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						AnimationMode="LOOP"
						Distance="65" />
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				<AnimationState
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					ConditionsYes="FIRING_A"
					FrameForPristineBonePositions="5">
					<Animation
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						AnimationMode="ONCE"
						AnimationBlendTime="0" 
						UseWeaponTiming="true" />
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				<AnimationState
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					ConditionsYes="FIRING_OR_PREATTACK_A"
					FrameForPristineBonePositions="5">
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						AnimationMode="ONCE"
						AnimationBlendTime="0" 
						UseWeaponTiming="true" />
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					ConditionsYes="MOVING"
					StateName="STATE_Run"
					Flags="RANDOMSTART">
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						AnimationName="AUShkTrpr_WLKA"
						AnimationMode="LOOP"
						Distance="65" />
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						AnimationName="AUShkTrpr_KAIA"
						AnimationMode="LOOP"/>
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						if Prev == "STATE_COVER_UNSELECTED" then CurDrawableSetTransitionAnimState("TRANS_COVER_UNSELECTED_TO_SELECTED") end;
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				<!-- ATTACKING idle -->
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					ConditionsYes="ATTACKING">
					<Animation
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						AnimationMode="MANUAL"/>
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				<!-- SELECTED -->
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					ConditionsYes="SELECTED"
					Flags="RANDOMSTART RESTART_ANIM_WHEN_COMPLETE"
					StateName="STATE_Selected">
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						AnimationName="AUShkTrpr_AIDA"
						AnimationMode="ONCE"
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						AnimationPriority="80"
						AnimationMustCompleteBlend="true" />
					<Animation
						AnimNickName="ATNB"
						AnimationName="AUShkTrpr_AIFA"
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						AnimationBlendTime="5"
						AnimationPriority="15"
						AnimationMustCompleteBlend="true" />
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						AnimationMustCompleteBlend="true" />
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				<!-- COVER unselected -->
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					ConditionsYes="COVER"
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					<Animation
						AnimationName="AUShkTrpr_KBIA"
						AnimationMode="LOOP"/>
					<Script>
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						if Prev == "STATE_COVER_SELECTED" then CurDrawableSetTransitionAnimState("TRANS_COVER_SELECTED_TO_UNSELECTED") end;
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				<!-- TRANSITIONS -->
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						AnimationMode="ONCE"/>
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				<AnimationState
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				<AnimationState
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					StateName="TRANS_boredToAttention">
					<Animation
						AnimationName="AUShkTrpr_BATA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
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					StateName="TRANS_attentionToBored">
					<Animation
						AnimationName="AUShkTrpr_ABTA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
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					StateName="TRANS_IdleToSelected">
					<Animation
						AnimationName="AUShkTrpr_BATA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
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					StateName="TRANS_SelectedToIdle">
					<Animation
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						AnimationMode="ONCE" />
				</AnimationState>
			</ScriptedModelDraw>
			<LaserDraw
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				UseDistortionShader="false"
				Texture1_UTile="1"
				Texture1_VTile="1"
				Texture1_UScrollRate="0"
				Texture1_VScrollRate="1.5"
				Texture1_NumFrames="1"
				Texture1_FrameRate="30"
				Texture2_UTile="1"
				Texture2_VTile="1"
				Texture2_UScrollRate="0"
				Texture2_VScrollRate="-0.25"
				Texture2_NumFrames="8"
				Texture2_FrameRate="35"
				LaserWidth="15">
				<FXShader
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					TechniqueIndex="0">
					<Constants>
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						<Texture
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				</FXShader>
				<ObjectStatusValidation
					ForbiddenStatus="WEAPON_UPGRADED_03" />	
			</LaserDraw>
			<LaserDraw
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				UseDistortionShader="false"
				Texture1_UTile="1"
				Texture1_VTile="1"
				Texture1_UScrollRate="0"
				Texture1_VScrollRate="1.5"
				Texture1_NumFrames="1"
				Texture1_FrameRate="30"
				Texture2_UTile="1"
				Texture2_VTile="1"
				Texture2_UScrollRate="0"
				Texture2_VScrollRate="-0.25"
				Texture2_NumFrames="8"
				Texture2_FrameRate="35"
				LaserWidth="15">
				<FXShader
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					TechniqueIndex="0">
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						<Texture
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							<Value>FXLightning</Value>
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					</Constants>
				</FXShader>
				<ObjectStatusValidation
					RequiredStatus="WEAPON_UPGRADED_03" />	
			</LaserDraw>			
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		<Behaviors>
			<WeaponSetUpdate
				id="ModuleTag_WeaponSetUpdate">
				<WeaponSlotHardpoint
					ID="1"
					AllowInterleavedFiring="false"
					InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
					WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="AlienShockTrooperProtonCannon" />
					<Weapon
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						Template="AlienShockTrooperPlasmaDisk"
						ObjectStatus="WEAPON_UPGRADED_01" />
				</WeaponSlotHardpoint>
			</WeaponSetUpdate>
			<StatusBitsUpgrade
				id="ModuleTag_Weapon_Upgrade_01"
				StatusToSet="WEAPON_UPGRADED_01">
				<TriggeredBy>Upgrade_AlienShockTrooperPlasmaDiskLauncher</TriggeredBy>
			</StatusBitsUpgrade>
			<ModelConditionUpgrade
				id="ModuleTag_PlasmaDiskModel"
				AddConditionFlags="USER_1">
				<TriggeredBy>Upgrade_AlienShockTrooperPlasmaDiskLauncher</TriggeredBy>
			</ModelConditionUpgrade>
			<ModelConditionUpgrade
				id="ModuleTag_BlinkPackModel"
				AddConditionFlags="USER_2">
				<TriggeredBy>Upgrade_AlienShockTrooperBlinkPack</TriggeredBy>
			</ModelConditionUpgrade>			
			<Physics
				id="ModuleTag_Physics" />
			<LaserState
				id="ModuleTag_LaserState"
				LaserId="0"></LaserState>
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="5s"
				SinkRate="2.4"
				DestructionDelay="7s">
				<DieMuxData
					DeathTypes="ALL" />
				<Sound
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					List="ALI_ShockTrooper_SoundDie" />
			</SlowDeath>
			<FindCoverBehavior
				id="ModuleTag_FCB"
				CoverScanRange="10.0"
				AttributeModifierInCover="Modifier_Cover" />
			<LargeGroupAudioUpdate
				id="LGAU">
				<Key>ALI_ShockTrooper</Key>
			</LargeGroupAudioUpdate>
			<StatusBitsUpgrade
				id="ModuleTag_VeterancyUpgrade"
				StatusToSet="WEAPON_UPGRADED_03">
				<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</StatusBitsUpgrade>
			<AudioLoopUpgrade id="ShockTrooperBlinkPackUpgradeSound" SoundToPlay="ALI_ShockTrooper_BlinkPackUpgrade"> 
				<TriggeredBy>Upgrade_AlienShockTrooperBlinkPack</TriggeredBy> 
			</AudioLoopUpgrade> 
			<AudioLoopUpgrade id="ShockTrooperPlasmaDiskLauncherUpgradeSound" SoundToPlay="ALI_ShockTrooper_PlasmaDiskLauncherUpgrade"> 
				<TriggeredBy>Upgrade_AlienShockTrooperPlasmaDiskLauncher</TriggeredBy> 
			</AudioLoopUpgrade> 			
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="YES">
				<UnitAITargetChooserData
					SympathyRange="25.0" />
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="300" />
		</Body>
		<Geometry
			IsSmall="true">
			<Shape
				Type="CYLINDER"
				MajorRadius="7.0"
				Height="13.0"
				ContactPointGeneration="SQUAD_MEMBER"/>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="ALI_ShockTrooper_SoundAttack"
				AudioType="voiceAttack" />
			<AudioEntry
				Sound="ALI_ShockTrooper_SoundCreate"
				AudioType="voiceFullyCreated" />
			<AudioEntry
				Sound="ALI_ShockTrooper_SoundMove"
				AudioType="voiceGuard" />
			<AudioEntry
				Sound="ALI_ShockTrooper_SoundMove"
				AudioType="voiceMove" />
			<AudioEntry
				Sound="ALI_ShockTrooper_SoundSelect"
				AudioType="voiceSelect" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry
				Sound="ALI_ShockTrooper_MoveStart"
				AudioType="soundMoveStart" />
			<!--			<AudioEntry Sound="NOD_AttackBike_IdleLoop" AudioType="soundAmbient" /> -->
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		<ShadowInfo
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			SizeX="14"
			SizeY="14"
			Texture="ShadowI" />
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="400" />
		<CrusherInfo
			CrushableLevel="1" />
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