<?xml version="1.0" encoding="us-ascii"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
  <Tags></Tags>
  <Includes>
    <Include
      type="all"
      source="DATA:GlobalData/GlobalDefines.xml" />
    <Include type="all" source="ART:MGStrike_GDI04.w3x" />
    <Include type="all" source="ART:MGDamage.w3x" />
    <!-- Base Object -->
    <Include type="instance" source="DATA:MetaGame/MetaBaseStrikeForce.xml" />
  </Includes>
  <GameObject
		id="GDIStrikeForceUltraHeavy"
		inheritFrom="MetaBaseStrikeForce" 
		SelectPortrait="Portrait_MARV"
		ButtonImage=""
		Side="GDI"
		EditorSorting="UNIT"
    Browser="REGION METAGAME GDI"
		TransportSlotCount="1"
		BuildCost="2500"
		BuildTime="25"
		CommandPoints="100" 
		KindOf="NO_COLLIDE PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE CAN_REVERSE_MOVE META_STRIKEFORCE METAUNIT"
		RadarPriority="UNIT"
		ThreatLevel="10"
		ProductionQueueType="VEHICLE"
		UnitCategory="VEHICLE"
		WeaponCategory="CANNON"
		VoicePriority="220"
		EditorName="GDIStrikeForceUltraHeavy"
		Description="Desc:StrikeForceSizeStatusLevel4GDI"
		TypeDescription="Type:StrikeForceGeneral">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:GDIStrikeForceUltraHeavy</DisplayName>
    <LocomotorSet
      Locomotor="MetaLocomotor"
      Condition="NORMAL"
      Speed="80.0" />
    <Draws>
      <TankDraw
        id="ModuleTag_Draw"
 				OkToChangeModelColor="true"
        NoRotate="true">
        <ModelConditionState
					ParseCondStateType="PARSE_DEFAULT"
					RetainSubObjects="true">
          <Model
						Name="MGStrike_GDI04" />
        </ModelConditionState>
        <AnimationState
					ParseCondStateType="PARSE_DEFAULT">
          <Script>
            CurDrawableHideSubObject("AOE")
          </Script>
        </AnimationState>
        <AnimationState
					ParseCondStateType="PARSE_NORMAL"
          ConditionsYes="SELECTED">
          <Script>
            CurDrawableShowSubObject("AOE")
          </Script>
        </AnimationState>
      </TankDraw>

      <ScriptedModelDraw
        id="ModuleTag_Damaged"
 				OkToChangeModelColor="true"
        NoRotate="true">
        <ModelConditionState
           ParseCondStateType="PARSE_DEFAULT">
          <Model Name="" />
        </ModelConditionState>
        <ModelConditionState
           ParseCondStateType="PARSE_NORMAL"
           ConditionsYes="DAMAGED">
          <Model Name="MGDamage" />
        </ModelConditionState>
      </ScriptedModelDraw>


    </Draws>
    <Behaviors>
      <Physics
				id="ModuleTag_Physics" />
    </Behaviors>
    <AI>
      <MetaGameAIUpdate
        id="ModuleTag_AI"
        EngageRadius="=$GDI_UltraHeavySF_AOE"
      />
    </AI>
    <Body>
      <MetaSFBody
        id="ModuleTag_Body"
        MaxHealth="2800" 
        
        InfluenceRadius="=$GDI_MetaUnit_AOI"
        TiberiumInfluence="-250.0"
        PopulationInfluence="0.0"
        UnrestInfluence="-5.0"
        InfluenceDecayWithRange="0.5"
        DollarsPerTiberiumDamage="1.0"
        />
      <!-- default for all of the above is Zero.-->
    </Body>
    <!--
    <Geometry
      IsSmall="false">
      <Shape 
           Type= "BOX"
           MajorRadius = "28.2753"
           MinorRadius = "26.1987"
           Height = "15.3315" >
                   ContactPointGeneration="VEHICLE" />

          <Offset
              x = "-0.911589"
              y = "-6.45668"
              z = "-0.751984" />
      </Shape>

    </Geometry>
      -->
    <AudioArrayVoice>
		<AudioEntry Sound="Meta_Strikforce_AttackMarkerPlace" AudioType="voiceAttack" />
      <AudioEntry Sound="Meta_Strikforce_MoveMarkerPlace" AudioType="voiceMove" />
      <AudioEntry Sound="GDI_UltraHeavySF_SoundSelect" AudioType="voiceSelect" />
    </AudioArrayVoice>
	<AudioArraySound>
		<AudioEntry Sound="GDI_UltraHeavySF_MoveLoop" AudioType="soundMoveLoop" />
		<AudioEntry Sound="GDI_UltraHeavySF_MoveStart" AudioType="soundMoveStart" />
		<AudioEntry Sound="GDI_UltraHeavySF_SoundCreate" AudioType="soundAmbient" />
	</AudioArraySound>
    <!--
    <ShadowInfo
      Type="ADDITIVE_DECAL"
      SizeX="20"
      SizeY="20"
      OverrideLODVisibility="true"
      MaxHeight="200"
      UseHouseColor="true"
      Texture="Decal_Rig_CO" 
			/>
        -->
    <!-- 
    <ShadowInfo
       Type="ADDITIVE_DECAL"
       SizeX="=$ARBITRARY_VISUAL_AOE_THAT_HAS_NOTHING_TO_DO_WITH_THE_ACTUAL_AOE"
       SizeY="=$ARBITRARY_VISUAL_AOE_THAT_HAS_NOTHING_TO_DO_WITH_THE_ACTUAL_AOE"
       OverrideLODVisibility="true"
       MaxHeight="200"
       UseHouseColor="true"
       Texture="MGAOI"
      />
-->

    <VisionInfo
			VisionRange="200"
			ShroudClearingRange="400" />
    <CrusherInfo
			CrusherLevel="3"
			CrushableLevel="3"
			CrushDecelerationPercent="40%" />
    <ProjectedBuildabilityInfo
      Radius="=$GDI_UltraHeavySF_MovementRange"
      BuildPlacementTypes="META_STRIKEFORCE" />
    <!-- The Radius in the above block is used to both draw the "distance" as well as clamping the mouse -->
  </GameObject>
</AssetDeclaration>
