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			source="ART:AUCultist_SKN.w3x" />
		<Include
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			type="all"
			source="ART:AUCultist_AIFA.w3x" />
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			type="all"
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		<Include
			type="all"
			source="ART:AUCultist_ATKA.w3x" />
		<Include
			type="all"
			source="ART:AUCultist_BATA.w3x" />
		<Include
			type="all"
			source="ART:AUCultist_BIDA.w3x" />
		<Include
			type="all"
			source="ART:AUCultist_BIDB.w3x" />
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			type="all"
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			type="all"
			source="ART:AUCultist_FDIA.w3x" />
		<Include
			type="all"
			source="ART:AUCultist_FDIB.w3x" />
		<Include
			type="all"
			source="ART:AUCultist_FDIC.w3x" />
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			type="all"
			source="ART:AUCultist_RUNA.w3x" />
		<Include
			type="all"
			source="ART:AUCultist_RUNB.w3x" />
		<Include
			type="all"
			source="ART:AUCultist_RUNC.w3x" />
		<Include
			type="all"
			source="ART:AUCultist_CDTA.w3x" />
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			type="all"
			source="ART:AUCultist_CDTB.w3x" />
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			type="all"
			source="ART:AUCultist_CHRA.w3x" />
		<Include
			type="all"
			source="ART:AUCultist_CHRB.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:FXInvisBone.w3x" />				
		<Include
			type="all"
			source="ART:FXAlienOverlay.xml" />
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseInfantry.xml" />
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	<GameObject
		id="Traveler59Cultist"
		inheritFrom="BaseInfantry"
		SelectPortrait="Portrait_Cultist"
		ButtonImage="Portrait_Cultist"
		Side="Traveler59"
		EditorSorting="UNIT"
		TransportSlotCount="1"
		BuildCost="70"
		BuildTime="0.7"
		CommandSet="Traveler59CultistCommandSet"
		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="GUN"
		VoicePriority="113"
		EditorName="Traveler59Cultist"
		WorldMapArmoryUpgradesAllowed="Upgrade_Traveler59AdvancedArticulators"
		Description="Desc:Traveler59Cultist"
		TypeDescription="Type:Traveler59Cultist">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">NAME:Traveler59Cultist</DisplayName>
		<DisplayUpgrade>Upgrade_Traveler59AdvancedArticulators</DisplayUpgrade>	
		<ArmorSet
			Armor="Traveler59CultistArmor"
			DamageFX="InfantryAlienDamageFX" />
		<LocomotorSet
			Locomotor="AlienRazorDroneLocomotor"
			Condition="NORMAL"
			Speed="50" />
		<Draws>
			<ScriptedModelDraw id="ModuleTag_Draw" 
			OkToChangeModelColor="true"> 
			<ModelConditionState 	
				ParseCondStateType="PARSE_DEFAULT"> 	
				<Model 		
					Name="AUCultist_SKN" /> 	
				<WeaponFireFXBone 		
					WeaponSlotID="1" 		
					WeaponSlotType="PRIMARY_WEAPON" 		
					BoneName="Bone_Head" /> 	
				<WeaponLaunchBone 		
					WeaponSlotID="1" 		
					WeaponSlotType="PRIMARY_WEAPON" 		
					BoneName="Bone_Head" /> 
			</ModelConditionState>  
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 			<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="AUCultist_SKN" /> 	
 				<ParticleSysBone 		
 					BoneName="NONE" 		
 					FollowBone="true" 		
 					FXParticleSystemTemplate="AlienDamageInfantryIchor" /> 
 			</ModelConditionState> 
 			<ModelConditionState 	
 				ParseCondStateType="PARSE_NORMAL" 	
 				ConditionsYes="WORLD_BUILDER"> 	
 				<Model 		
 					Name="AUCultist_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="AUCultist_BIDA" 		AnimationMode="ONCE" 		AnimationPriority="80" 		AnimationBlendTime="15" /> 	<Animation 		AnimationName="AUCultist_BIDB" 		AnimationMode="ONCE" 		AnimationPriority="80" 		AnimationBlendTime="15" /> 	<Animation 		AnimationName="AUCultist_BIDC" 		AnimationMode="ONCE" 		AnimationPriority="80" 		AnimationBlendTime="15" /> 	<Animation 		AnimationName="AUCultist_BIFA" 		AnimationMode="ONCE" 		AnimationPriority="40" 		AnimationBlendTime="5" /> 	<Animation 		AnimationName="AUCultist_BIFB" 		AnimationMode="ONCE" 		AnimationPriority="40" 		AnimationBlendTime="5" /> 	<Animation 		AnimationName="AUCultist_BIFC" 		AnimationMode="ONCE" 		AnimationPriority="40" 		AnimationBlendTime="5" /> 	<Animation 		AnimationName="AUCultist_BIFD" 		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="AUCultist_CDTA" 		AnimationMode="ONCE" /> </AnimationState> <AnimationState 	ParseCondStateType="PARSE_NORMAL" 	ConditionsYes="BACKCRUSHED"> 	<Animation 		AnimationName="AUCultist_CDTB" 		AnimationMode="ONCE" /> </AnimationState> <AnimationState 	ParseCondStateType="PARSE_NORMAL" 	ConditionsYes="DYING"> 	<Animation 		AnimationName="AUCultist_DIEA" 		AnimationMode="ONCE" /> 	<Animation 		AnimationName="AUCultist_DIEB" 		AnimationMode="ONCE" /> 	<Animation 		AnimationName="AUCultist_FDIA" 		AnimationMode="ONCE" /> 	<Animation 		AnimationName="AUCultist_FDIB" 		AnimationMode="ONCE" /> 	<Animation 		AnimationName="AUCultist_FDIC" 		AnimationMode="ONCE" /> </AnimationState> 
          <AnimationState 	ParseCondStateType="PARSE_NORMAL" 	ConditionsYes="MOVING FIRING_OR_PREATTACK_A" 	StateName="STATE_Run" 	Flags="RANDOMSTART"> 	<Animation 		AnimationName="AUCultist_RUNB" 		AnimationMode="LOOP"
            AnimationBlendTime="5" 		Distance="80" /> </AnimationState>
        <AnimationState 	ParseCondStateType="PARSE_NORMAL" 	ConditionsYes="MOVING" 	StateName="STATE_Run" 	Flags="RANDOMSTART">
          <Animation 		AnimationName="AUCultist_RUNA" 		AnimationMode="LOOP" 		Distance="80" 		AnimationPriority="30"
            					AnimationBlendTime="10"
            					AnimationSpeedFactorMin="3" 		AnimationSpeedFactorMax="3"/>
          <Animation 		AnimationName="AUCultist_RUNB" 		AnimationMode="LOOP" 		Distance="80" 		AnimationPriority="25"
            					AnimationBlendTime="5"
            					AnimationSpeedFactorMin="3" 		AnimationSpeedFactorMax="3"/>
          <Animation 		AnimationName="AUCultist_RUNC" 		AnimationMode="LOOP" 		Distance="80" 		AnimationPriority="20"
            					AnimationBlendTime="5"
            					AnimationSpeedFactorMin="3" 		AnimationSpeedFactorMax="3"/>
          <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="AUCultist_ATKA" 		AnimationMode="ONCE" 		UseWeaponTiming="true"
            AnimationBlendTime="10" />
        </AnimationState>
        <AnimationState 	ParseCondStateType="PARSE_NORMAL" 	ConditionsYes="ATTACKING">
          <Animation 		AnimationName="AUCultist_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="AUCultist_AIDA" 		AnimationMode="ONCE"
            AnimationPriority="80" />
          <!--  AnimationBlendTime="5" --> 	<Animation 		AnimNickName="ATNB" 		AnimationName="AUCultist_AIDB" 		AnimationMode="ONCE"
            AnimationPriority="40" /> 	<Animation 		AnimNickName="ATNB" 		AnimationName="AUCultist_AIFA" 		AnimationMode="ONCE"
            AnimationPriority="20" />
            					<Animation
	    						AnimNickName="ATNB"
	    						AnimationName="AUCultist_AIFB"
	    						AnimationMode="ONCE"
            AnimationPriority="20" />
            					<Animation
	    						AnimNickName="ATNB"
	    						AnimationName="AUCultist_AIFC"
	    						AnimationMode="ONCE"
            AnimationPriority="20" />
          <Script> 		Prev = CurDrawablePrevAnimationState(); 		if Prev == "STATE_bored" then CurDrawableSetTransitionAnimState("TRANS_boredToAttention") end; 	</Script> </AnimationState> <!-- TRANSITIONS --> <AnimationState 	ParseCondStateType="PARSE_TRANSITION" 	StateName="TRANS_boredToAttention"> 	<Animation 		AnimationName="AUCultist_BATA" 		AnimationMode="ONCE" /> </AnimationState> <AnimationState 	ParseCondStateType="PARSE_TRANSITION" 	StateName="TRANS_attentionToBored"> 	<Animation 		AnimationName="AUCultist_ABTA" 		AnimationMode="ONCE"
            AnimationBlendTime="8" /> </AnimationState> <AnimationState 	ParseCondStateType="PARSE_TRANSITION" 	StateName="TRANS_IdleToSelected"> 	<Animation 		AnimationName="AUCultist_BATA" 		AnimationMode="ONCE"
            AnimationBlendTime="5" /> </AnimationState> <AnimationState 	ParseCondStateType="PARSE_TRANSITION" 	StateName="TRANS_SelectedToIdle"> 	<Animation 		AnimationName="AUCultist_ABTA" 		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>

			<ScriptedModelDraw		
				id="ModuleTag_DrawSpeedBoostFX_09"
				AttachToBoneInAnotherModule="bone_rightarm">
				<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_12"
				AttachToBoneInAnotherModule="bone_leftarm">
				<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>			
		</Draws>
		<Behaviors>

      <WeaponSetUpdate
      id="ModuleTag_WeaponSetUpdate">
        <WeaponSlotHardpoint
		ID="1">
          <Weapon
		Ordering="PRIMARY_WEAPON"
		Template="CultistMindControlWeaponTrigger" />
        </WeaponSlotHardpoint>
      </WeaponSetUpdate>

      <!-- Mind control -->
			<SpecialPower 
				id="ModuleTag_ManipulatorDevice" 
				SpecialPowerTemplate="SpecialPower_CultistMindControl" 
				AvailableAtStart="true" 
				UpdateModuleStartsAttack="true" />
			<ActivateModuleSpecialPower 
				id="ModuleTag_ManipulatorDeviceUpdate" 
				SpecialPowerTemplate="SpecialPower_CultistMindControl" 
				StartAbilityRange="250" 
				Options="CHECK_SPECIALPOWER_REQUIREMENTS_DURING_UPDATE"> 
				<SpecialPowerModules 	
					ModuleId="ModuleTag_ManipulatorDeviceWorker" 	
					TriggerType="TARGET_OBJECT" />
			</ActivateModuleSpecialPower>
			<TemporaryOwnerSpecialPower 
				id="ModuleTag_ManipulatorDeviceWorker" 
				SpecialPowerTemplate="SpecialPowerDummyTriggered3" 
				UpdateModuleStartsAttack="false" />
			<Physics id="ModuleTag_Physics" />

			<SlowDeath id="ModuleTag_Death" SinkDelay="5s" SinkRate="2.4" DestructionDelay="6.5s"> <DieMuxData 	DeathTypes="ALL" /> <Sound 	Type="INITIAL" 	List="ALI_Cultist_DieMS" />
			</SlowDeath>
			<FindCoverBehavior id="ModuleTag_FCB" CoverScanRange="10.0" AttributeModifierInCover="Modifier_Cover" />

	<!--
		<LargeGroupAudioUpdate id="LGAU">
			<Key>ALI_Cultist</Key>
		</LargeGroupAudioUpdate>
	-->

			<StatusBitsUpgrade id="ModuleTag_VeterancyUpgrade" StatusToSet="WEAPON_UPGRADED_01"> <TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</StatusBitsUpgrade>
			
			<AttributeModifierUpgrade
				id="ModuleTag_AttributeModTraveler59AdvancedArticulators"
				AttributeModifier="AttributeModifier_AdvancedArticulators">
				<TriggeredBy>Upgrade_Traveler59AdvancedArticulators</TriggeredBy>
			</AttributeModifierUpgrade>
			
			<ModelConditionUpgrade
					id="ModuleTag_AdvancedArticulatorsFX"
					AddConditionFlags="USER_3">
				<TriggeredBy>Upgrade_Traveler59AdvancedArticulators</TriggeredBy>	
			</ModelConditionUpgrade>
					
			<AudioLoopUpgrade id="ALI_AdvancedArticulators_Upgrade" SoundToPlay="ALI_AdvancedArticulators_Upgrade"> 
				<TriggeredBy>Upgrade_Traveler59AdvancedArticulators</TriggeredBy> 
			</AudioLoopUpgrade> 
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onBecomingTemporaryOwner"
					FX="FX_MasterMindLinkFX" />
			</FXListBehavior>			
						
		</Behaviors>
		<AI>
			<AIUpdate id="ModuleTag_AI" AutoAcquireEnemiesWhenIdle="YES"> <UnitAITargetChooserData 	CheckVisionRange="true" />
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody id="ModuleTag_Body" MaxHealth="250" />
		</Body>
		<ClientBehaviors>
			<ModelConditionAudioLoopClientBehavior id="ModuleTag_FlyingLoop">
				<ModelConditionSound Sound="NOD_ShadowSquad_RunningLoop" RequiredFlags="MOVING" ExcludedFlags="DECELERATE DYING"/>
			</ModelConditionAudioLoopClientBehavior>
		</ClientBehaviors>
		<Geometry
			IsSmall="true">
			<Shape Type="CYLINDER" MajorRadius="5.0" Height="10.0" ContactPointGeneration="SQUAD_MEMBER"/>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry Sound="ALI_Cultist_VoiceAttackMS" AudioType="voiceAttack"/>
			<AudioEntry Sound="ALI_Cultist_VoiceCreateMS" AudioType="voiceFullyCreated"/>
			<AudioEntry Sound="ALI_Cultist_VoiceGarrisonMS" AudioType="voiceGarrison" />
			<AudioEntry Sound="ALI_Cultist_VoiceMoveMS" AudioType="voiceMove"/>
			<AudioEntry Sound="ALI_Cultist_VoiceMoveAttackMS" AudioType="voiceAttackAfterMoving" />
			<AudioEntry Sound="ALI_Cultist_VoiceRetreatMS" AudioType="voiceRetreatToCastle" />
			<AudioEntry Sound="ALI_Cultist_VoiceSelectMS" AudioType="voiceSelect"/>
			<AudioEntry Sound="ALI_Cultist_VoiceSelectBattleMS" AudioType="voiceSelectBattle"/>
			<NamedEntry Sound="ALI_Cultist_VoiceMoveAttack" Name="InitiateManipulateObject" />
		</AudioArrayVoice>
<!--
		<AudioArraySound>
		</AudioArraySound>
-->
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="400" />
		<CrusherInfo
			CrushableLevel="0" />
	</GameObject>
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