
				AudioType="voiceMove" />
      <AudioEntry
				Sound="NOD_Shadow_VoiceMoveAttack"
				AudioType="voiceAttackAfterMoving" />
      <AudioEntry
				Sound="NOD_Shadow_VoiceRetreat"
				AudioType="voiceRetreatToCastle" />
			<AudioEntry
				Sound="NOD_Shadow_VoiceSelectMS"
				AudioType="voiceSelect" />
			<AudioEntry
				Sound="NOD_Shadow_VoiceSelectBattleMS"
				AudioType="voiceSelectBattle" />
			<NamedEntry
				Sound="NOD_Shadow_VoiceSatchelCharge"
				Name="InitiatePlaceSatchelCharge_NOD" />
			<NamedEntry
				Sound="NOD_Shadow_VoiceMoveGlider"
				Name="InitiateGliderLiftOffTrigger" />
			<NamedEntry
				Sound="NOD_Shadow_VoiceMoveGlider"
				Name="InitiateGliderLiftOff" />
			<NamedEntry
				Sound="NOD_Shadow_VoiceMoveGlider"
				Name="InitiateGliderLiftOffDispatch" />
		</AudioArrayVoice>
<!--
		<AudioArraySound>
			<AudioEntry
				Sound="NOD_ShadowSquad_RunningLoop"
				AudioType="soundMoveLoop" />
		</AudioArraySound>
-->
		<ShadowInfo
			Type="DECAL"
			SizeX="14"
			SizeY="14"
			Texture="ShadowI" />
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="400" />
	</GameObject>
</AssetDeclaration>