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	<Tags></Tags>
	<Includes>
		<Include
			type="all"
			source="ART:AUMillipedeBody_SKN.w3x" />
		<Include
			type="all"
			source="ART:AUMillipedeBody_D.xml" />	
		<Include
			type="all"
			source="ART:AUMillipedeBody_SKNR.w3x" />
		<Include
			type="all"
			source="ART:AUMillipedeBody_TRNL.w3x" />
		<Include
			type="all"
			source="ART:AUMillipedeBody_TRNR.w3x" />
		<Include
			type="all"
			source="ART:AUMillipedeBody_SPAW.w3x" />
		<Include
			type="all"
			source="ART:AUMillipedeBody_ACCL.w3x" />
		<Include
			type="all"
			source="ART:AUMillipedeBody_MOVA.w3x" />
		<Include
			type="all"
			source="ART:AUMillipedeBody_DECL.w3x" />
		<Include
			type="all"
			source="ART:AUMillipedeBody_DIEA.w3x" />
		<Include
			type="all"
			source="ART:AUMillipedeBody_DIEB.w3x" />
		<Include
			type="all"
			source="ART:AUMillipedeBody_DIEC.w3x" />
		<Include
			type="all"
			source="ART:AUMillipedeBody_IDLA.w3x" />
		<Include
			type="all"
			source="ART:AUMillipedeBody_IDLB.w3x" />
		<Include
			type="all"
			source="ART:AUMillipedeBody_FP.w3x" />			
		<Include
			type="all"
			source="ART:AUSeekerR.w3x" />
		<Include
			type="all"
			source="ART:FXAlienLaser.xml" />
		<Include
			type="all"
			source="ART:FXAlienOverlay.xml" />
		<Include
			type="all"
			source="ART:FXCorrupterStream.xml" />			
			
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseInfantry.xml" />
	</Includes>
	<GameObject
		id="AlienMillipedeBody"
		inheritFrom="BaseInfantry"
		SelectPortrait="Portrait_Millipede"
		ButtonImage="Portrait_Millipede"
		Side="ALIEN"
		EditorSorting="UNIT"
		TransportSlotCount="1"
		BuildCost="1400"
		BuildTime="14"
		CommandSet="AlienMechapedeMemberCommandSet"
		CommandPoints="100" 
		KindOf="PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SCORE VEHICLE ANTI_GARRISON CAN_REVERSE_MOVE TIBERIUM_BASED CAN_BE_FAVORITE_UNIT CAN_HEAL_ALLIES AI_BUZZERS_CANT_ATTACH_TO_ME"
		RadarPriority="UNIT"
		ProductionQueueType="INFANTRY"
		UnitCategory="INFANTRY"
		WeaponCategory="BLAST"
		VoicePriority="215"
		EditorName="AlienMillipedeBody"
		Description="Desc:AlienMillipedeBody"
		TypeDescription="Type:AlienMillipedeBody">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">NAME:AlienMillipedeBody</DisplayName>
		<ArmorSet
			Armor="AlienMillipedeBodyArmor"
			DamageFX="InfantryAlienDamageFX" />		
		<LocomotorSet
			Locomotor="MillipedeSegmentLocomotor"
			Condition="NORMAL"
			Speed="110.0" />
		<SkirmishAIInformation
			UnitBuilderStandardCombatUnit="true" />
		<Draws>
			<TankDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="AUMillipedeBody_SKN" />
					<WeaponFireFXBone
						WeaponSlotID="1"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="BONE_MUZZLEFX01" />
					<WeaponLaunchBone
						WeaponSlotID="1"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="BONE_MUZZLEFX01" />
					<Turret
						TurretNameKey="BONE_TURRET"
						TurretID="1" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<Model
						Name="AUMillipedeBody_FP" />
				</ModelConditionState>				
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="AUMillipedeBody_SKNR" />
					<ParticleSysBone
						BoneName="FX_Bone"
						FXParticleSystemTemplate="AlienDamageLrgFire01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FX_Bone"
						FXParticleSystemTemplate="AlienDamageLrgFireGlow01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FX_Bone"
						FXParticleSystemTemplate="AlienDamageLrgFireGlow02"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="AUMillipedeBody_SKN" />
					<Texture
						Original="AUMillipedeBody"
						New="AUMillipedeBody_D" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="AUMillipedeBody_SKNR" />
					<ParticleSysBone
						BoneName="FX_Bone"
						FXParticleSystemTemplate="AlienDamageLrgFire01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FX_Bone"
						FXParticleSystemTemplate="AlienDamageLrgFireGlow01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FX_Bone"
						FXParticleSystemTemplate="AlienDamageLrgFireGlow02"
						FollowBone="true" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					Flags="RESTART_ANIM_WHEN_COMPLETE">
					<Animation
						AnimationName="AUMillipedeBody_IDLA"
						AnimationMode="ONCE"
						AnimationPriority="90"
						AnimationBlendTime="15" />
					<Animation
						AnimationName="AUMillipedeBody_IDLB"
						AnimationMode="ONCE"
						AnimationPriority="10"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING"
					Flags="START_FRAME_FIRST">
					<Animation
						AnimationName="AUMillipedeBody_DIEA"
						AnimationMode="ONCE" />
					<Animation
						AnimationName="AUMillipedeBody_DIEB"
						AnimationMode="ONCE" />
					<Animation
						AnimationName="AUMillipedeBody_DIEC"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING"
					>
					<Animation
						AnimationName="AUMillipedeBody_MOVA"
						AnimationMode="LOOP" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_LEFT"
					>
					<Animation
						AnimationName="AUMillipedeBody_TRNL"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_RIGHT"
					>
					<Animation
						AnimationName="AUMillipedeBody_TRNR"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="ACCELERATE">
					<Animation
						AnimationName="AUMillipedeBody_ACCL"
						AnimationMode="ONCE"
						/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DECELERATE">
					<Animation
						AnimationName="AUMillipedeBody_DECL"
						AnimationMode="ONCE"
						/>
				</AnimationState>
			</TankDraw>
			<StreamDraw
				id="ModuleTag_StreamDraw"
				UseDistortionShader="false"
				Velocity="200.0"
				ArcHeightFactor="0.0625"
				UVWorldSize="100.0"
				NumTubeSides="8"
				TubeRadius="1.25"
				HitFx="FX_BulletHitGDI"
				WeaponSlotID="1">
				<FXShader
					ShaderName="Stream.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXCorrupterStream</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXCorrupterStream</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ParticleSystems>
					<ParticleSys>AlienCorrupterStreamDrip</ParticleSys>
					<ParticleSys>AlienCorrupterStreamDistort</ParticleSys>
				</ParticleSystems>
				<ObjectStatusValidation
					RequiredStatus="WEAPON_UPGRADED_01" />				
			</StreamDraw>			
			<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
					RequiredStatus="RIDER_IS_PILOT" />
			</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>
				<ObjectStatusValidation
					RequiredStatus="RIDER_IS_PILOT" />				
			</LaserDraw>
			
		</Draws>
		<Behaviors>
			<WeaponSetUpdate
				id="ModuleTag_WeaponSetUpdate">
				<WeaponSlotTurret
					ID="1"
					AllowInterleavedFiring="false"
					InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
					WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="AlienMechapedeTioxinBlastCannon"
						ObjectStatus="WEAPON_UPGRADED_01"/>
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="AlienMechapedeShardWeapon"
						ObjectStatus="WEAPON_UPGRADED_02"/>
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="AlienMechapedeProtonCannon"
						ObjectStatus="WEAPON_UPGRADED_03"/>
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="AlienMechapedeRazorDroneWeapon"
						ObjectStatus="RIDER_IS_PILOT"/>	
					<TurretSettings
						TurretTurnRate="540"
						TurretPitchRate="40"
						AllowsPitch="true"
						MinIdleScanTime="1.0s"
						MaxIdleScanTime="5.0s"
						MinIdleScanAngle="0.0"
						MaxIdleScanAngle="90.0">
						<TurretAITargetChooserData
							CanAcquireDynamicIfAssignedOutOfRange="true" />
					</TurretSettings>
				</WeaponSlotTurret>
			</WeaponSetUpdate>	
			<SweepingLaserState
				id="ModuleTag_LaserState"
				Radius="15.0"
				SweepFXList="FX_AlienBuzzerHit"
				VeteranSweepFXList="FX_AlienBuzzerHitHeroic"
				SweepFXTimeout="0.25s"
				LaserId="0" />		
			<StreamState
				id="ModuleTag_StreamState"
				StreamId="0"></StreamState>				
			<Physics
				id="ModuleTag_Physics" />
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="5s"
				SinkRate="1.0"
				DestructionDelay="15s">
				<Sound Type="INITIAL" List="ALI_Mechapede_SoundDie" />
				<DieMuxData
					DeathTypes="ALL"
					DeathTypesForbidden="TOPPLED" />
			</SlowDeath>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onDeath"
					FX="FX_AlienMechapedeExplodeScorch" />
			</FXListBehavior>
			
      		<AudioLoopUpgrade 
				id="ForceFieldUpgradeSound" 
				SoundToPlay="ALI_ForceField_Begin">
        	<TriggeredBy>Upgrade_AlienReactorForcefieldGenerator</TriggeredBy>
     		</AudioLoopUpgrade>						

				<StatusBitsUpgrade
					id="ModuleTag_TioxinUpgrade"
					StatusToSet="WEAPON_UPGRADED_01">
					<TriggeredBy>Upgrade_MechapedeTioxinWeapon</TriggeredBy>
				</StatusBitsUpgrade>
				<SubObjectsUpgrade
					id="ModuleTag_ShowTioxinWeapon" 
					ShowSubObjects="TIBERIUM_SPRAY_MODULE">
					<TriggeredBy>Upgrade_MechapedeTioxinWeapon</TriggeredBy>
				</SubObjectsUpgrade>
			
				<StatusBitsUpgrade
					id="ModuleTag_ShardUpgrade"
					StatusToSet="WEAPON_UPGRADED_02">
					<TriggeredBy>Upgrade_MechapedeShardWeapon</TriggeredBy>
				</StatusBitsUpgrade>
				<SubObjectsUpgrade
					id="ModuleTag_ShowShardWeapon" 
					ShowSubObjects="SHARD_MODULE">
					<TriggeredBy>Upgrade_MechapedeShardWeapon</TriggeredBy>
				</SubObjectsUpgrade>
				
				<StatusBitsUpgrade
					id="ModuleTag_ProtonUpgrade"
					StatusToSet="WEAPON_UPGRADED_03">
					<TriggeredBy>Upgrade_MechapedeDiskWeapon</TriggeredBy>
				</StatusBitsUpgrade>
				<SubObjectsUpgrade
					id="ModuleTag_ShowPlasmaDiscWeapon" 
					ShowSubObjects="PLASMA_DISC_MODULE">
					<TriggeredBy>Upgrade_MechapedeDiskWeapon</TriggeredBy>
				</SubObjectsUpgrade>
				
				<StatusBitsUpgrade
					id="ModuleTag_RazorUpgrade"
					StatusToSet="RIDER_IS_PILOT">
					<TriggeredBy>Upgrade_MechapedeRazorWeapon</TriggeredBy>
				</StatusBitsUpgrade>
				<SubObjectsUpgrade
					id="ModuleTag_ShowLaserWeapon" 
					ShowSubObjects="DISINTEGRATOR_MODULE">
					<TriggeredBy>Upgrade_MechapedeRazorWeapon</TriggeredBy>
				</SubObjectsUpgrade>				
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="YES"
				AILuaEventsList="AlienMechapedeFunctions" >
				<UnitAITargetChooserData
					CanPickDynamicTargets="false"
					SympathyRange="25.0" />
			</AIUpdate>
		</AI>
		<Body>
			<ShieldBody
				id="ModuleTag_Body"
				MaxHealth="1000"
				/>				
		</Body>
		<ClientBehaviors>
			<ModelConditionAudioLoopClientBehavior id="ModuleTag_MoveSounds">
				<ModelConditionSound Sound="ALI_Mechapede_MoveSweetenerMS" RequiredFlags="TURN_LEFT" />
				<ModelConditionSound Sound="ALI_Mechapede_MoveSweetenerMS" RequiredFlags="TURN_RIGHT" />
				<ModelConditionSound Sound="ALI_Mechapede_MoveSweetenerMS" RequiredFlags="TURN_LEFT_HIGH_SPEED" />
				<ModelConditionSound Sound="ALI_Mechapede_MoveSweetenerMS" RequiredFlags="TURN_RIGHT_HIGH_SPEED" />
				<ModelConditionSound Sound="ALI_Mechapede_MoveSweetenerMS" RequiredFlags="ACCELERATE" />
			</ModelConditionAudioLoopClientBehavior>
		</ClientBehaviors>
		<Geometry
			IsSmall="true">
			<Shape
				Type="BOX"
				MajorRadius="15.0"
				MinorRadius="10.0"
				Height="10.0"
				ContactPointGeneration="SQUAD_MEMBER" />
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry Sound="ALI_Mechapede_SoundAttack" AudioType="voiceAttack" />
			<AudioEntry Sound="ALI_Mechapede_SoundCreate" AudioType="voiceCreated" /> <!-- no worky -->
			<AudioEntry Sound="ALI_Mechapede_SoundCreate" AudioType="voiceFullyCreated" /> <!-- no worky -->
			<AudioEntry Sound="ALI_Mechapede_SoundMove" AudioType="voiceMove" />
			<AudioEntry Sound="ALI_Mechapede_SoundSelectMS" AudioType="voiceSelect" />
			<NamedEntry Sound="ALI_Buzzers_SoundSplit" Name="UncombineWithUnit" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry Sound="ALI_Mechapede_BodySpawnedMS" AudioType="soundAmbient" /> 
			<AudioEntry Sound="ALI_Mechapede_MoveStart" AudioType="soundMoveStart" />
			<AudioEntry Sound="ALI_Mechapede_MoveLoop" AudioType="soundMoveLoop" />
			<!-- <AudioEntry Sound="ALI_Mechapede_SoundCreate" AudioType="soundCreated" /> no worky -->
<!--
			<AudioEntry Sound="ALI_Mechapede_IdleLoop" AudioType="soundAmbient" />
-->
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="500" />
		<CrusherInfo
			CrusherLevel="1"
			CrushableLevel="2"
			CrushEqualLevelProps="true"
			CrushDecelerationPercent="40%" />
	</GameObject>
</AssetDeclaration>
