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		EditorSorting="UNIT"
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		BuildTime="5"
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					<Model
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				<AnimationState
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					ConditionsYes="FRONTCRUSHED">
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					ConditionsYes="BACKCRUSHED">
					<Animation
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						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
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					ConditionsYes="DYING">
					<Animation
						AnimationName="AUAsmlator_DIEA"
						AnimationMode="ONCE" />
					<Animation
						AnimationName="AUAsmlator_DIEB"
						AnimationMode="ONCE" />
				</AnimationState>
				<!--Capturing-->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="CAPTURING">
					<Animation
						AnimNickName="ATNB"
						AnimationName="AUAsmlator_AIDA"
						AnimationMode="LOOP"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1"
						AnimationMustCompleteBlend="true" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING FIRING_OR_PREATTACK_A"
					StateName="STATE_Run"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="AUAsmlator_RUNA"
						AnimationMode="LOOP"
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				</AnimationState>
				<!--				
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_OR_PREATTACK_A"
					FrameForPristineBonePositions="5">
					<Animation
						AnimationName="AUAsmlator_ATKA"
						AnimationMode="ONCE"
						UseWeaponTiming="true" />
				</AnimationState>
-->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING"
					StateName="STATE_Run"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="AUAsmlator_RUNC"
						AnimationMode="LOOP"
						Distance="20"
						AnimationSpeedFactorMin="0.5"
						AnimationSpeedFactorMax="0.7"
						AnimationPriority="30" />
					<Animation
						AnimationName="AUAsmlator_RUNA"
						AnimationMode="LOOP"
						Distance="20"
						AnimationSpeedFactorMin="0.5"
						AnimationSpeedFactorMax="0.7"
						AnimationPriority="10" />
					<Animation
						AnimationName="AUAsmlator_RUNB"
						AnimationMode="LOOP"
						Distance="20"
						AnimationSpeedFactorMin="0.5"
						AnimationSpeedFactorMax="0.7"
						AnimationPriority="30" />
					<Animation
						AnimationName="AUAsmlator_RUND"
						AnimationMode="LOOP"
						Distance="20"
						AnimationSpeedFactorMin="0.5"
						AnimationSpeedFactorMax="0.7"
						AnimationPriority="30" />
				</AnimationState>
				<!-- SELECTED -->
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					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SELECTED"
					StateName="STATE_Selected">
					<Animation
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						AnimationName="AUAsmlator_AIDA"
						AnimationMode="LOOP"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1"
						AnimationMustCompleteBlend="true" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
							if Prev == "STATE_bored" then CurDrawableSetTransitionAnimState("TRANS_boredToAttention") end;
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				<!-- TRANSITIONS -->
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					StateName="TRANS_boredToAttention">
					<Animation
						AnimationName="AUAsmlator_BATA"
						AnimationMode="ONCE" />
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				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_attentionToBored">
					<Animation
						AnimationName="AUAsmlator_ABTA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IdleToSelected">
					<Animation
						AnimationName="AUAsmlator_BATA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
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					StateName="TRANS_SelectedToIdle">
					<Animation
						AnimationName="AUAsmlator_ABTA"
						AnimationMode="ONCE" />
				</AnimationState>
			</ScriptedModelDraw>
		<!-- DRAW SPEED TRAILS FOR ADV ARTICULATORS -->	
			<ScriptedModelDraw		
				id="ModuleTag_DrawSpeedBoostFX_LT3"
				AttachToBoneInAnotherModule="B_LEG02">
				<ModelConditionState
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					<Model
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				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"/>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_3 MOVING">
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="AlienSpeedTrails"
						FollowBone="true" />
				</AnimationState>
			</ScriptedModelDraw>
			<ScriptedModelDraw		
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				AttachToBoneInAnotherModule="B_LEG16">
				<ModelConditionState
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					<Model
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				<AnimationState
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				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_3 MOVING">
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="AlienSpeedTrails"
						FollowBone="true" />
				</AnimationState>
			</ScriptedModelDraw>			
		</Draws>
		<Behaviors>
			<InvisibilityUpdate
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				UpdatePeriod="0.2s"
				OpacityMin="30%"
				OpacityMax="100%"
				Options="STARTS_ACTIVE">
				<InvisibilityNugget
					EnteringStealthFX="FX_NODStealthTransitionOn"
					LeavingStealthFX="FX_NODStealthTransitionOff"
					HintDetectableStates="IS_ATTACKING"
					ForbiddenConditions="MOVING"
					ForbiddenConditionExceptions="MOVING MOVING_OUT_OF_THE_WAY" />
			</InvisibilityUpdate>
			<Physics
				id="ModuleTag_Physics" />
			<EmotionTrackerUpdate
				id="Module_ETU">
				<TauntAndPointExcluded
					Rule="NONE" />
			</EmotionTrackerUpdate>
			<SlowDeath
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				SinkDelay="3s"
				SinkRate="2.4"
				DestructionDelay="5s">
				<DieMuxData
					DeathTypes="ALL" />
				<Sound
					Type="INITIAL"
					List="ALI_Assimilator_SoundDie" />
			</SlowDeath>
			<AISpecialPowerUpdate
				id="ModuleTag_AlienAssimilatorCaptureBuildingAI"
				CommandButtonName="Command_CaptureBuilding"
				SpecialPowerAIType="SPECIAL_POWER_CAPTURE_BUILDING" />
			<StealthDetectorUpdate
				id="ModuleTag_StealthDetect"
				DetectionRange="100" />
			<FindCoverBehavior
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				CoverScanRange="10.0"
				AttributeModifierInCover="Modifier_Cover" />
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				MajorRadius="7.0"
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		<AudioArrayVoice>
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				Sound="ALI_Assimilator_SoundAttack"
				AudioType="voiceAttack" />
			<AudioEntry
				Sound="ALI_Assimilator_SoundCreate"
				AudioType="voiceCreated" />
			<AudioEntry
				Sound="ALI_Assimilator_SoundMove"
				AudioType="voiceGuard" />
			<AudioEntry
				Sound="ALI_Assimilator_SoundMove"
				AudioType="voiceMove" />
			<AudioEntry
				Sound="ALI_Assimilator_SoundSelect"
				AudioType="voiceSelect" />
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		<AudioArraySound>
			<AudioEntry Sound="ALI_Assimilator_MoveStart" AudioType="soundMoveStart" />
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		<ShadowInfo
			Type="DECAL"
			SizeX="14"
			SizeY="14"
			Texture="ShadowI" />
		<VisionInfo
			VisionRange="100"
			ShroudClearingRange="200" />
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