<?xml version="1.0" encoding="us-ascii"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset">
	<Tags />
	<Includes>
		<Include
			type="all"
			source="ART:GUStlShat_SKN.w3x" />
		<Include
			type="all"
			source="ART:GUShatterer_ACCA.w3x" />
		<Include
			type="all"
			source="ART:GUShatterer_ATKA.w3x" />
		<Include
			type="all"
			source="ART:GUShatterer_DECA.w3x" />
		<Include
			type="all"
			source="ART:GUShatterer_IDLA.w3x" />
		<Include
			type="all"
			source="ART:GUShatterer_LOWA.w3x" />
		<Include
			type="all"
			source="ART:GUShatterer_MOVA.w3x" />
		<Include
			type="all"
			source="ART:GUShatterer_TRLA.w3x" />
		<Include
			type="all"
			source="ART:GUShatterer_TRRA.w3x" />
		<Include
			type="all"
			source="ART:GUShatterer_DIEA.w3x" />
		<Include
			type="all"
			source="ART:GUStlShat_R.w3x" />
		<Include
			type="all"
			source="ART:GUStlShat_D.w3x" />
		<Include
			type="all"
			source="ART:NUBeam.xml" />
		<Include
			type="all"
			source="ART:FXWhiteSquare.xml" />
		<Include
			type="all"
			source="ART:FXRailGunCoreMask.xml" />
		<Include
			type="all"
			source="ART:FXRailGunCoreDistortion.xml" />
		<Include
			type="all"
			source="ART:GUStlShat.xml" />
		<Include
			type="all"
			source="ART:GUStlShat_D.xml" />
		<Include
			type="all"
			source="ART:GUStlShat_NRM.xml" />
		<Include
			type="all"
			source="ART:GUStlShat_SPM.xml" />
		<Include
			type="instance"
			source="ART:EXTnkTrack.xml" />	
		<Include
			type="all"
			source="ART:GUStlShat_FP.w3x" />	
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseVehicle.xml" />
		<Include
			type="all"
			source="DATA:GlobalData/GlobalDefines.xml" />
		<Include
			type="all"
			source="ART:GBTeraSta_SKN.w3x" />
		<Include
			type="all"
			source="ART:GBTeraSta_ASN.w3x" />
		<Include
			type="all"
			source="ART:GBTeraSta_AAN.w3x" />
		<Include
			type="all"
			source="ART:GBTeraSta_D2SN.w3x" />
		<Include
			type="all"
			source="ART:GBTeraSta_D2AN.w3x" />
		<Include
			type="all"
			source="ART:GBTeraSta_D3SN.w3x" />
		<Include
			type="all"
			source="ART:GBTeraSta_D3AN.w3x" />
		<Include
			type="all"
			source="ART:GBTeraSta_FX.w3x" />
		<Include
			type="all"
			source="ART:FXspotlight.w3x" />
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseStructure.xml" />
	</Includes>
	<GameObject
		id="SteelTalonsImprovedSonicTank"
		inheritFrom="BaseVehicle"
		SelectPortrait="Portrait_ImprovedSonicTank"
		ButtonImage="Portrait_ImprovedSonicTank"
		Side="SteelTalons"
		EditorSorting="UNIT"
		TransportSlotCount="1"
		BuildCost="1100"
		BuildTime="11"
		CommandSet="SteelTalonsImprovedSonicTankCommandSet"
		CommandPoints="100"
		KindOf="PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SCORE VEHICLE CAN_REVERSE_MOVE CAN_BE_FAVORITE_UNIT"
		RadarPriority="UNIT"
		ThreatLevel="10"
		ProductionQueueType="VEHICLE"
		UnitCategory="VEHICLE"
		WeaponCategory="CANNON"
		VoicePriority="210"
		EditorName="SteelTalonsImprovedSonicTank"
		Description="Desc:SteelTalonsImprovedSonicTank"
		TypeDescription="Type:SteelTalonsImprovedSonicTank">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:SteelTalonsImprovedSonicTank</DisplayName>
		<GameDependency>
			<RequiredObject>SteelTalonsCommandPost</RequiredObject>
		</GameDependency>
		<ArmorSet
			Armor="GDISonicTankArmor"
			DamageFX="VehicleDamageFX" />
		<LocomotorSet
			Locomotor="GDISonicTankLocomotor"
			Condition="NORMAL"
			Speed="60.0" />
		<SkirmishAIInformation
			UnitBuilderStandardCombatUnit="true" />
		<!-- REMEMBER, tank treads will ONLY animate on U (not V) -->
		<!-- TreadAnimationRate = amount of tread texture to move per second -->
		<!-- TreadDriveSpeedFraction = fraction of locomotor speed below which treads stop moving. -->
		<!-- TreadPivotSpeedFraction = fraction of locomotor speed below which we allow pivoting. -->
		<Draws>
			<TankDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="GUStlShat_SKN" />
					<WeaponFireFXBone
						BoneName="MuzzleFX" />
					<WeaponLaunchBone
						BoneName="MuzzleFX" />
					<Turret
						TurretNameKey="Shatterer_cannon"
						TurretID="1" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<Model
						Name="GUStlShat_FP" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="GUStlShat_SKN" />
					<Texture
						Original="GUStlShat"
						New="GUStlShat_D" />
					<ParticleSysBone
						BoneName="FX_Fire02"
						FXParticleSystemTemplate="GDIPredDamagedFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FX_Fire02"
						FXParticleSystemTemplate="GDIPredDamagedFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FX_Fire02"
						FXParticleSystemTemplate="GDIPredDamagedSmoke"
						FollowBone="true" />
				<!--
					<ShadowInfo
						Type="ADDITIVE_DECAL"
						SizeX="40"
						SizeY="30"
						OverrideLODVisibility="true"
						MaxHeight="200"
						UseHouseColor="true"
						Texture="AUDronShipDecalIdle" />
				-->
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="GUStlShat_SKN" />
					<ParticleSysBone
						BoneName="FX_Fire02"
						FXParticleSystemTemplate="GDIDebrisSmallFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FX_Fire02"
						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FX_Fire02"
						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						FollowBone="true" />
				</ModelConditionState>
				
<!-- Overload Beam -->			

				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="AFFECTED_BY_EMP">
					<Animation
						AnimationName="GUSHATTERER_LOWA"
						AnimationMode="ONCE"
						AnimationBlendTime="15" />			
				</AnimationState>
				<!-- <AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DEPLOYED">
					<Animation
						AnimationName="GUSHATTERER_LOWA"
						AnimationMode="MANUAL"/>					
					<FXEvent
						Frame="6"
						Effect="FX_SteelShattererOverload"
						Bone="FX_Overload01" />		
				</AnimationState> -->
<!-- END Overload Beam -->				
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<Animation
						AnimNickName="IDLA"
						AnimationName="GUSHATTERER_IDLA"
						AnimationMode="LOOP"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_LEFT">
					<Animation
						AnimationName="GUSHATTERER_TRLA"
						AnimationMode="ONCE"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_RIGHT">
					<Animation
						AnimationName="GUSHATTERER_TRRA"
						AnimationMode="ONCE"
						AnimationBlendTime="15" />
				</AnimationState>				
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="ACCELERATE">
					<Animation
						AnimationName="GUSHATTERER_ACCA"
						AnimationMode="ONCE"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DECELERATE">
					<Animation
						AnimationName="GUSHATTERER_DECA"
						AnimationMode="ONCE"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING">
					<Animation
						AnimationName="GUSHATTERER_MOVA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_A">
					<Animation
						AnimationName="GUSHATTERER_ATKA"
						AnimationMode="LOOP"
						AnimationBlendTime="5" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SPECIAL_WEAPON_ONE"
					Flags="START_FRAME_FIRST">
					<Animation
						AnimationName="GUSHATTERER_ATKA"
						AnimationMode="ONCE"
						AnimationBlendTime="15" />
				</AnimationState>				
	
			</TankDraw>
			<ScriptedModelDraw
				id="ModuleTag_Particles"
				OkToChangeModelColor="true"
				ExtraPublicBone="FX_Lfan FX_Rfan">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT"
					Skeleton="">
					<Model
						Name="" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="GUStlShat_R" />
					<ParticleSysBone
						BoneName="FX_Fire"
						FXParticleSystemTemplate="GDIDebrisSmallFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FX_Fire"
						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FX_Fire"
						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						FollowBone="true" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING"
					Flags="START_FRAME_FIRST">
					<Animation
						AnimationName="GUShatterer_DIEA"
						AnimationMode="ONCE" />
				</AnimationState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_1 AFFECTED_BY_EMP">
					<Model
						Name="" />
					<ParticleSysBone
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate=""
						FollowBone="true" />
					<ParticleSysBone
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate=""
						FollowBone="true" />						
				</ModelConditionState>				
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_1">
					<Model
						Name="" />
					<ParticleSysBone
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate="GDIShattererHoverDust"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate="GDIShattererDustRocksDesert"
						FollowBone="true" />						
				</ModelConditionState>
			</ScriptedModelDraw>			
			
			
			<SpotlightDraw
				id="ModuleTag_Spotlight"
				AttachToBoneInAnotherModule="MuzzleFX"
				RefreshTime="2.0s"
				SweepTime="1.0s">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="FXAspotlight" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<!-- Draw nothing when in Formation Preview -->
					<Model
						Name="" />
				</ModelConditionState>
			</SpotlightDraw>
			<!-- draw a nice 'combined' effect, PLACEHOLDER -->
			<ScriptedModelDraw
				id="ModuleTag_DrawCombined">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT" />
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="COMBINED_PARENT">
					<ParticleSysBone
						BoneName="NONE"
						FollowBone="true"
						FXParticleSystemTemplate="AUBuzzerCombine" />
					<ParticleSysBone
						BoneName="NONE"
						FollowBone="true"
						FXParticleSystemTemplate="AUBuzzerCombineGlow" />
				</ModelConditionState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<ProductionUpdate
				id="ProductionUpdateModuleTag"
				GiveNoXP="true" />
			<WeaponSetUpdate
				id="ModuleTag_Weapon01SetUpdate">
				<WeaponSlotTurret
					ID="1">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="SteelShattererShockWaveCannon" />
					<TurretSettings
						TurretTurnRate="150"
						MaxDeflectionClockwise="10d"
						MaxDeflectionAntiClockwise="15d"
						TurretPitchRate="100"
						AllowsPitch="true"
						MinimumPitch="-60d"
						PitchHeight="90%"
						MinIdleScanTime="1.0s"
						MaxIdleScanTime="5.0s"
						MaxIdleScanAngle="90.0">
						<TurretAITargetChooserData />
					</TurretSettings>
				</WeaponSlotTurret>
			</WeaponSetUpdate>
			<LinearDamageUpdate
				id="ModuleData_LinearDamageUpdate"
				StartDistanceOffset="=$GDI_TERRAFORM_WEAPON_MIN_DISTANCE"
				Radius="=$GDI_TERRAFORM_WEAPON_LINE_RADIUS"
				Length="375"
				SweepFXList="FX_TeraSweep_Md"
				SweepWeapon="ShattererSweepWeapon"
				Speed="100" />
			<SpecialPower
				id="ModuleTag_OverloadBeam"
				SpecialPowerTemplate="SpecialPower_ImprovedSonicTankOverloadBeam"
				UpdateModuleStartsAttack="true"/>
			<WeaponFireSpecialAbilityUpdate
				id="ModuleTag_OverloadBeamUpdate"
				SpecialPowerTemplate="SpecialPower_ImprovedSonicTankOverloadBeam"
				SpecialWeapon="SteelTalonsImprovedShattererOverloadBeam"
				UnpackTime="0.1s"
				PackTime="0.6s"
				StartAbilityRange="375.0"
				BusyForDuration="1.0s"
				WhichSpecialWeapon="1"
				FleeRangeAfterCompletion="0"
				StartRechargeOnExit="true"
				ChainedButton="Command_FireOverloadBeamSelfStunWeapon"/>
				
			<SpecialPower
				id="ModuleTag_SelfStunWeapon"
				SpecialPowerTemplate="SpecialPower_FireOverloadBeamSelfStunWeapon"
				UpdateModuleStartsAttack="true"
				SetModelCondition="AFFECTED_BY_EMP"
				SetModelConditionTime="5s"/>
			<WeaponFireSpecialAbilityUpdate
				id="ModuleTag_SelfStunUpdate"
				SpecialPowerTemplate="SpecialPower_FireOverloadBeamSelfStunWeapon"
				SpecialWeapon="OverloadBeamSelfStunWeapon"
				UnpackTime="0.1s"
				PackTime="2.0s"/>
								
			<LaserState
				id="ModuleTag_LaserState" />
			<Physics
				id="ModuleTag_Physics" />
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3s"
				SinkRate="1.0"
				DestructionDelay="7s">
				<OCL
					Type="INITIAL">
					<OCL>OCL_SteelTalonsSteelShattererDebris</OCL>
				</OCL>
				<Sound
					Type="INITIAL"
					List="GDI_Generic_VoiceDieMS" />
				<DieMuxData
					DeathTypes="ALL"
					DeathTypesForbidden="TOPPLED" />
			</SlowDeath>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onDeath"
					FX="FX_GDIMammothExplode" />
			</FXListBehavior>
			<SubObjectsUpgrade
				id="ModuleTag_ShowRail"
				ShowSubObjects="UGRAIL_01">
				<TriggeredBy>Upgrade_GDIArmoryRailgunTech</TriggeredBy>
			</SubObjectsUpgrade>
			<StatusBitsUpgrade
				id="ModuleTag_UpgradeWeapon"
				StatusToSet="WEAPON_UPGRADED_01">
				<TriggeredBy>Upgrade_GDIArmoryRailgunTech</TriggeredBy>
			</StatusBitsUpgrade>
			<xi:include
				href="../../Includes/SteelTalonsCallForTransportForVehicle.xml" xmlns:xi="http://www.w3.org/2001/XInclude" />
			<StatusBitsUpgrade
				id="ModuleTag_VeterancyUpgrade"
				StatusToSet="WEAPON_UPGRADED_03">
				<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</StatusBitsUpgrade>
			<ModelConditionUpgrade
				id="ModuleTag_AllFactionUpgrade"
				AddConditionFlags="USER_5">
				<TriggeredBy>Upgrade_AllFactionUpgrade</TriggeredBy>
			</ModelConditionUpgrade>
			<LevelUpUpgrade
				id="ModuleTag_LevelUpUpgrade"
				LevelCap="4"
				DoFlash="false"
				LevelsToGain="1">
				<TriggeredBy>Upgrade_SteelTalonsFaction</TriggeredBy>
			</LevelUpUpgrade>
			<AISpecialPowerUpdate
				id="ModuleTag_OverloadBeamAIPower"
				CommandButtonName="Command_FireImprovedSonicTankOverloadBeam" />
			<AudioLoopUpgrade
				id="RailCannonUpgradeSound"
				SoundToPlay="GDI_RailCannon_Upgrade">
				<TriggeredBy>Upgrade_GDIArmoryRailgunTech</TriggeredBy>
			</AudioLoopUpgrade>
      <ModelConditionUpgrade
				id="ModuleTag_ShowThePlating"
				Permanent="true"
				AddConditionFlags="USER_1">
        <TriggeredBy>Upgrade_GDIFaction</TriggeredBy>
      </ModelConditionUpgrade>
      <ModelConditionUpgrade
				id="ModuleTag_ShowThePlatingSteelTalons"
				Permanent="true"
				AddConditionFlags="USER_1">
        <TriggeredBy>Upgrade_SteelTalonsFaction</TriggeredBy>
      </ModelConditionUpgrade>
      <ModelConditionUpgrade
				id="ModuleTag_ShowThePlatingSteelTalons"
				Permanent="true"
				AddConditionFlags="USER_1">
        <TriggeredBy>Upgrade_SteelTalonsFaction</TriggeredBy>
      </ModelConditionUpgrade>			
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="YES"
				AILuaEventsList="GDIPredatorFunctions">
				<UnitAITargetChooserData
					CanPickDynamicTargets="false"
					SympathyRange="100.0" />
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="3400" />
		</Body>
		<Geometry>
			<Shape
				Type="CYLINDER"
				MajorRadius="19.6058"
				MinorRadius="18.7809"
				Height="18.4563">
				<Offset
					x="2.10782"
					y="0.189465" />
			</Shape>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry Sound="GDI_Shatterer_VoiceAttack" AudioType="voiceAttack" />
			<AudioEntry Sound="GDI_Shatterer_VoiceCreate" AudioType="voiceCreated" />
			<AudioEntry Sound="GDI_Shatterer_VoiceCreate" AudioType="voiceFullyCreated" />
			<AudioEntry Sound="GDI_Shatterer_VoiceMoveAttack" AudioType="voiceAttackAfterMoving" />
			<AudioEntry Sound="GDI_Shatterer_VoiceMove" AudioType="voiceMove" />
			<AudioEntry Sound="GDI_Shatterer_VoiceMove" AudioType="voiceGuard" />
			<AudioEntry Sound="GDI_Shatterer_VoiceRetreat" AudioType="voiceRetreatToCastle" />
			<AudioEntry Sound="GDI_Shatterer_VoiceSelectBattleMS" AudioType="voiceSelectBattle" />
			<AudioEntry Sound="GDI_Shatterer_VoiceSelectMS" AudioType="voiceSelect" />
			<NamedEntry Sound="GDI_Shatterer_VoiceAttack" Name="InitiateOverloadBeam" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry Sound="GDI_Shatterer_IdleLoop" AudioType="soundAmbient" />
			<AudioEntry Sound="GDI_Shatterer_MoveByLoop" AudioType="soundMoveLoop" />
			<AudioEntry Sound="GDI_Shatterer_MoveStart" AudioType="soundMoveStart" />
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="400" />
	</GameObject>
</AssetDeclaration>