<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude">
	<Tags></Tags>
	<Includes>
		<Include
			type="all"
			source="ART:AURazDro_SKN.w3x" />
		<Include
			type="all"
			source="ART:AURazDro_ABTB.w3x" />
		<Include
			type="all"
			source="ART:AURazDro_AIDA.w3x" />
		<Include
			type="all"
			source="ART:AURazDro_AIFA.w3x" />
		<Include
			type="all"
			source="ART:AURazDro_AIFB.w3x" />
		<Include
			type="all"
			source="ART:AURazDro_AIFC.w3x" />
		<Include
			type="all"
			source="ART:AURazDro_AIFD.w3x" />
		<Include
			type="all"
			source="ART:AURazDro_ATKA.w3x" />
		<Include
			type="all"
			source="ART:AURazDro_ATKB.w3x" />
		<Include
			type="all"
			source="ART:AURazDro_BATB.w3x" />
		<Include
			type="all"
			source="ART:AURazDro_BIDB.w3x" />
		<Include
			type="all"
			source="ART:AURazDro_BIFA.w3x" />
		<Include
			type="all"
			source="ART:AURazDro_BIFB.w3x" />
		<Include
			type="all"
			source="ART:AURazDro_BIFC.w3x" />
		<Include
			type="all"
			source="ART:AURazDro_BIFD.w3x" />
		<Include
			type="all"
			source="ART:AURazDro_BIFE.w3x" />
		<Include
			type="all"
			source="ART:AURazDro_BIFF.w3x" />
		<Include
			type="all"
			source="ART:AURazDro_BIFE.w3x" />
		<Include
			type="all"
			source="ART:AURazDro_DIEA.w3x" />
		<Include
			type="all"
			source="ART:AURazDro_DIEB.w3x" />
		<Include
			type="all"
			source="ART:AURazDro_DIEC.w3x" />
		<Include
			type="all"
			source="ART:AURazDro_DIED.w3x" />
		<Include
			type="all"
			source="ART:AURazDro_KAFA.w3x" />
		<Include
			type="all"
			source="ART:AURazDro_KAIA.w3x" />
		<Include
			type="all"
			source="ART:AURazDro_KAKA.w3x" />
		<Include
			type="all"
			source="ART:AURazDro_KATA.w3x" />
		<Include
			type="all"
			source="ART:AURazDro_KATB.w3x" />
		<Include
			type="all"
			source="ART:AURazDro_KDIA.w3x" />
		<Include
			type="all"
			source="ART:AURazDro_KDIB.w3x" />
		<Include
			type="all"
			source="ART:AURazDro_RUNA.w3x" />
		<Include
			type="all"
			source="ART:AURazDro_RUNB.w3x" />
		<Include
			type="all"
			source="ART:AURazDro_RUNC.w3x" />
		<Include
			type="all"
			source="ART:AURazDro_CDTA.w3x" />
		<Include
			type="all"
			source="ART:SquadMarkAURaz.w3x" />
		<Include
			type="all"
			source="ART:FXRazorGrad.XML" />
		<Include
			type="all"
			source="ART:FXAlienLaser.xml" />
		<Include
			type="all"
			source="ART:FXAlienLaserHeroic.xml" />
		<Include
			type="all"
			source="ART:FXAlienOverlay.xml" />
		<Include
			type="all"
			source="ART:FXInvisBone.w3x" />				
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseInfantry.xml" />
	</Includes>
	<!-- THIS IS NOT A GROUP OF UNITS but is an individual unit. These units are contained in AlienRazorDroneSquad. -->
	<GameObject
		id="AlienRazorDrones"
		inheritFrom="BaseInfantry"
		SelectPortrait="Portrait_ALIENDisintigrator"
		ButtonImage="Portrait_ALIENDisintigrator"
		Side="ALIEN"
		EditorSorting="UNIT"
		TransportSlotCount="1"
		BuildCost="60"
		BuildTime="0.6"
		CommandSet="AlienRazorDroneCommandSet"
		KindOf="PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_INFANTRY HEALED_BY_TIBERIUM"
		RadarPriority="UNIT"
		ProductionQueueType="INFANTRY"
		UnitCategory="INFANTRY"
		WeaponCategory="CANNON"
		VoicePriority="76"
		EditorName="AlienRazorDrones"
		Description="Desc:AlienRazorDrones"
		TypeDescription="Type:AlienRazorDrones">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">NAME:ALIENRazorDrones</DisplayName>
		<ArmorSet
			Armor="AlienRazorDroneArmor"
			DamageFX="InfantryAlienDamageFX" />
		<LocomotorSet
			Locomotor="AlienRazorDroneLocomotor"
			Condition="NORMAL"
			Speed="70" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="AURazDro_SKN" />
					<WeaponFireFXBone
						WeaponSlotID="1"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FXMuzzle" />
					<WeaponLaunchBone
						WeaponSlotID="1"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FXMuzzle" />
				</ModelConditionState>
				<xi:include
					href="DATA:Includes/GDIUnitFormationPreviewStates.xml"
					xpointer="xmlns(n=uri:ea.com:eala:asset) xpointer(/n:FormationPreviewStates/child::*)" />
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="INSIDE_GARRISON">
					<Model
						Name="" />
					<WeaponFireFXBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="" />
					<WeaponLaunchBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="AURazDro_SKN" />
					<ParticleSysBone
						BoneName="NONE"
						FollowBone="true"
						FXParticleSystemTemplate="AlienDamageInfantryIchor" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="WORLD_BUILDER">
					<Model
						Name="AURazDro_SKN" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="INSIDE_GARRISON">
					<!-- no anim -->
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					StateName="STATE_bored"
					Flags="RESTART_ANIM_WHEN_COMPLETE">
					<Animation
						AnimationName="AURazDro_BIDB"
						AnimationMode="ONCE"
						AnimationPriority="80"
						AnimationBlendTime="15" />
					<Animation
						AnimationName="AURazDro_BIFA"
						AnimationMode="ONCE"
						AnimationPriority="40"
						AnimationBlendTime="5" />
					<Animation
						AnimationName="AURazDro_BIFC"
						AnimationMode="ONCE"
						AnimationPriority="40"
						AnimationBlendTime="5" />
					<Animation
						AnimationName="AURazDro_BIFE"
						AnimationMode="ONCE"
						AnimationPriority="40"
						AnimationBlendTime="5" />
					<Animation
						AnimationName="AURazDro_BIFF"
						AnimationMode="ONCE"
						AnimationPriority="40"
						AnimationBlendTime="5" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev == "STATE_Selected" or Prev == "ATNB" or Prev == "STATE_Run" then CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle") end;
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FRONTCRUSHED">
					<Animation
						AnimationName="AURazDro_CDTA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="BACKCRUSHED">
					<Animation
						AnimationName="AURazDro_CDTA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="COVER DYING"
					StateName="STATE_Cover">
					<Animation
						AnimationName="AURazDro_KDIA"
						AnimationMode="ONCE" />
					<Animation
						AnimationName="AURazDro_KDIB"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Animation
						AnimationName="AURazDro_DIEA"
						AnimationMode="ONCE" />
					<Animation
						AnimationName="AURazDro_DIEB"
						AnimationMode="ONCE" />
					<Animation
						AnimationName="AURazDro_DIEC"
						AnimationMode="ONCE" />
					<Animation
						AnimationName="AURazDro_DIED"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="COVER MOVING"
					StateName="STATE_Run"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="AURazDro_RUNB"
						AnimationMode="LOOP"
						AnimationBlendTime="5"
						Distance="80" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_Cover" then	CurDrawableSetTransitionAnimState("TRANS_CoverToRun")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="COVER USING_WEAPON_A"
					StateName="STATE_Cover">
					<Animation
						AnimationName="AURazDro_KAKA"
						AnimationMode="LOOP" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="COVER"
					Flags="RESTART_ANIM_WHEN_COMPLETE"
					StateName="STATE_Cover">
					<Animation
						AnimationName="AURazDro_KAIA"
						AnimationMode="ONCE"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1" />
					<Animation
						AnimationName="AURazDro_KAFA"
						AnimationMode="ONCE"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_Run" then	CurDrawableSetTransitionAnimState("TRANS_RunToCover")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING FIRING_OR_PREATTACK_A"
					StateName="STATE_Run"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="AURazDro_RUNB"
						AnimationMode="LOOP"
						AnimationBlendTime="5"
						Distance="80" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_Cover" then CurDrawableSetTransitionAnimState("TRANS_CoverToRun")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING"
					StateName="STATE_Run"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="AURazDro_RUNB"
						AnimationMode="LOOP"
						Distance="80"
						AnimationPriority="30"
						AnimationBlendTime="10" />
					<Animation
						AnimationName="AURazDro_RUNC"
						AnimationMode="LOOP"
						Distance="80"
						AnimationPriority="25"
						AnimationBlendTime="5" />
					<Animation
						AnimationName="AURazDro_RUNC"
						AnimationMode="LOOP"
						Distance="80"
						AnimationPriority="20"
						AnimationBlendTime="5" />
					<Script>
            Prev = CurDrawablePrevAnimationState()
            if Prev == "STATE_Cover" then CurDrawableSetTransitionAnimState("TRANS_CoverToRun")
            end
          </Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_OR_PREATTACK_A"
					FrameForPristineBonePositions="5">
					<Animation
						AnimationName="AURazDro_ATKA"
						AnimationMode="ONCE"
						UseWeaponTiming="true"
						AnimationBlendTime="10" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="ATTACKING">
					<Animation
						AnimationName="AURazDro_ATKA"
						AnimationMode="MANUAL"
						AnimationBlendTime="10" />
				</AnimationState>
				<!-- SELECTED -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SELECTED"
					Flags="RESTART_ANIM_WHEN_COMPLETE"
					StateName="STATE_Selected">
					<Animation
						AnimNickName="ATNB"
						AnimationName="AURazDro_AIDA"
						AnimationMode="ONCE"
						AnimationPriority="80" />
					<!--  AnimationBlendTime="5" -->
					<Animation
						AnimNickName="ATNB"
						AnimationName="AURazDro_AIFA"
						AnimationMode="ONCE"
						AnimationPriority="40" />
					<Animation
						AnimNickName="ATNB"
						AnimationName="AURazDro_AIFB"
						AnimationMode="ONCE"
						AnimationPriority="40" />
					<Animation
						AnimNickName="ATNB"
						AnimationName="AURazDro_AIFC"
						AnimationMode="ONCE"
						AnimationPriority="30" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev == "STATE_bored" then CurDrawableSetTransitionAnimState("TRANS_boredToAttention") end;
					</Script>
				</AnimationState>
				<!-- TRANSITIONS -->
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_boredToAttention">
					<Animation
						AnimationName="AURazDro_BATB"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_attentionToBored">
					<Animation
						AnimationName="AURazDro_ABTB"
						AnimationMode="ONCE"
						AnimationBlendTime="8" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IdleToSelected">
					<Animation
						AnimationName="AURazDro_BATB"
						AnimationMode="ONCE"
						AnimationBlendTime="5" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_SelectedToIdle">
					<Animation
						AnimationName="AURazDro_ABTB"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_RunToCover">
					<Animation
						AnimationName="AURazDro_KATB"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_CoverToRun">
					<Animation
						AnimationName="AURazDro_KATA"
						AnimationMode="ONCE" />
				</AnimationState>
			</ScriptedModelDraw>
		<!-- DRAW FX FOR ADV ARTICULATORS -->	
			<ScriptedModelDraw		
				id="ModuleTag_DrawSpeedBoostFX_LT3"
				AttachToBoneInAnotherModule="RRLEG2">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="FXInvisBone" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"/>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_3 MOVING">
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="AlienSpeedTrails"
						FollowBone="true" />
				</AnimationState>
			</ScriptedModelDraw>
			<ScriptedModelDraw		
				id="ModuleTag_DrawSpeedBoostFX_RT3"
				AttachToBoneInAnotherModule="RLLEG2">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="FXInvisBone" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"/>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_3 MOVING">
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="AlienSpeedTrails"
						FollowBone="true" />
				</AnimationState>
			</ScriptedModelDraw>			
			<LaserDraw
				id="ModuleTag_LaserDraw"
				Texture1_UTile="1"
				Texture1_VTile=".5"
				Texture1_UScrollRate="0"
				Texture1_VScrollRate=".2"
				Texture1_NumFrames="1"
				Texture1_FrameRate="30"
				Texture2_UTile="1"
				Texture2_VTile=".3"
				Texture2_UScrollRate="0"
				Texture2_VScrollRate=".7"
				Texture2_NumFrames="1"
				Texture2_FrameRate="30"
				LaserWidth="8">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXAlienLaser</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXAlienLaser</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					ForbiddenStatus="WEAPON_UPGRADED_01" />
			</LaserDraw>
			<LaserDraw
				id="ModuleTag_LaserDistort"
				UseDistortionShader="true"
				Texture1_UTile="1"
				Texture1_VTile=".5"
				Texture1_UScrollRate="0"
				Texture1_VScrollRate=".2"
				Texture1_NumFrames="1"
				Texture1_FrameRate="30"
				Texture2_UTile="1"
				Texture2_VTile="2"
				Texture2_UScrollRate="0"
				Texture2_VScrollRate=".7"
				Texture2_NumFrames="1"
				Texture2_FrameRate="30"
				LaserWidth="12">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXAlienOverlay</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXAlienOverlay</Value>
						</Texture>
					</Constants>
				</FXShader>
			</LaserDraw>
			<LaserDraw
				id="ModuleTag_LaserDrawHeroic"
				Texture1_UTile="1"
				Texture1_VTile=".5"
				Texture1_UScrollRate="0"
				Texture1_VScrollRate=".2"
				Texture1_NumFrames="1"
				Texture1_FrameRate="30"
				Texture2_UTile="1"
				Texture2_VTile=".3"
				Texture2_UScrollRate="0"
				Texture2_VScrollRate=".7"
				Texture2_NumFrames="1"
				Texture2_FrameRate="30"
				LaserWidth="8">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXAlienLaserHeroic</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXAlienLaserHeroic</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					RequiredStatus="WEAPON_UPGRADED_01" />
			</LaserDraw>
		</Draws>
		<Behaviors>
			<WeaponSetUpdate
				id="ModuleTag_WeaponSetUpdate">
				<WeaponSlotHardpoint
					ID="1"
					AllowInterleavedFiring="false"
					InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
					WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="AlienRazorDroneWeapon" />
				</WeaponSlotHardpoint>
			</WeaponSetUpdate>
			<SweepingLaserState
				id="ModuleTag_LaserState"
				Radius="15.0"
				SweepFXList="FX_AlienBuzzerHit"
				VeteranSweepFXList="FX_AlienBuzzerHitHeroic"
				SweepFXTimeout="0.25s"
				LaserId="0" />
			<Physics
				id="ModuleTag_Physics" />
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="5s"
				SinkRate="2.4"
				DestructionDelay="6.5s">
				<DieMuxData
					DeathTypes="ALL" />
				<Sound
					Type="INITIAL"
					List="ALI_Disintegrator_SoundDie" />
			</SlowDeath>
			<FindCoverBehavior
				id="ModuleTag_FCB"
				CoverScanRange="10.0"
				AttributeModifierInCover="Modifier_Cover" />
			<LargeGroupAudioUpdate
				id="LGAU">
				<Key>ALI_RazorDrone</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
					CheckVisionRange="true" />
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="70" />
		</Body>
		<Geometry
			IsSmall="true">
			<Shape
				Type="CYLINDER"
				MajorRadius="5.0"
				Height="10.0"
				ContactPointGeneration="SQUAD_MEMBER" />
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="ALI_Disintegrator_SoundAttack"
				AudioType="voiceAttack" />
			<AudioEntry
				Sound="ALI_Disintegrator_SoundCreate"
				AudioType="voiceFullyCreated" />
			<AudioEntry
				Sound="ALI_Disintegrator_SoundMove"
				AudioType="voiceGuard" />
			<AudioEntry
				Sound="ALI_Disintegrator_SoundMove"
				AudioType="voiceMove" />
			<AudioEntry
				Sound="ALI_Disintegrator_SoundSelectMS"
				AudioType="voiceSelect" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry
				Sound="ALI_RazorDrone_MoveStart"
				AudioType="soundMoveStart" />
			<!--			<AudioEntry Sound="NOD_AttackBike_IdleLoop" AudioType="soundAmbient" /> -->
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="400" />
		<CrusherInfo
			CrushableLevel="0"
			CrushRevengeWeapon="AlienRazorDroneDeathMine" />
	</GameObject>
</AssetDeclaration>
