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	<Tags></Tags>
	<Includes>
		<Include
			type="all"
			source="ART:AUAnlTrpd_SKN.w3x" />
		<Include
			type="all"
			source="ART:AUAnlTrpdR_SKN.w3x" />
		<Include
			type="all"
			source="ART:AUAnlTrpd_ABTA.w3x" />
		<Include
			type="all"
			source="ART:AUAnlTrpd_AIDA.w3x" />
		<Include
			type="all"
			source="ART:AUAnlTrpd_BATA.w3x" />
		<Include
			type="all"
			source="ART:AUAnlTrpd_BIDA.w3x" />
		<Include
			type="all"
			source="ART:AUAnlTrpd_DIEA.w3x" />
		<Include
			type="all"
			source="ART:AUAnlTrpd_GTPA.w3x" />
		<Include
			type="all"
			source="ART:AUAnlTrpd_TRNL.w3x" />
		<Include
			type="all"
			source="ART:AUAnlTrpd_TRNR.w3x" />
		<Include
			type="all"
			source="ART:AUAnlTrpd_WLKA.w3x" />
		<Include
			type="all"
			source="ART:AUAnlTrpd_FP.w3x" />	
		<Include
			type="all"
			source="ART:AUAnhlTrpd_K.xml" />
		<Include
			type="all"
			source="ART:AUAnhlTrpdD_K.xml" />
		<Include
			type="all"
			source="ART:FXShldTripod.w3x" />
		<Include
			type="all"
			source="ART:FXAlienLaser.xml" />
		<Include
			type="all"
			source="ART:FXAlienLaserHeroic.xml" />					
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseVehicle.xml" />
	</Includes>
	<GameObject
		id="AlienAnnihilatorTripod"
		inheritFrom="BaseVehicle"
		SelectPortrait="Portrait_AlienAnnihilatorTripod"
		ButtonImage="Portrait_AlienAnnihilatorTripod"
		Side="ALIEN"
		EditorSorting="UNIT"
		TransportSlotCount="1"
		BuildCost="3000"
		BuildTime="30"
		CommandSet="AlienAnnihilatorTripodCommandSet"
		CommandPoints="100" 
		KindOf="PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SCORE VEHICLE VALID_TARGET_FOR_C4 CAN_SHOOT_OVER_WALLS  CAN_BE_FAVORITE_UNIT"
		RadarPriority="UNIT"
		ProductionQueueType="VEHICLE"
		UnitCategory="VEHICLE"
		WeaponCategory="CANNON"
		VoicePriority="216"
		EditorName="AlienAnnihilatorTripod"
		Description="Desc:AlienAnnihilatorTripod"
		WorldMapArmoryUpgradesAllowed="Upgrade_AlienReactorForcefieldGenerator"
		TypeDescription="Type:AlienAnnihilatorTripod">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">NAME:AlienAnnihilatorTripod</DisplayName>
		<GameDependency>
			<RequiredObject>AlienReactor</RequiredObject>
		</GameDependency>
		<DisplayUpgrade
			id="Tag_DisplayUpgrade1">Upgrade_AlienReactorForcefieldGenerator</DisplayUpgrade>
		<ArmorSet
			Armor="AlienAnnihilatorTripodArmor"
			DamageFX="VehicleDamageFX" />
		<ArmorSet
			Armor="AlienAnnihilatorTripodArmorShieldBodyEnabled"
			DamageFX="VehicleDamageFX"
			Conditions="SHIELDBODY_ENABLED" />
		<LocomotorSet
			Locomotor="AlienAnnihilatorTripodLocomotor"
			Condition="NORMAL"
			Speed="60.0" />
		<SkirmishAIInformation
			UnitBuilderStandardCombatUnit="true" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="AUAnlTrpd_SKN" />
					<WeaponFireFXBone
						WeaponSlotID="1"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FXBoneA" />
					<WeaponFireFXBone
						WeaponSlotID="2"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FXBoneB" />
					<WeaponFireFXBone
						WeaponSlotID="3"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FXBoneC" />
					<WeaponFireFXBone
						WeaponSlotID="4"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FXBone_EYE" />
					<WeaponLaunchBone
						WeaponSlotID="1"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FXBoneA" />
					<WeaponLaunchBone
						WeaponSlotID="2"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FXBoneB" />
					<WeaponLaunchBone
						WeaponSlotID="3"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FXBoneC" />
					<WeaponLaunchBone
						WeaponSlotID="4"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FXBone_EYE" />
					<Turret
						TurretNameKey="B_TurretA"
						TurretPitch="B_PitchA1"
						TurretID="1" />
					<Turret
						TurretNameKey="B_TurretB"
						TurretPitch="B_PitchB1"
						TurretID="2" />
					<Turret
						TurretNameKey="B_TurretC"
						TurretPitch="B_PitchC1"
						TurretID="3" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<Model
						Name="AUAnlTrpd_FP" />
				</ModelConditionState>		

				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING USER_6">
					<Model
						Name="AUAnlTrpdR_SKN" />
					<Texture
						Original="AUAnhlTrpd"
						New="AUAnhlTrpdD_K" />						
					<ParticleSysBone
						BoneName="B_LEG03"
						FXParticleSystemTemplate="AlienFire01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_LEG03"
						FXParticleSystemTemplate="AlienDamageFireGlow01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_LEG03"
						FXParticleSystemTemplate="AlienDamageFireGlow02"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_LEG06"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_LEG06"
						FXParticleSystemTemplate="AlienDamageFireGlow01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_LEG06"
						FXParticleSystemTemplate="AlienDamageFireGlow02"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED USER_6">
					<!-- DO NOT PUT THE AUAnlTrpdR_SKN HERE !!!!  -->
					<Model
						Name="AUAnlTrpd_SKN" />
					<Texture
						Original="AUAnhlTrpd"
						New="AUAnhlTrpdD_K" />						
					<ParticleSysBone
						BoneName="B_LEG06"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_LEG03"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED USER_6">
					<!-- DO NOT PUT THE AUAnlTrpdR_SKN HERE !!!!  -->
					<Model
						Name="AUAnlTrpd_SKN" />
					<Texture
						Original="AUAnhlTrpd"
						New="AUAnhlTrpdD_K" />						
					<ParticleSysBone
						BoneName="B_LEG03"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_LEG03"
						FXParticleSystemTemplate="AlienDamageFireGlow01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_LEG03"
						FXParticleSystemTemplate="AlienDamageFireGlow02"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_LEG06"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_LEG06"
						FXParticleSystemTemplate="AlienDamageFireGlow01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_LEG06"
						FXParticleSystemTemplate="AlienDamageFireGlow02"
						FollowBone="true" />
				</ModelConditionState>				
						
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="AUAnlTrpdR_SKN" />
					<Texture
						Original="AUAnhlTrpd"
						New="AUAnhlTrpd_D" />							
					<ParticleSysBone
						BoneName="B_LEG03"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_LEG03"
						FXParticleSystemTemplate="AlienDamageFireGlow01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_LEG03"
						FXParticleSystemTemplate="AlienDamageFireGlow02"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_LEG06"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_LEG06"
						FXParticleSystemTemplate="AlienDamageFireGlow01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_LEG06"
						FXParticleSystemTemplate="AlienDamageFireGlow02"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<!-- DO NOT PUT THE AUAnlTrpdR_SKN HERE !!!!  -->
					<Model
						Name="AUAnlTrpd_SKN" />
					<Texture
						Original="AUAnhlTrpd"
						New="AUAnhlTrpd_D" />
					<ParticleSysBone
						BoneName="B_LEG06"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_LEG03"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<!-- DO NOT PUT THE AUAnlTrpdR_SKN HERE !!!!  -->
					<Model
						Name="AUAnlTrpd_SKN" />
					<Texture
						Original="AUAnhlTrpd"
						New="AUAnhlTrpd_D" />						
					<ParticleSysBone
						BoneName="B_LEG03"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_LEG03"
						FXParticleSystemTemplate="AlienDamageFireGlow01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_LEG03"
						FXParticleSystemTemplate="AlienDamageFireGlow02"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_LEG06"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_LEG06"
						FXParticleSystemTemplate="AlienDamageFireGlow01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_LEG06"
						FXParticleSystemTemplate="AlienDamageFireGlow02"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_6">
					<Model
						Name="AUAnlTrpd_SKN" />
					<Texture
						Original="AUAnhlTrpd"
						New="AUAnhlTrpd_K" />							
				</ModelConditionState>				
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<!-- no anim -->
				</AnimationState>				
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					StateName="STATE_bored">
					<Animation
						AnimationName="AUAnlTrpd_BIDA"
						AnimationMode="LOOP" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev == "STATE_Selected" or Prev == "ATNB" or Prev == "STATE_moving" then CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle") end;
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING"
					StateName="STATE_moving">
					<Animation
						AnimNickName="ATNB"
						AnimationName="AUAnlTrpd_DIEA"
						AnimationMode="ONCE" />
					<FXEvent
						Frame="6"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTRIGHT" />
					<FXEvent
						Frame="39"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTRIGHT" />
					<FXEvent
						Frame="23"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTLEFT" />
					<FXEvent
						Frame="55"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTLEFT" />
					<FXEvent
						Frame="12"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_BACK" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="AFFECTED_BY_EMP">
					<Animation
						AnimationName="AUAnlTrpd_BIDA"
						AnimationMode="MANUAL"
						AnimationBlendTime="15"/>
				</AnimationState>
				<!-- being fixed by engineer from being a husk -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_5">
					<Animation
						AnimationName="AUAnlTrpd_GTPA"
						AnimationBlendTime="0"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_LEFT MOVING"
					StateName="STATE_moving">
					<Animation
						AnimNickName="ATNB"
						AnimationName="AUAnlTrpd_WLKA"
						AnimationMode="LOOP"
						Distance="45" />
					<FXEvent
						Frame="29"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTRIGHT" />
					<FXEvent
						Frame="9"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTLEFT" />
					<FXEvent
						Frame="20"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_BACK" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_LEFT"
					StateName="STATE_moving">
					<Animation
						AnimNickName="ATNB"
						AnimationName="AUAnlTrpd_TRNL"
						AnimationMode="LOOP"
						Distance="60" />
					<FXEvent
						Frame="29"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTRIGHT" />
					<FXEvent
						Frame="9"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTLEFT" />
					<FXEvent
						Frame="20"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_BACK" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_RIGHT MOVING"
					StateName="STATE_moving">
					<Animation
						AnimNickName="ATNB"
						AnimationName="AUAnlTrpd_WLKA"
						AnimationMode="LOOP"
						Distance="45" />
					<FXEvent
						Frame="9"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTRIGHT" />
					<FXEvent
						Frame="29"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTLEFT" />
					<FXEvent
						Frame="19"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_BACK" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_RIGHT"
					StateName="STATE_moving">
					<Animation
						AnimNickName="ATNB"
						AnimationName="AUAnlTrpd_TRNR"
						AnimationMode="LOOP"
						Distance="60" />
					<FXEvent
						Frame="9"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTRIGHT" />
					<FXEvent
						Frame="29"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTLEFT" />
					<FXEvent
						Frame="19"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_BACK" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING ATTACKING"
					StateName="STATE_moving">
					<Animation
						AnimNickName="ATNB"
						AnimationName="AUAnlTrpd_WLKA"
						AnimationMode="LOOP"
						Distance="45" />
					
					<FXEvent
						Frame="59"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTRIGHT" />
					<FXEvent
						Frame="39"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTLEFT" />
					<FXEvent
						Frame="20"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_BACK" />
					
					
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="ATTACKING"
					StateName="STATE_moving">
					<Animation
						AnimNickName="ATNB"
						AnimationName="AUAnlTrpd_AIDA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING"
					StateName="STATE_moving">
					<Animation
						AnimNickName="ATNB"
						AnimationName="AUAnlTrpd_WLKA"
						AnimationMode="LOOP"
						Distance="45" />
					<FXEvent
						Frame="59"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTRIGHT" />
					<FXEvent
						Frame="39"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTLEFT" />
					<FXEvent
						Frame="20"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_BACK" />
				</AnimationState>
				<!-- SELECTED -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SELECTED"
					StateName="STATE_Selected">
					<Animation
						AnimNickName="ATNB"
						AnimationName="AUAnlTrpd_AIDA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
							if Prev == "STATE_bored" then CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end;
					</Script>
				</AnimationState>
				<!-- TRANSITIONS -->
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_boredToAttention">
					<Animation
						AnimationName="AUAnlTrpd_BATA"
						AnimationMode="ONCE" />
					<FXEvent
						Frame="47"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTRIGHT" />
					<FXEvent
						Frame="35"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTLEFT" />
					<FXEvent
						Frame="23"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_BACK" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_attentionToBored">
					<Animation
						AnimationName="AUAnlTrpd_ABTA"
						AnimationMode="ONCE" />
					<FXEvent
						Frame="49"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTRIGHT" />
					<FXEvent
						Frame="23"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTLEFT" />
					<FXEvent
						Frame="73"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_BACK" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IdleToSelected">
					<Animation
						AnimationName="AUAnlTrpd_BATA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_SelectedToIdle">
					<Animation
						AnimationName="AUAnlTrpd_ABTA"
						AnimationMode="ONCE" />
				</AnimationState>
			</ScriptedModelDraw>
			<LaserDraw
				id="ModuleTag_LaserDraw01"
				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="50"
				WeaponSlotID="1"
				LaserStateID="1">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXAlienLaser</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXAlienLaser</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					ForbiddenStatus="WEAPON_UPGRADED_01" />					
			</LaserDraw>
			<LaserDraw
				id="ModuleTag_LaserDistort01"
				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="65"
				WeaponSlotID="1"
				LaserStateID="1">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXAlienOverlay</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXAlienOverlay</Value>
						</Texture>
					</Constants>
				</FXShader>
			</LaserDraw>
			<LaserDraw
				id="ModuleTag_LaserDraw02"
				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="50"
				WeaponSlotID="2"
				LaserStateID="2">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXAlienLaser</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXAlienLaser</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					ForbiddenStatus="WEAPON_UPGRADED_01" />					
			</LaserDraw>
			<LaserDraw
				id="ModuleTag_LaserDistort02"
				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="65"
				WeaponSlotID="2"
				LaserStateID="2">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXAlienOverlay</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXAlienOverlay</Value>
						</Texture>
					</Constants>
				</FXShader>
			</LaserDraw>
			<LaserDraw
				id="ModuleTag_LaserDraw03"
				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="50"
				WeaponSlotID="3"
				LaserStateID="3">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXAlienLaser</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXAlienLaser</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					ForbiddenStatus="WEAPON_UPGRADED_01" />					
			</LaserDraw>
			<LaserDraw
				id="ModuleTag_LaserDistort03"
				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="65"
				WeaponSlotID="3"
				LaserStateID="3">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXAlienOverlay</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXAlienOverlay</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					ForbiddenStatus="WEAPON_UPGRADED_01" />					
			</LaserDraw>
			<LaserDraw
				id="ModuleTag_LaserDraw01Veterancy"
				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="50"
				WeaponSlotID="1"
				LaserStateID="1">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXAlienLaserHeroic</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXAlienLaserHeroic</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					RequiredStatus="WEAPON_UPGRADED_01" />					
			</LaserDraw>			
			<LaserDraw
				id="ModuleTag_LaserDraw02Veterancy"
				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="50"
				WeaponSlotID="2"
				LaserStateID="2">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXAlienLaserHeroic</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXAlienLaserHeroic</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					RequiredStatus="WEAPON_UPGRADED_01" />					
			</LaserDraw>			
			<LaserDraw
				id="ModuleTag_LaserDraw03Veterancy"
				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="50"
				WeaponSlotID="3"
				LaserStateID="3">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXAlienLaserHeroic</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXAlienLaserHeroic</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					RequiredStatus="WEAPON_UPGRADED_01" />					
			</LaserDraw>			


			<!-- 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>
			<!-- Forcefield Generator -->
			<ScriptedModelDraw
				id="ModuleTag_DrawForcefield"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT"></ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_1">
					<Model
						Name="FXShldTripod" />
				</ModelConditionState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<WeaponSetUpdate
				id="ModuleTag_WeaponSetUpdate">
				<WeaponSlotTurret
					ID="1"
					AllowInterleavedFiring="true"
					InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
					WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="AlienAnnihilatorPulseCannonA" />
					<TurretSettings
						TurretTurnRate="200"
						TurretPitchRate="40"
						AllowsPitch="true"
						MinimumPitch="-25d"
						MaxDeflectionAntiClockwise="65d"
						MaxDeflectionClockwise="65d"
						NaturalTurretAngle="180d"
						RecenterWhenOutOfTurnRange="false">
						<TurretAITargetChooserData
							CanAcquireDynamicIfAssignedOutOfRange="true" />
					</TurretSettings>
				</WeaponSlotTurret>
				<WeaponSlotTurret
					ID="2"
					AllowInterleavedFiring="true"
					InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
					WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="AlienAnnihilatorPulseCannonB" />
					<TurretSettings
						TurretTurnRate="200"
						TurretPitchRate="40"
						AllowsPitch="true"
						MinimumPitch="-25d"
						MaxDeflectionAntiClockwise="65d"
						MaxDeflectionClockwise="65d"
						NaturalTurretAngle="300d"
						RecenterWhenOutOfTurnRange="false">
						<TurretAITargetChooserData
							CanAcquireDynamicIfAssignedOutOfRange="true" />
					</TurretSettings>
				</WeaponSlotTurret>
				<WeaponSlotTurret
					ID="3"
					AllowInterleavedFiring="true"
					InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
					WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="AlienAnnihilatorPulseCannonC" />
					<TurretSettings
						TurretTurnRate="200"
						TurretPitchRate="40"
						AllowsPitch="true"
						MinimumPitch="-25d"
						MaxDeflectionAntiClockwise="65d"
						MaxDeflectionClockwise="65d"
						NaturalTurretAngle="60d"
						RecenterWhenOutOfTurnRange="false">
						<TurretAITargetChooserData
							CanAcquireDynamicIfAssignedOutOfRange="true" />
					</TurretSettings>
				</WeaponSlotTurret>
				<WeaponSlotHardpoint
					ID="4">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="AlienAnnihilatorEMPCannon" />
				</WeaponSlotHardpoint>
			</WeaponSetUpdate>
			<Physics
				id="ModuleTag_Physics" />
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onDeath"
					FX="FX_AlienAnnihilatorTripodExplode" />
			</FXListBehavior>
			<!-- dying, spawn a husk -->
			<CreateObjectDie
				id="ModuleTag_CreateObjectDie"
				CreationList="AlienAnnihilatorTripodDieOCL">
				<DieMuxData
					DeathTypes="ALL" />
			</CreateObjectDie>
			<DestroyDie
				id="ModuleTag_DestroyDie">
				<DieMuxData
					DeathTypes="ALL" />
			</DestroyDie>
			<SweepingLaserState
				id="ModuleTag_LaserState1"
				Radius="15.0"
				SweepFXList="FX_AlienLaserSweepHit"
				SweepFXTimeout="0.2s" 
				LaserId="1" />
			<SweepingLaserState
				id="ModuleTag_LaserState2"
				Radius="15.0"
				SweepFXList="FX_AlienLaserSweepHit"
				SweepFXTimeout="0.25s" 
				LaserId="2" />
			<SweepingLaserState
				id="ModuleTag_LaserState3"
				Radius="15.0"
				SweepFXList="FX_AlienLaserSweepHit"
				VeteranSweepFXList="FX_AlienLaserSweepHitHeroic"
				SweepFXTimeout="0.25s" 
				LaserId="3" />
			<!-- Forcefield Generator -->
			<StatusBitsUpgrade
				id="ModuleTag_StatusBitUpgrade"
				StatusToSet="SHIELDBODY_ENABLED">
				<TriggeredBy>Upgrade_AlienReactorForcefieldGenerator</TriggeredBy>
			</StatusBitsUpgrade>
			<ShieldBodyUpdate
				id="ModuleTag_ShieldBodyUpdate" />
			<UncombineSpecialPower
				id="ModuleTag_SpecialPowerUncombine"
				SpecialPowerTemplate="SpecialPowerUncombineWithUnit" />
			<StatusBitsUpgrade
				id="ModuleTag_VeterancyUpgrade"
				StatusToSet="WEAPON_UPGRADED_01">
				<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</StatusBitsUpgrade>	
			<ModelConditionUpgrade
				id="ModuleTag_AllFactionUpgrade"
				AddConditionFlags="USER_6">
				<TriggeredBy>Upgrade_AllFactionUpgrade</TriggeredBy>
			</ModelConditionUpgrade>
      <AudioLoopUpgrade 
				id="ForceFieldUpgradeSound" 
				SoundToPlay="ALI_ForceField_Begin">
        <TriggeredBy>Upgrade_AlienReactorForcefieldGenerator</TriggeredBy>
      </AudioLoopUpgrade>
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="YES">
				<UnitAITargetChooserData
					CanPickDynamicTargets="false"
					SympathyRange="25.0" />
			</AIUpdate>
		</AI>
		<Body>
			<ShieldBody
				id="ModuleTag_Body"
				MaxHealth="7500"
				ShieldAmount="2500"
				ShieldArmor="ForcefieldFilterDamageArmor"
				ShieldRechargeIdleTime="120s"
        ShieldEnabledFX="FX_AlienShieldEnabled" 
				ShieldTakeDamageFX="FX_AlienShieldHit"
        ShieldDepleteFX="FX_AlienShieldDeplete"
				ShieldActiveModelCondition="USER_1" />
		</Body>
		<ClientBehaviors>
			<AnimationSoundClientBehavior id="ModuleTag_ASCB">
				<Sound Sound="ALI_AnnihilatorTripod_FoostepQuiet" Animation="AUAnlTrpd_ABTA" Frame="24 49 74" />
				<Sound Sound="ALI_AnnihilatorTripod_FoostepQuiet" Animation="AUAnlTrpd_AIDA" Frame="13 53 82 " />
				<Sound Sound="ALI_AnnihilatorTripod_Foostep" Animation="AUAnlTrpd_BATA" Frame="23 35 47" />
				<Sound Sound="ALI_AnnihilatorTripod_Foostep" Animation="AUAnlTrpd_DIEA" Frame="6 23 39 55 64 71" />
				<Sound Sound="ALI_AnnihilatorTripod_Foostep" Animation="AUAnlTrpd_DIEB" Frame="7 28 33 48 77 110 121" />
				<Sound Sound="ALI_AnnihilatorTripod_Foostep" Animation="AUAnlTrpd_GTPA" Frame="44 57 84" />
				<Sound Sound="ALI_AnnihilatorTripod_Foostep" Animation="AUAnlTrpd_TRNL" Frame="10 20 30" />
				<Sound Sound="ALI_AnnihilatorTripod_Foostep" Animation="AUAnlTrpd_TRNR" Frame="10 20 30" />
				<Sound Sound="ALI_AnnihilatorTripod_Foostep" Animation="AUAnlTrpd_WLKA" Frame="20 40 60" />
				<Sound Sound="ALI_AnnihilatorTripod_SoundRecovered" Animation="AUAnlTrpd_GTPA" Frame="25" />
			</AnimationSoundClientBehavior>
		</ClientBehaviors>
		<Geometry
			IsSmall="true">
			<Shape
				Type="CYLINDER"
				MajorRadius="20.0"
				Height="70.0"
				ContactPointGeneration="INFANTRY" />
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="ALI_AnnihilatorTripod_SoundAttack"
				AudioType="voiceAttack" />
			<AudioEntry
				Sound="ALI_AnnihilatorTripod_SoundCreate"
				AudioType="voiceCreated" />
			<AudioEntry
				Sound="ALI_AnnihilatorTripod_SoundMove"
				AudioType="voiceGuard" />
			<AudioEntry
				Sound="ALI_AnnihilatorTripod_SoundMove"
				AudioType="voiceMove" />
			<AudioEntry
				Sound="ALI_AnnihilatorTripod_SoundSelect"
				AudioType="voiceSelect" />
			<NamedEntry
				Sound="ALI_Buzzers_SoundSplit"
				Name="UncombineWithUnit" />
			<NamedEntry
				Sound="ALI_AnnihilatorTripod_SoundMove"
				Name="InitiateConversionBeam" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry Sound="ALI_AnnihilatorTripod_AmbientDelayedLoopMS" AudioType="soundAmbient" />
			<AudioEntry Sound="ALI_AnnihilatorTripod_SoundHurt" AudioType="soundAmbientDamaged" />
			<AudioEntry Sound="ALI_AnnihilatorTripod_SoundHurt" AudioType="soundAmbientReallyDamaged" />
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="500" />
		<CrusherInfo
			CrusherLevel="3"
			CrushableLevel="3" />
	</GameObject>
</AssetDeclaration>
