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	<Tags />
	<Includes>
		<Include
			type="all"
			source="ART:GUMARV_SKN.w3x" />
		<Include
			type="all"
			source="ART:GUMARV_BLDA.w3x" />	
		<Include
			type="all"
			source="ART:GUMARV_ATKA.w3x" />				
		<Include
			type="all"
			source="ART:GUMARV_TRNR.w3x" />
		<Include
			type="all"
			source="ART:GUMARV_TRNL.w3x" />	
		<Include
			type="all"
			source="ART:GUMARV_MOV.w3x" />	
		<Include
			type="all"
			source="ART:GUMARV_SKL.w3x" />
		<Include
			type="all"
			source="ART:GUMARV_FX.w3x" />
		<Include
			type="all"
			source="ART:GUMARV_CRSH1.w3x" />
		<Include
			type="all"
			source="ART:GUMARV_R.w3x" />
		<Include
			type="all"
			source="ART:GUMARV_FP.w3x" />
		<Include
			type="all"
			source="ART:GUMARV_K.xml" />
		<Include
			type="all"
			source="ART:GUMARV_SKND.w3x" />
		<Include
			type="all"
			source="ART:GUMARV2D.xml" />			
		<Include
			type="all"
			source="ART:GUMARVD_K.xml" />
		<Include
			type="all"
			source="ART:FXInvisBone.w3x" />
		<Include
			type="all"
			source="ART:FXRailGunCoreMask.xml" />
		<Include
			type="all"
			source="ART:FXRailGunCoreDistortion.xml" />
		<Include
			type="instance"
			source="ART:EXMARVTracks.xml" />
		<!--
		<Include type="all" source="ART:GUMARV_IDLA.w3x" />
		<Include type="all" source="ART:GUMARV_ATKA.w3x" />
		-->
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseVehicle.xml" />
	</Includes>
	<GameObject
		id="GDIMARV"
		inheritFrom="BaseVehicle"
		SelectPortrait="Portrait_MARV"
		ButtonImage="Portrait_MARV"
		Side="GDI"
		EditorSorting="UNIT"
		TransportSlotCount="1"
		BuildCost="5000"
		BuildTime="50"
		BuildFadeInOnCreateTimeSeconds="0.25s"
		CommandSet="GDIMammothCommandSet"
		CommandPoints="100"
		KindOf="METAUNIT PRELOAD UNIQUE_UNIT SELECTABLE GARRISONABLE_UNTIL_DESTROYED CAN_ATTACK LARGE_RECTANGLE_PATHFIND ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SCORE VEHICLE CAN_REVERSE_MOVE CAN_BE_FAVORITE_UNIT USE_STRICT_PATHING"
		RadarPriority="UNIT"
		ThreatLevel="10"
		ProductionQueueType="VEHICLE"
		UnitCategory="VEHICLE"
		WeaponCategory="CANNON"
		VoicePriority="246"
		EditorName="GDIMARV"
		Description="Desc:GDIMARV"
		TypeDescription="Type:GDIMARV"
		MaxSimultaneousOfType="1">

		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:GDIMARV</DisplayName>
		<ArmorSet
			Armor="GDIMARVArmor"
			DamageFX="VehicleDamageFX" />
		<LocomotorSet
			Locomotor="GDIMammothLocomotor"
			Condition="NORMAL"
			Speed="32.0" />
		<LocomotorSet
			Locomotor="GDIMammothLocomotor"
			Condition="NORMAL_UPGRADED"
			Speed="80.0" />
		<SkirmishAIInformation
			UnitBuilderStandardCombatUnit="true" />
		<Draws>
			
			<TankDraw 
				id="ModuleTag_Draw" 
				OkToChangeModelColor="true" 
				InitialRecoilSpeed="16.0" 
				MaxRecoilDistance="10.0" 
				RecoilDamping="2.0" 
				RecoilSettleSpeed="3.0" 
				TreadAnimationRate="2.0" 
				TreadDriveSpeedFraction="0.25" 
				TreadPivotSpeedFraction="0.9" 
				TrackMarks="EXMARVTracks" 
				TrackMarksLeftBone="FXTracksLR" 
				TrackMarksRightBone="FXTracksRR" 
				ExtraPublicBone="FXTracksLR FXTracksRR FXTracksLF FXTracksRF MuzzleFx01 MuzzleFx02 MuzzleFx03 MuzzleFlash_01 MuzzleFlash_02 MuzzleFlash_03"> 
				<ModelConditionState 	
					ParseCondStateType="PARSE_DEFAULT" 	
					RetainSubObjects="true"> 	
					<Model 		
						Name="GUMARV_SKN" /> 	
					<WeaponFireFXBone 		
						WeaponSlotID="29" 		
						WeaponSlotType="PRIMARY_WEAPON" 		
						BoneName="MuzzleFx" /> 	
					<WeaponRecoilBone 		
						WeaponSlotID="29" 		
						WeaponSlotType="PRIMARY_WEAPON" 		
						BoneName="B_Barrel" /> 	
					<WeaponMuzzleFlash 		
						WeaponSlotID="29" 		
						WeaponSlotType="PRIMARY_WEAPON" 		
						BoneName="MuzzleFlash_" /> 	
					<WeaponLaunchBone 		
						WeaponSlotID="29" 		
						WeaponSlotType="PRIMARY_WEAPON" 		
						BoneName="MuzzleFx" /> 	
					<Turret 		
						TurretNameKey="B_Turret01" 		
						TurretID="29" />
			<!-- ZONETROOPERS -->
				 	<WeaponFireFXBone	
				 		WeaponSlotID="1"
				 		WeaponSlotType="PRIMARY_WEAPON" 		
				 		BoneName="FXWeaponZT_LF" />
				 	<WeaponLaunchBone 		
				 		WeaponSlotID="1" 		
				 		WeaponSlotType="PRIMARY_WEAPON" 		
				 		BoneName="FXWeaponZT_LF" /> 
				 	<Turret
				 		TurretNameKey="B_ZT_Turret_TreadLF" 		
				 		TurretID="1" />
				 	<WeaponFireFXBone
				 		WeaponSlotID="2" 		
				 		WeaponSlotType="PRIMARY_WEAPON" 		
				 		BoneName="FXWeaponZT_RF" /> 	
				 	<WeaponLaunchBone
				 		WeaponSlotID="2" 		
				 		WeaponSlotType="PRIMARY_WEAPON" 		
				 		BoneName="FXWeaponZT_RF" /> 
				 	<Turret
				 	 	TurretNameKey="B_ZT_Turret_TreadRF" 		
				 	 	TurretID="2" />	 		 	
				 	 <WeaponFireFXBone
				 	 	WeaponSlotID="3" 		
				 	 	WeaponSlotType="PRIMARY_WEAPON" 		
				 	 	BoneName="FXWeaponZT_LR" /> 
				 	 <WeaponLaunchBone
				 	 	WeaponSlotID="3" 		
				 	 	WeaponSlotType="PRIMARY_WEAPON" 		
				 	 	BoneName="FXWeaponZT_LR" /> 	
				 	 <Turret
				 	 	TurretNameKey="B_ZT_Turret_TreadLR" 		
				 	 	TurretID="3" />
				 	<WeaponFireFXBone
				 		WeaponSlotID="4" 		
				 		WeaponSlotType="PRIMARY_WEAPON" 		
				 		BoneName="FXWeaponZT_RR" /> 	
				 	<WeaponLaunchBone
				 		WeaponSlotID="4" 		
				 		WeaponSlotType="PRIMARY_WEAPON" 		
				 		BoneName="FXWeaponZT_RR" /> 	
				 	<Turret
				 		TurretNameKey="B_ZT_Turret_TreadRR" 		
				 		TurretID="4" />				
			<!-- RIFLES --> <WeaponFireFXBone 		
						WeaponSlotID="5" 		
						WeaponSlotType="PRIMARY_WEAPON" 		
						BoneName="FXWeaponRM_LF_" /> 	
					<WeaponLaunchBone 		
						WeaponSlotID="5" 		
						WeaponSlotType="PRIMARY_WEAPON" 		
						BoneName="FXWeaponRM_LF_" /> 	
					<WeaponRecoilBone 		
						WeaponSlotID="5" 		
						WeaponSlotType="PRIMARY_WEAPON" 		
						BoneName="FXWeaponRM_LF_" />						 	
					<Turret 		
						TurretNameKey="B_RM_Turret_TreadLF" 		
						TurretID="5" />							 		 	
					<WeaponFireFXBone 		
						WeaponSlotID="6" 		
						WeaponSlotType="PRIMARY_WEAPON" 		
						BoneName="FXWeaponRM_RF_" /> 	
					<WeaponLaunchBone 		
						WeaponSlotID="6" 		
						WeaponSlotType="PRIMARY_WEAPON" 		
						BoneName="FXWeaponRM_RF_" /> 	
					<WeaponRecoilBone 		
						WeaponSlotID="6" 		
						WeaponSlotType="PRIMARY_WEAPON" 		
						BoneName="FXWeaponRM_RF_" />						 	
					<Turret 		
						TurretNameKey="B_RM_Turret_TreadRF" 		
						TurretID="6" />	 		 	
					<WeaponFireFXBone 		
						WeaponSlotID="7" 		
						WeaponSlotType="PRIMARY_WEAPON" 		
						BoneName="FXWeaponRM_LR_" /> 	
					<WeaponLaunchBone 		
						WeaponSlotID="7" 		
						WeaponSlotType="PRIMARY_WEAPON" 		
						BoneName="FXWeaponRM_LR_" /> 	
					<WeaponRecoilBone 		
						WeaponSlotID="7" 		
						WeaponSlotType="PRIMARY_WEAPON" 		
						BoneName="FXWeaponRM_LR_" />						 	
					<Turret 		
						TurretNameKey="B_RM_Turret_TreadLR" 		
						TurretID="7" />	 		 	
					<WeaponFireFXBone 		
						WeaponSlotID="8" 		
						WeaponSlotType="PRIMARY_WEAPON" 		
						BoneName="FXWeaponRM_RR_" /> 	
					<WeaponLaunchBone 		
						WeaponSlotID="8" 		
						WeaponSlotType="PRIMARY_WEAPON" 		
						BoneName="FXWeaponRM_RR_" /> 	
					<WeaponRecoilBone 		
						WeaponSlotID="8" 		
						WeaponSlotType="PRIMARY_WEAPON" 		
						BoneName="FXWeaponRM_RR_" />						 	
					<Turret 		
						TurretNameKey="B_RM_Turret_TreadRR" 		
						TurretID="8" />
<!-- MISSILES --> 	
					<WeaponFireFXBone 		WeaponSlotID="9" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponMS_LF_" /> 	
					<WeaponLaunchBone 		WeaponSlotID="9" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponMS_LF_" /> 
					<Turret 		TurretNameKey="B_MS_Turret_TreadLF" 		TurretID="9" />	 		 	
					<WeaponFireFXBone 		WeaponSlotID="10" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponMS_RF_" /> 	
					<WeaponLaunchBone 		WeaponSlotID="10" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponMS_RF_" /> 	
					<Turret 		TurretNameKey="B_MS_Turret_TreadRF" 		TurretID="10" />	 		 	
					<WeaponFireFXBone 		WeaponSlotID="11" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponMS_LR_" /> 	
					<WeaponLaunchBone 		WeaponSlotID="11" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponMS_LR_" /> 	
					<Turret 		TurretNameKey="B_MS_Turret_TreadLR" 		TurretID="11" />	 		 	
					<WeaponFireFXBone 		WeaponSlotID="12" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponMS_RR_" /> 	
					<WeaponLaunchBone 		WeaponSlotID="12" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponMS_RR_" /> 	
					<Turret 		TurretNameKey="B_MS_Turret_TreadRR" 		TurretID="12" />				
<!-- ENGINEERS -->
				 	<WeaponFireFXBone 		WeaponSlotID="13" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponEN_LF" /> 	
				 	<WeaponLaunchBone 		WeaponSlotID="13" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponEN_LF" /> 	
				 	<Turret 		TurretNameKey="B_EN_Turret_TreadLF" 		TurretID="13" />	 		 	
				 	<WeaponFireFXBone 		WeaponSlotID="14" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponEN_RF" /> 	
				 	<WeaponLaunchBone 		WeaponSlotID="14" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponEN_RF" /> 	
				 	<Turret 		TurretNameKey="B_EN_Turret_TreadRF" 		TurretID="14" />	 		 	
				 	<WeaponFireFXBone 		WeaponSlotID="15" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponEN_LR" /> 	
				 	<WeaponLaunchBone 		WeaponSlotID="15" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponEN_LR" /> 	
				 	<Turret 		TurretNameKey="B_EN_Turret_TreadLR" 		TurretID="15" />	 		 	
				 	<WeaponFireFXBone 		WeaponSlotID="16" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponEN_RR" /> 	
				 	<WeaponLaunchBone 		WeaponSlotID="16" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponEN_RR" /> 	
				 	<Turret 		TurretNameKey="B_EN_Turret_TreadRR" 		TurretID="16" />
<!-- GRENADES -->	
				 	<WeaponFireFXBone 		WeaponSlotID="17" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponGN_LF_" /> 	
				 	<WeaponLaunchBone 		WeaponSlotID="17" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponGN_LF_" /> 	
				 	<Turret 		TurretNameKey="B_GN_Turret_TreadLF" 		TurretID="17" />	 		 	
				 	<WeaponFireFXBone 		WeaponSlotID="18" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponGN_RF_" /> 
				 	<WeaponLaunchBone 		WeaponSlotID="18" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponGN_RF_" /> 	
				 	<Turret 		TurretNameKey="B_GN_Turret_TreadRF" 		TurretID="18" />	 		 	
				 	<WeaponFireFXBone 		WeaponSlotID="19" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponGN_LR_" /> 	
				 	<WeaponLaunchBone 		WeaponSlotID="19" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponGN_LR_" /> 	
				 	<Turret 		TurretNameKey="B_GN_Turret_TreadLR" 		TurretID="19" />	 		 	
				 	<WeaponFireFXBone 		WeaponSlotID="20" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponGN_RR_" /> 
				 	<WeaponLaunchBone 		WeaponSlotID="20" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponGN_RR_" /> 	
				 	<Turret 		TurretNameKey="B_GN_Turret_TreadRR" 		TurretID="20" />
<!-- SNIPERS -->
					<WeaponFireFXBone 		WeaponSlotID="21" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponST_LF" /> 	
					<WeaponLaunchBone 		WeaponSlotID="21" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponST_LF" /> 	
					<Turret 		TurretNameKey="B_ST_Turret_TreadLF" 		TurretID="21" />	 		 	
					<WeaponFireFXBone 		WeaponSlotID="22" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponST_RF" /> 	
					<WeaponLaunchBone 		WeaponSlotID="22" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponST_RF" /> 	
					<Turret 		TurretNameKey="B_ST_Turret_TreadRF" 		TurretID="22" />	 		 	
					<WeaponFireFXBone 		WeaponSlotID="23" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponST_LR" /> 	
					<WeaponLaunchBone 		WeaponSlotID="23" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponST_LR" /> 	
					<Turret 		TurretNameKey="B_ST_Turret_TreadLR" 		TurretID="23" />	 		 	
					<WeaponFireFXBone 		WeaponSlotID="24" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponST_RR" /> 	
					<WeaponLaunchBone 		WeaponSlotID="24" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponST_RR" /> 	
					<Turret 		TurretNameKey="B_ST_Turret_TreadRR" 		TurretID="24" />
<!-- ZONE RAIDERS --> 	
					<WeaponFireFXBone 		WeaponSlotID="25" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponGN_LF_" /> 
					<WeaponLaunchBone 		WeaponSlotID="25" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponGN_LF_" /> 	
					<Turret 		TurretNameKey="B_GN_Turret_TreadLF" 		TurretID="25" />	 		 	
					<WeaponFireFXBone 		WeaponSlotID="26" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponGN_RF_" /> 	
					<WeaponLaunchBone 		WeaponSlotID="26" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponGN_RF_" /> 	
					<Turret 		TurretNameKey="B_GN_Turret_TreadRF" 		TurretID="26" />	 		 	
					<WeaponFireFXBone 		WeaponSlotID="27" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponGN_LR_" /> 	
					<WeaponLaunchBone 		WeaponSlotID="27" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponGN_LR_" /> 
					<Turret 		TurretNameKey="B_GN_Turret_TreadLR" 		TurretID="27" />	 		 	
					<WeaponFireFXBone 		WeaponSlotID="28" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponGN_RR_" /> 	
					<WeaponLaunchBone 		WeaponSlotID="28" 		WeaponSlotType="PRIMARY_WEAPON" 		BoneName="FXWeaponGN_RR_" /> 	
					<Turret 		TurretNameKey="B_GN_Turret_TreadRR" 		TurretID="28" />

				</ModelConditionState>
					<ModelConditionState 
						ParseCondStateType="PARSE_NORMAL" 
						RetainSubObjects="true" 
						ConditionsYes="REALLYDAMAGED USER_5">
						<Model 
							Name="GUMARV_SKND" />
						<ParticleSysBone BoneName="FXTracksRF" FXParticleSystemTemplate="GDIMARVDamagedSmoke2" FollowBone="true" />
						<ParticleSysBone BoneName="FXTracksLR" FXParticleSystemTemplate="GDIMARVDamagedFire" FollowBone="true" />
						<ParticleSysBone BoneName="FXTracksLR" FXParticleSystemTemplate="GDIMARVDamagedFireDist" FollowBone="true" />
						<ParticleSysBone BoneName="FXTracksLR" FXParticleSystemTemplate="GDIMARVDamagedSmoke" FollowBone="true" />
						<ParticleSysBone BoneName="B_Spine02" FXParticleSystemTemplate="GDIMARVDamagedFlash" FollowBone="true" />
						<ParticleSysBone BoneName="B_Spine02" FXParticleSystemTemplate="GDIMARVDamagedSparks" FollowBone="true" />
				</ModelConditionState>	
			 
				<ModelConditionState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="DYING USER_5">
					<Model 
						Name="GUMARV_R" />
						<Texture 
							Original="GUMARV" 
							New="GUMARV2D" />
				</ModelConditionState>	
				
				<ModelConditionState 
					ParseCondStateType="PARSE_NORMAL" 
					RetainSubObjects="true" 
					ConditionsYes="REALLYDAMAGED">
					<Model 
						Name="GUMARV_SKND" />
						<ParticleSysBone BoneName="FXTracksRF" FXParticleSystemTemplate="GDIMARVDamagedSmoke2" FollowBone="true" />
						<ParticleSysBone BoneName="FXTracksLR" FXParticleSystemTemplate="GDIMARVDamagedFire" FollowBone="true" />
						<ParticleSysBone BoneName="FXTracksLR" FXParticleSystemTemplate="GDIMARVDamagedFireDist" FollowBone="true" />
						<ParticleSysBone BoneName="FXTracksLR" FXParticleSystemTemplate="GDIMARVDamagedSmoke" FollowBone="true" />
						<ParticleSysBone BoneName="B_Spine02" FXParticleSystemTemplate="GDIMARVDamagedFlash" FollowBone="true" />
						<ParticleSysBone BoneName="B_Spine02" FXParticleSystemTemplate="GDIMARVDamagedSparks" FollowBone="true" />
				</ModelConditionState>	
				<ModelConditionState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="DYING">
					<Model 
						Name="GUMARV_R" />
					<Texture 
						Original="GUMamm" 
						New="GUMammD" />
				</ModelConditionState>	
							
				<ModelConditionState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="FORMATION_PREVIEW">
					<Model 
						Name="GUMARV_FP" />
				</ModelConditionState>	
				<ModelConditionState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="USER_5" 
					RetainSubObjects="true">
					<Model 
						Name="GUMARV_SKN" />
					<Texture 
						Original="GUMamm" 
						New="GUMamm_K" />
				</ModelConditionState>
			 
			 
				<AnimationState 
					ParseCondStateType="PARSE_DEFAULT">
					<Script> 
						CurDrawableShowSubObject("MARV_TREADSSTOP") 
						CurDrawableHideSubObject("MARV_TREADSBACK") 
						CurDrawableHideSubObject("MARV_TREADSLEFT") 
						CurDrawableHideSubObject("MARV_TREADSRIGHT")	
						CurDrawableHideSubObject("MARV_TREADSMOVE")	
					</Script>
				</AnimationState> 

				<AnimationState ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="COMING_OUT_OF_FACTORY" 
					StateName="STATE_built"
					Flags="START_FRAME_FIRST">
					<Animation 
						AnimationName="GUMARV_BLDA" 
						AnimationBlendTime="0" 
						AnimationMode="ONCE_BACKWARDS" />
					<Script>		
						CurDrawableHideSubObject("MARV_TREADSSTOP")		
						CurDrawableHideSubObject("MARV_TREADSBACK")	
						CurDrawableHideSubObject("MARV_TREADSLEFT")	
						CurDrawableHideSubObject("MARV_TREADSRIGHT")	
						CurDrawableShowSubObject("MARV_TREADSMOVE")	
					</Script>
				</AnimationState>

				<!--	Flags="MAINTAIN_FRAME_ACROSS_STATES" -->
				<AnimationState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="VEHICLE_CRUSH_CENTER" 
					>
					<Animation 
						AnimationName="GUMARV_CRSH1" 
						AnimationMode="ONCE" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev	== "STATE_built" then
						CurDrawableSetTransitionAnimState("TRANS_built")
						end
					</Script>
				</AnimationState>

				<AnimationState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="MOVING TURN_LEFT_HIGH_SPEED">
					<Animation 
						AnimationName="GUMARV_TRNL" 
						AnimationMode="LOOP" 
						AnimationBlendTime="15" />
					<Script>	
						CurDrawableHideSubObject("MARV_TREADSSTOP")	
						CurDrawableHideSubObject("MARV_TREADSBACK")	
						CurDrawableShowSubObject("MARV_TREADSLEFT")	
						CurDrawableHideSubObject("MARV_TREADSRIGHT")	
						CurDrawableHideSubObject("MARV_TREADSMOVE") 
					</Script>
				</AnimationState>
				<AnimationState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="MOVING TURN_RIGHT_HIGH_SPEED">
					<Animation 
						AnimationName="GUMARV_TRNR" 
						AnimationMode="LOOP" 
						AnimationBlendTime="15" />
					<Script>		
						CurDrawableHideSubObject("MARV_TREADSSTOP") 
						CurDrawableHideSubObject("MARV_TREADSBACK")	
						CurDrawableHideSubObject("MARV_TREADSLEFT")	
						CurDrawableShowSubObject("MARV_TREADSRIGHT")	
						CurDrawableHideSubObject("MARV_TREADSMOVE")	
					</Script>
				</AnimationState> 

				<AnimationState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="MOVING TURN_LEFT">
					<Animation 
						AnimationName="GUMARV_MOV" 
						AnimationMode="LOOP" 
						AnimationBlendTime="15" />
					<Script>	
						CurDrawableHideSubObject("MARV_TREADSSTOP")	
						CurDrawableHideSubObject("MARV_TREADSBACK")	
						CurDrawableShowSubObject("MARV_TREADSLEFT")	
						CurDrawableHideSubObject("MARV_TREADSRIGHT")	
						CurDrawableHideSubObject("MARV_TREADSMOVE") 
					</Script>
				</AnimationState>
				<AnimationState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="MOVING TURN_RIGHT">
					<Animation 
						AnimationName="GUMARV_MOV" 
						AnimationMode="LOOP" 
						AnimationBlendTime="15" />
					<Script>		
						CurDrawableHideSubObject("MARV_TREADSSTOP") 
						CurDrawableHideSubObject("MARV_TREADSBACK")	
						CurDrawableHideSubObject("MARV_TREADSLEFT")	
						CurDrawableShowSubObject("MARV_TREADSRIGHT")	
						CurDrawableHideSubObject("MARV_TREADSMOVE")	
					</Script>
				</AnimationState> 				

					<!--	Flags="MAINTAIN_FRAME_ACROSS_STATES" -->
				<AnimationState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="MOVING">
					<Animation 
						AnimationName="GUMARV_MOV" 
						AnimationMode="LOOP" 
						AnimationBlendTime="15" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_built" then
						CurDrawableSetTransitionAnimState("TRANS_built")
						end
					</Script>
					<Script>		
						CurDrawableHideSubObject("MARV_TREADSSTOP")	
						CurDrawableHideSubObject("MARV_TREADSBACK")	
						CurDrawableHideSubObject("MARV_TREADSLEFT")	
						CurDrawableHideSubObject("MARV_TREADSRIGHT")	
						CurDrawableShowSubObject("MARV_TREADSMOVE") 
					</Script>
				</AnimationState> 

				<!-- TRANSITIONS -->
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_built">
					<Animation
						AnimationName="GUMARV_BLDA"
						AnimationBlendTime="0"
						AnimationMode="ONCE"></Animation>
				</AnimationState>	
			
			<LeftTread>TreadsL1</LeftTread>
			<LeftTread>TreadsL2</LeftTread> 
			<RightTread>TreadsR1</RightTread> 
			<RightTread>TreadsR2</RightTread>
	
	<!-- MARV doesnt have these	bones, commenting out			 <ArticulationBone	ArticulationBoneName="Bone_TreadRF"		ArticulationHelperBoneName="FXTracksRF"	/> <ArticulationBone	ArticulationBoneName="Bone_TreadRR"		ArticulationHelperBoneName="FXTracksRR"	/> <ArticulationBone	ArticulationBoneName="Bone_TreadLF"		ArticulationHelperBoneName="FXTracksLF"	/> <ArticulationBone	ArticulationBoneName="Bone_TreadLR"		ArticulationHelperBoneName="FXTracksLR"	/>
	-->
			</TankDraw>
			<ScriptedModelDraw id="ModuleTag_FX" ExtraPublicBone="FXTracksLR FXTracksRR	FXTracksLF FXTracksRF MUZZLEFX01">
				<ModelConditionState ParseCondStateType="PARSE_DEFAULT">
					<Model Name="GUMARV_FX" />
				</ModelConditionState>
				<AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING">
					<ParticleSysBone BoneName="FXTracksLF" FXParticleSystemTemplate="TreadDust" FollowBone="true" />
					<ParticleSysBone BoneName="FXTracksRF" FXParticleSystemTemplate="TreadDust" FollowBone="true" />
					<ParticleSysBone BoneName="FXTracksRF" FXParticleSystemTemplate="TreadDirt" FollowBone="true" />
					<ParticleSysBone BoneName="FXTracksLF" FXParticleSystemTemplate="TreadDirt" FollowBone="true" />
				</AnimationState>
				<AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING">
					<ParticleSysBone BoneName="FXHULKFIRE" FXParticleSystemTemplate="GDIMammothHulkFire" FollowBone="true" />
					<ParticleSysBone BoneName="FXHULKFIRE" FXParticleSystemTemplate="GDIMammothHulkFireGlow" FollowBone="true" />
					<ParticleSysBone BoneName="FXHULKFIRE" FXParticleSystemTemplate="GDIMammothHulkFireDistortion" FollowBone="true" />
					<ParticleSysBone BoneName="FXHULKFIRE" FXParticleSystemTemplate="GDIMammothHulkSmoke" FollowBone="true" />
				</AnimationState>
			</ScriptedModelDraw>
			<ScriptedModelDraw id="ModuleTag_CrushTiberiumFX" AttachToBoneInAnotherModule="FXGLOW_BOTTOM01">
				<ModelConditionState ParseCondStateType="PARSE_DEFAULT">
					<Model Name="FXInvisBone" />
				</ModelConditionState>
				<AnimationState ParseCondStateType="PARSE_DEFAULT" />
				<AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="AFFECTED_BY_EMP" />
				<AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="USER_15">
					<ParticleSysBone BoneName="InvisBone01" FXParticleSystemTemplate="GDIMARVHarvestDust" FollowBone="true" />
					<ParticleSysBone BoneName="InvisBone01" FXParticleSystemTemplate="GDIMARVHarvestShards" FollowBone="true" />
					<ParticleSysBone BoneName="InvisBone01" FXParticleSystemTemplate="GDIMARVHarvestSmoke" FollowBone="true" />
				</AnimationState>
			</ScriptedModelDraw>
			<ScriptedModelDraw id="ModuleTag_EngineerHealFX_LF" AttachToBoneInAnotherModule="FXWEAPONEN_LF">
				<ModelConditionState ParseCondStateType="PARSE_DEFAULT">
					<Model Name="FXInvisBone" />
				</ModelConditionState>
				<AnimationState ParseCondStateType="PARSE_DEFAULT" />
				<AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="AFFECTED_BY_EMP" />
				<AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="USER_11">
					<ParticleSysBone BoneName="InvisBone01" FXParticleSystemTemplate="GDIMARVEngineerGlow" FollowBone="true" />
					<ParticleSysBone BoneName="InvisBone01" FXParticleSystemTemplate="GDIMARVEngineerRing" FollowBone="true" />
				</AnimationState>
			</ScriptedModelDraw>
			<ScriptedModelDraw id="ModuleTag_EngineerHealFX_RF" AttachToBoneInAnotherModule="FXWEAPONEN_RF">
				<ModelConditionState ParseCondStateType="PARSE_DEFAULT">
					<Model Name="FXInvisBone" />
				</ModelConditionState>
				<AnimationState ParseCondStateType="PARSE_DEFAULT" />
				<AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="AFFECTED_BY_EMP" />
				<AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="USER_12">
					<ParticleSysBone BoneName="InvisBone01" FXParticleSystemTemplate="GDIMARVEngineerGlow" FollowBone="true" />
					<ParticleSysBone BoneName="InvisBone01" FXParticleSystemTemplate="GDIMARVEngineerRing" FollowBone="true" />
				</AnimationState>
			</ScriptedModelDraw>
			<ScriptedModelDraw id="ModuleTag_EngineerHealFX_LR" AttachToBoneInAnotherModule="FXWEAPONEN_LR">
				<ModelConditionState ParseCondStateType="PARSE_DEFAULT">
					<Model Name="FXInvisBone" />
				</ModelConditionState>
				<AnimationState ParseCondStateType="PARSE_DEFAULT" />
				<AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="AFFECTED_BY_EMP" />
				<AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="USER_13">
					<ParticleSysBone BoneName="InvisBone01" FXParticleSystemTemplate="GDIMARVEngineerGlow" FollowBone="true" />
					<ParticleSysBone BoneName="InvisBone01" FXParticleSystemTemplate="GDIMARVEngineerRing" FollowBone="true" />
				</AnimationState>
			</ScriptedModelDraw>
			<ScriptedModelDraw id="ModuleTag_EngineerHealFX_RR" AttachToBoneInAnotherModule="FXWEAPONEN_RR">
				<ModelConditionState ParseCondStateType="PARSE_DEFAULT">
					<Model Name="FXInvisBone" />
				</ModelConditionState>
				<AnimationState ParseCondStateType="PARSE_DEFAULT" />
				<AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="AFFECTED_BY_EMP" />
				<AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="USER_14">
					<ParticleSysBone BoneName="InvisBone01" FXParticleSystemTemplate="GDIMARVEngineerGlow" FollowBone="true" />
					<ParticleSysBone BoneName="InvisBone01" FXParticleSystemTemplate="GDIMARVEngineerRing" FollowBone="true" />
				</AnimationState>
			</ScriptedModelDraw>
			<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=".01" Texture2_UScrollRate="0" Texture2_VScrollRate="1"
				Texture2_NumFrames="1" Texture2_FrameRate="1" LaserWidth="50">
				<FXShader ShaderName="Laser.fx" TechniqueIndex="0">
					<Constants>
						<Texture Name="Texture1">
							<Value>FXRailGunCoreDistortion</Value>
						</Texture>
						<Texture Name="Texture2">
							<Value>FXRailGunCoreMask</Value>
						</Texture>
					</Constants>
				</FXShader>
			</LaserDraw>
			<TracerModelDraw id="ModuleTag_SniperTracerModelDraw1" MinLength="100.0" MaxLength="100.0" Width="5.0"
				MinSpeed="35" MaxSpeed="35" SweepSpeed="0.0" SpreadAngle="0.0" MinTracersPerFrame="0.01" MaxTracersPerFrame="0.01"
				FrameLifeTime="35" Texture="FXTracerGDISniper" UseAdditiveBlending="true" TracerHitFx="FX_GDISniperBulletHit"
				WeaponSlotID="21">
				<HeadColor r="1.0" g="1.0" b="1.0" a="1.0" />
				<TailColor r="0.0" g="0.0" b="0.0" a="0.0" />
			</TracerModelDraw>
			<TracerModelDraw id="ModuleTag_SniperTracerModelDraw2" MinLength="100.0" MaxLength="100.0" Width="5.0"
				MinSpeed="35" MaxSpeed="35" SweepSpeed="0.0" SpreadAngle="0.0" MinTracersPerFrame="0.01" MaxTracersPerFrame="0.01"
				FrameLifeTime="35" Texture="FXTracerGDISniper" UseAdditiveBlending="true" TracerHitFx="FX_GDISniperBulletHit"
				WeaponSlotID="22">
				<HeadColor r="1.0" g="1.0" b="1.0" a="1.0" />
				<TailColor r="0.0" g="0.0" b="0.0" a="0.0" />
			</TracerModelDraw>
			<TracerModelDraw id="ModuleTag_SniperTracerModelDraw3" MinLength="100.0" MaxLength="100.0" Width="5.0"
				MinSpeed="35" MaxSpeed="35" SweepSpeed="0.0" SpreadAngle="0.0" MinTracersPerFrame="0.01" MaxTracersPerFrame="0.01"
				FrameLifeTime="35" Texture="FXTracerGDISniper" UseAdditiveBlending="true" TracerHitFx="FX_GDISniperBulletHit"
				WeaponSlotID="23">
				<HeadColor r="1.0" g="1.0" b="1.0" a="1.0" />
				<TailColor r="0.0" g="0.0" b="0.0" a="0.0" />
			</TracerModelDraw>
			<TracerModelDraw id="ModuleTag_SniperTracerModelDraw4" MinLength="100.0" MaxLength="100.0" Width="5.0"
				MinSpeed="35" MaxSpeed="35" SweepSpeed="0.0" SpreadAngle="0.0" MinTracersPerFrame="0.01" MaxTracersPerFrame="0.01"
				FrameLifeTime="35" Texture="FXTracerGDISniper" UseAdditiveBlending="true" TracerHitFx="FX_GDISniperBulletHit"
				WeaponSlotID="24">
				<HeadColor r="1.0" g="1.0" b="1.0" a="1.0" />
				<TailColor r="0.0" g="0.0" b="0.0" a="0.0" />
			</TracerModelDraw>
			<TracerModelDraw id="ModuleTag_RifleTracerModelDraw1" MinLength="50.0" MaxLength="50.0" Width="3.0"
				MinSpeed="30" MaxSpeed="30" SweepSpeed="1.0" SpreadAngle="2.0" MinTracersPerFrame=".2" MaxTracersPerFrame=".2"
				FrameLifeTime="35" WeaponSlotType="PRIMARY_WEAPON" Texture="FXTracerGDI" UseAdditiveBlending="true"
				TracerHitFx="FX_BulletHitGDI" TracerEmitFx="FX_GDI_MARV_GunTurretFire" WeaponSlotID="5">
				<HeadColor r="1.0" g="1.0" b="1.0" a="1.0" />
				<TailColor r="0.0" g="0.0" b="0.0" a="0.0" />
			</TracerModelDraw>
			<TracerModelDraw id="ModuleTag_RifleTracerModelDraw2" MinLength="50.0" MaxLength="50.0" Width="3.0"
				MinSpeed="30" MaxSpeed="30" SweepSpeed="1.0" SpreadAngle="2.0" MinTracersPerFrame=".2" MaxTracersPerFrame=".2"
				FrameLifeTime="35" WeaponSlotType="PRIMARY_WEAPON" Texture="FXTracerGDI" UseAdditiveBlending="true"
				TracerHitFx="FX_BulletHitGDI" TracerEmitFx="FX_GDI_MARV_GunTurretFire" WeaponSlotID="6">
				<HeadColor r="1.0" g="1.0" b="1.0" a="1.0" />
				<TailColor r="0.0" g="0.0" b="0.0" a="0.0" />
			</TracerModelDraw>
			<TracerModelDraw id="ModuleTag_RifleTracerModelDraw3" MinLength="50.0" MaxLength="50.0" Width="3.0"
				MinSpeed="30" MaxSpeed="30" SweepSpeed="1.0" SpreadAngle="2.0" MinTracersPerFrame=".2" MaxTracersPerFrame=".2"
				FrameLifeTime="35" WeaponSlotType="PRIMARY_WEAPON" Texture="FXTracerGDI" UseAdditiveBlending="true"
				TracerHitFx="FX_BulletHitGDI" TracerEmitFx="FX_GDI_MARV_GunTurretFire" WeaponSlotID="7">
				<HeadColor r="1.0" g="1.0" b="1.0" a="1.0" />
				<TailColor r="0.0" g="0.0" b="0.0" a="0.0" />
			</TracerModelDraw>
			<TracerModelDraw id="ModuleTag_RifleTracerModelDraw4" MinLength="50.0" MaxLength="50.0" Width="3.0"
				MinSpeed="30" MaxSpeed="30" SweepSpeed="1.0" SpreadAngle="2.0" MinTracersPerFrame=".2" MaxTracersPerFrame=".2"
				FrameLifeTime="35" WeaponSlotType="PRIMARY_WEAPON" Texture="FXTracerGDI" UseAdditiveBlending="true"
				TracerHitFx="FX_BulletHitGDI" TracerEmitFx="FX_GDI_MARV_GunTurretFire" WeaponSlotID="8">
				<HeadColor r="1.0" g="1.0" b="1.0" a="1.0" />
				<TailColor r="0.0" g="0.0" b="0.0" a="0.0" />
			</TracerModelDraw>		
		</Draws>
		<Behaviors>
			<WeaponSetUpdate 
				id="ModuleTag_WeaponSetUpdate"> 
				<WeaponSlotHierarchicalTurret 	
					ID="29"> 	
					<Weapon 		
						Ordering="PRIMARY_WEAPON" 		
						Template="GDIMARVCannon" /> 	
					<TurretSettings 		
						TurretTurnRate="50" 		
						TurretPitchRate="20" 		
						AllowsPitch="true" 		
						MinimumPitch="-15d" 		
						MinIdleScanTime="1.0s" 		
						MaxIdleScanTime="5.0s" 		
						MinIdleScanAngle="0.0" 		
						MaxIdleScanAngle="60.0"> 		
						<TurretAITargetChooserData 			
							CanAcquireDynamicIfAssignedOutOfRange="true" /> 	
						</TurretSettings> 
				</WeaponSlotHierarchicalTurret>
<!-- ZONE TROOPER WEAPONS -->	 
		<WeaponSlotHierarchicalTurret 	ID="1" 	ParentID="29"> 	<Weapon 		Ordering="PRIMARY_WEAPON" 		Template="MARVZoneTrooperWeapon" 		Upgrade="Upgrade_MARVZoneTrooperSquadFrontLeft" /> 	<TurretSettings 		TurretTurnRate="180" 		MinIdleScanTime="1.0s" 		MaxIdleScanTime="5.0s" 		MinIdleScanAngle="0.0" 		MaxIdleScanAngle="100.0" 		RecenterWhenOutOfTurnRange="false"	> 		<TurretAITargetChooserData 			CanAcquireDynamicIfAssignedOutOfRange="true"  			CanPickTargetsOutOfTurretAngle="true"/> 	</TurretSettings> </WeaponSlotHierarchicalTurret> 
		<WeaponSlotHierarchicalTurret 	ID="2" 	ParentID="29"> 	<Weapon 		Ordering="PRIMARY_WEAPON" 		Template="MARVZoneTrooperWeapon" 		Upgrade="Upgrade_MARVZoneTrooperSquadFrontRight" /> 	<TurretSettings 		TurretTurnRate="180" 		MinIdleScanTime="1.0s" 		MaxIdleScanTime="5.0s" 		MinIdleScanAngle="0.0" 		MaxIdleScanAngle="100.0" 		RecenterWhenOutOfTurnRange="false"> 		<TurretAITargetChooserData 			CanAcquireDynamicIfAssignedOutOfRange="true"  			CanPickTargetsOutOfTurretAngle="true"/> 	</TurretSettings> </WeaponSlotHierarchicalTurret> 
		<WeaponSlotHierarchicalTurret 	ID="3" 	ParentID="29"> 	<Weapon 		Ordering="PRIMARY_WEAPON" 		Template="MARVZoneTrooperWeapon" 		Upgrade="Upgrade_MARVZoneTrooperSquadRearLeft" /> 	<TurretSettings 		TurretTurnRate="180" 		MinIdleScanTime="1.0s" 		MaxIdleScanTime="5.0s" 		MinIdleScanAngle="0.0" 		MaxIdleScanAngle="100.0" 		RecenterWhenOutOfTurnRange="false"> 		<TurretAITargetChooserData 			CanAcquireDynamicIfAssignedOutOfRange="true"  			CanPickTargetsOutOfTurretAngle="true"/> 	</TurretSettings> </WeaponSlotHierarchicalTurret> 
		<WeaponSlotHierarchicalTurret 	ID="4" 	ParentID="29"> 	<Weapon 		Ordering="PRIMARY_WEAPON" 		Template="MARVZoneTrooperWeapon" 		Upgrade="Upgrade_MARVZoneTrooperSquadRearRight" /> 	<TurretSettings 		TurretTurnRate="180" 		MinIdleScanTime="1.0s" 		MaxIdleScanTime="5.0s" 		MinIdleScanAngle="0.0" 		MaxIdleScanAngle="100.0" 		RecenterWhenOutOfTurnRange="false"> 		<TurretAITargetChooserData 			CanAcquireDynamicIfAssignedOutOfRange="true"  			CanPickTargetsOutOfTurretAngle="true"/> 	</TurretSettings> </WeaponSlotHierarchicalTurret>				
<!-- RIFLEGUY WEAPONS --> 
		<WeaponSlotHierarchicalTurret 	ID="5" 	ParentID="29"> 	<Weapon 		Ordering="PRIMARY_WEAPON" 		Template="MARVRifleWeapon" 			Upgrade="Upgrade_MARVRifleSquadFrontLeft" /> 		<TurretSettings 		TurretTurnRate="180" 		MinIdleScanTime="1.0s" 		MaxIdleScanTime="5.0s" 		MinIdleScanAngle="0.0" 		MaxIdleScanAngle="100.0" 		RecenterWhenOutOfTurnRange="false"> 		<TurretAITargetChooserData 			CanAcquireDynamicIfAssignedOutOfRange="true" /> 	</TurretSettings> </WeaponSlotHierarchicalTurret> 
		<WeaponSlotHierarchicalTurret 	ID="6" 	ParentID="29"> 	<Weapon 		Ordering="PRIMARY_WEAPON" 		Template="MARVRifleWeapon" 			Upgrade="Upgrade_MARVRifleSquadFrontRight" /> 		<TurretSettings 		TurretTurnRate="180" 		MinIdleScanTime="1.0s" 		MaxIdleScanTime="5.0s" 		MinIdleScanAngle="0.0" 		MaxIdleScanAngle="100.0" 		RecenterWhenOutOfTurnRange="false"> 		<TurretAITargetChooserData 			CanAcquireDynamicIfAssignedOutOfRange="true" /> 	</TurretSettings> </WeaponSlotHierarchicalTurret> 
		<WeaponSlotHierarchicalTurret 	ID="7" 	ParentID="29"> 	<Weapon 		Ordering="PRIMARY_WEAPON" 		Template="MARVRifleWeapon" 			Upgrade="Upgrade_MARVRifleSquadRearLeft" /> 		<TurretSettings 		TurretTurnRate="180" 		MinIdleScanTime="1.0s" 		MaxIdleScanTime="5.0s" 		MinIdleScanAngle="0.0" 		MaxIdleScanAngle="100.0" 		RecenterWhenOutOfTurnRange="false"> 		<TurretAITargetChooserData 			CanAcquireDynamicIfAssignedOutOfRange="true" /> 	</TurretSettings> </WeaponSlotHierarchicalTurret>
		<WeaponSlotHierarchicalTurret 	ID="8" 	ParentID="29"> 	<Weapon 		Ordering="PRIMARY_WEAPON" 		Template="MARVRifleWeapon" 			Upgrade="Upgrade_MARVRifleSquadRearRight" /> 		<TurretSettings 		TurretTurnRate="180" 		MinIdleScanTime="1.0s" 		MaxIdleScanTime="5.0s" 		MinIdleScanAngle="0.0" 		MaxIdleScanAngle="100.0" 		RecenterWhenOutOfTurnRange="false"> 		<TurretAITargetChooserData 			CanAcquireDynamicIfAssignedOutOfRange="true" /> 	</TurretSettings> </WeaponSlotHierarchicalTurret>
<!-- MISSILEGUY WEAPONS --> 
		<WeaponSlotHierarchicalTurret 	ID="9" 		ParentID="29"> 	<Weapon 		Ordering="PRIMARY_WEAPON" 		Template="MARVRocketWeapon" 		Upgrade="Upgrade_MARVMissileSquadFrontLeft" /> 		<TurretSettings 		TurretTurnRate="180" 		MinIdleScanTime="1.0s" 		MaxIdleScanTime="5.0s" 		MinIdleScanAngle="0.0" 		MaxIdleScanAngle="100.0" 		RecenterWhenOutOfTurnRange="false"> 		<TurretAITargetChooserData 			CanAcquireDynamicIfAssignedOutOfRange="true" /> 	</TurretSettings> </WeaponSlotHierarchicalTurret> 
		<WeaponSlotHierarchicalTurret 	ID="10" 	ParentID="29"> 	<Weapon 		Ordering="PRIMARY_WEAPON" 		Template="MARVRocketWeapon" 		Upgrade="Upgrade_MARVMissileSquadFrontRight" /> 	<TurretSettings 		TurretTurnRate="180" 		MinIdleScanTime="1.0s" 		MaxIdleScanTime="5.0s" 		MinIdleScanAngle="0.0" 		MaxIdleScanAngle="100.0" 		RecenterWhenOutOfTurnRange="false"> 		<TurretAITargetChooserData 			CanAcquireDynamicIfAssignedOutOfRange="true" /> 	</TurretSettings> </WeaponSlotHierarchicalTurret>
		<WeaponSlotHierarchicalTurret 	ID="11" 	ParentID="29"> 	<Weapon 		Ordering="PRIMARY_WEAPON" 		Template="MARVRocketWeapon" 		Upgrade="Upgrade_MARVMissileSquadRearLeft" /> 		<TurretSettings 		TurretTurnRate="180" 		MinIdleScanTime="1.0s" 		MaxIdleScanTime="5.0s" 		MinIdleScanAngle="0.0" 		MaxIdleScanAngle="100.0" 		RecenterWhenOutOfTurnRange="false"> 		<TurretAITargetChooserData 			CanAcquireDynamicIfAssignedOutOfRange="true" /> 	</TurretSettings> </WeaponSlotHierarchicalTurret>
		<WeaponSlotHierarchicalTurret 	ID="12" 	ParentID="29"> 	<Weapon 		Ordering="PRIMARY_WEAPON" 		Template="MARVRocketWeapon" 		Upgrade="Upgrade_MARVMissileSquadRearRight" /> 		<TurretSettings 		TurretTurnRate="180" 		MinIdleScanTime="1.0s" 		MaxIdleScanTime="5.0s" 		MinIdleScanAngle="0.0" 		MaxIdleScanAngle="100.0" 		RecenterWhenOutOfTurnRange="false"> 		<TurretAITargetChooserData 			CanAcquireDynamicIfAssignedOutOfRange="true" /> 	</TurretSettings> </WeaponSlotHierarchicalTurret>				
<!-- GRENADIER WEAPONS --> 
		<WeaponSlotHierarchicalTurret 	ID="17" 	ParentID="29"> 	<Weapon 		Ordering="PRIMARY_WEAPON" 		Template="MARVGrenadeSoldierWeapon" 	Upgrade="Upgrade_MARVGrenadeSoldierSquadFrontLeft" /> 	<TurretSettings 		TurretTurnRate="180" 		MinIdleScanTime="1.0s" 		MaxIdleScanTime="5.0s" 		MinIdleScanAngle="0.0" 		MaxIdleScanAngle="100.0" 		RecenterWhenOutOfTurnRange="false"> 		<TurretAITargetChooserData 			CanAcquireDynamicIfAssignedOutOfRange="true" /> 	</TurretSettings> </WeaponSlotHierarchicalTurret> 
		<WeaponSlotHierarchicalTurret 	ID="18" 	ParentID="29"> 	<Weapon 		Ordering="PRIMARY_WEAPON" 		Template="MARVGrenadeSoldierWeapon" 	Upgrade="Upgrade_MARVGrenadeSoldierSquadFrontRight" /> <TurretSettings 		TurretTurnRate="180" 		MinIdleScanTime="1.0s" 		MaxIdleScanTime="5.0s" 		MinIdleScanAngle="0.0" 		MaxIdleScanAngle="100.0" 		RecenterWhenOutOfTurnRange="false"> 		<TurretAITargetChooserData 			CanAcquireDynamicIfAssignedOutOfRange="true" /> 	</TurretSettings> </WeaponSlotHierarchicalTurret> 
		<WeaponSlotHierarchicalTurret 	ID="19" 	ParentID="29"> 	<Weapon 		Ordering="PRIMARY_WEAPON" 		Template="MARVGrenadeSoldierWeapon" 	Upgrade="Upgrade_MARVGrenadeSoldierSquadRearLeft" /> 	<TurretSettings 		TurretTurnRate="180" 		MinIdleScanTime="1.0s" 		MaxIdleScanTime="5.0s" 		MinIdleScanAngle="0.0" 		MaxIdleScanAngle="100.0" 		RecenterWhenOutOfTurnRange="false"> 		<TurretAITargetChooserData 			CanAcquireDynamicIfAssignedOutOfRange="true" /> 	</TurretSettings> </WeaponSlotHierarchicalTurret> 
		<WeaponSlotHierarchicalTurret 	ID="20" 	ParentID="29"> 	<Weapon 		Ordering="PRIMARY_WEAPON" 		Template="MARVGrenadeSoldierWeapon" 	Upgrade="Upgrade_MARVGrenadeSoldierSquadRearRight" /> 	<TurretSettings 		TurretTurnRate="180" 		MinIdleScanTime="1.0s" 		MaxIdleScanTime="5.0s" 		MinIdleScanAngle="0.0" 		MaxIdleScanAngle="100.0" 		RecenterWhenOutOfTurnRange="false"> 		<TurretAITargetChooserData 			CanAcquireDynamicIfAssignedOutOfRange="true" /> 	</TurretSettings> </WeaponSlotHierarchicalTurret>				
<!-- SNIPERTEAM WEAPONS --> 
		<WeaponSlotHierarchicalTurret 	ID="21" 	ParentID="29"> 	<Weapon 		Ordering="PRIMARY_WEAPON" 		Template="MARVSniperWeapon" 		Upgrade="Upgrade_MARVSniperSquadFrontLeft" /> 		<TurretSettings 		TurretTurnRate="180" 		MinIdleScanTime="1.0s" 		MaxIdleScanTime="5.0s" 		MinIdleScanAngle="0.0" 		MaxIdleScanAngle="100.0" 		RecenterWhenOutOfTurnRange="false"> 		<TurretAITargetChooserData 			CanAcquireDynamicIfAssignedOutOfRange="true" /> 	</TurretSettings> </WeaponSlotHierarchicalTurret> 
		<WeaponSlotHierarchicalTurret 	ID="22" 	ParentID="29"> 	<Weapon 		Ordering="PRIMARY_WEAPON" 		Template="MARVSniperWeapon" 		Upgrade="Upgrade_MARVSniperSquadFrontRight" /> 		<TurretSettings 		TurretTurnRate="180" 		MinIdleScanTime="1.0s" 		MaxIdleScanTime="5.0s" 		MinIdleScanAngle="0.0" 		MaxIdleScanAngle="100.0" 		RecenterWhenOutOfTurnRange="false"> 		<TurretAITargetChooserData 			CanAcquireDynamicIfAssignedOutOfRange="true" /> 	</TurretSettings> </WeaponSlotHierarchicalTurret> 
		<WeaponSlotHierarchicalTurret 	ID="23" 	ParentID="29"> 	<Weapon 		Ordering="PRIMARY_WEAPON" 		Template="MARVSniperWeapon" 		Upgrade="Upgrade_MARVSniperSquadRearLeft" /> 		<TurretSettings 		TurretTurnRate="180" 		MinIdleScanTime="1.0s" 		MaxIdleScanTime="5.0s" 		MinIdleScanAngle="0.0" 		MaxIdleScanAngle="100.0" 		RecenterWhenOutOfTurnRange="false"> 		<TurretAITargetChooserData 			CanAcquireDynamicIfAssignedOutOfRange="true" /> 	</TurretSettings> </WeaponSlotHierarchicalTurret> 
		<WeaponSlotHierarchicalTurret 	ID="24" 	ParentID="29"> 	<Weapon 		Ordering="PRIMARY_WEAPON" 		Template="MARVSniperWeapon" 		Upgrade="Upgrade_MARVSniperSquadRearRight" /> 		<TurretSettings 		TurretTurnRate="180" 		MinIdleScanTime="1.0s" 		MaxIdleScanTime="5.0s" 		MinIdleScanAngle="0.0" 		MaxIdleScanAngle="100.0" 		RecenterWhenOutOfTurnRange="false"> 		<TurretAITargetChooserData 			CanAcquireDynamicIfAssignedOutOfRange="true" /> 	</TurretSettings> </WeaponSlotHierarchicalTurret>
<!-- ZONE RAIDER WEAPONS -->
		<WeaponSlotHierarchicalTurret 	ID="25" 	ParentID="29"> 	<Weapon 		Ordering="PRIMARY_WEAPON" 		Template="MARVZoneRaiderWeapon" 		Upgrade="Upgrade_MARVZoneRaiderSquadFrontLeft" /> 	<TurretSettings 		TurretTurnRate="180" 		MinIdleScanTime="1.0s" 		MaxIdleScanTime="5.0s" 		MinIdleScanAngle="0.0" 		MaxIdleScanAngle="100.0" 		RecenterWhenOutOfTurnRange="false"> 		<TurretAITargetChooserData 			CanAcquireDynamicIfAssignedOutOfRange="true" /> 	</TurretSettings> </WeaponSlotHierarchicalTurret> 
		<WeaponSlotHierarchicalTurret 	ID="26" 	ParentID="29"> 	<Weapon 		Ordering="PRIMARY_WEAPON" 		Template="MARVZoneRaiderWeapon" 		Upgrade="Upgrade_MARVZoneRaiderSquadFrontRight" /> 	<TurretSettings 		TurretTurnRate="180" 		MinIdleScanTime="1.0s" 		MaxIdleScanTime="5.0s" 		MinIdleScanAngle="0.0" 		MaxIdleScanAngle="100.0" 		RecenterWhenOutOfTurnRange="false"> 		<TurretAITargetChooserData 			CanAcquireDynamicIfAssignedOutOfRange="true" /> 	</TurretSettings> </WeaponSlotHierarchicalTurret> 
		<WeaponSlotHierarchicalTurret 	ID="27" 	ParentID="29"> 	<Weapon 		Ordering="PRIMARY_WEAPON" 		Template="MARVZoneRaiderWeapon" 		Upgrade="Upgrade_MARVZoneRaiderSquadRearLeft" /> 	<TurretSettings 		TurretTurnRate="180" 		MinIdleScanTime="1.0s" 		MaxIdleScanTime="5.0s" 		MinIdleScanAngle="0.0" 		MaxIdleScanAngle="100.0" 		RecenterWhenOutOfTurnRange="false"> 		<TurretAITargetChooserData 			CanAcquireDynamicIfAssignedOutOfRange="true" /> 	</TurretSettings> </WeaponSlotHierarchicalTurret> 
		<WeaponSlotHierarchicalTurret 	ID="28" 	ParentID="29"> 	<Weapon 		Ordering="PRIMARY_WEAPON" 		Template="MARVZoneRaiderWeapon" 		Upgrade="Upgrade_MARVZoneRaiderSquadRearRight" /> 	<TurretSettings 		TurretTurnRate="180" 		MinIdleScanTime="1.0s" 		MaxIdleScanTime="5.0s" 		MinIdleScanAngle="0.0" 		MaxIdleScanAngle="100.0" 		RecenterWhenOutOfTurnRange="false"> 		<TurretAITargetChooserData 			CanAcquireDynamicIfAssignedOutOfRange="true" /> 	</TurretSettings> </WeaponSlotHierarchicalTurret>
			</WeaponSetUpdate>

      <SlaughterHordeContain
        id="ModuleTag_Contain"
        ObjectStatusOfContained=""
        ContainMax="4"
        CashBackPercent="100" 
        MobileGarrison="true"
        ImmuneToClearBuildingAttacks="true" 
        AllowEnemiesInside="false"
        AllowAlliesInside="true"
        AllowNeutralInside="false"
        AllowOwnPlayerInsideOverride="true"
        ShowPips="true"
        EnterSound="VehicleEnter"
        ExitSound="VehicleExit"
        KillPassengersOnDeath="true">
        <CanAlwaysEnterObjectFilter
        	Rule="ANY"
          Relationship="SAME_PLAYER">
		<IncludeThing>GDIRifleSoldier</IncludeThing>		
		<IncludeThing>GDIRifleSoldierSquad</IncludeThing>	
		<IncludeThing>GDIMissileSoldier</IncludeThing>		
		<IncludeThing>GDIMissileSoldierSquad</IncludeThing>
		<IncludeThing>GDIGrenadeSoldier</IncludeThing>		
		<IncludeThing>GDIGrenadeSoldierSquad</IncludeThing>
		<IncludeThing>GDIZoneTrooper</IncludeThing>		
		<IncludeThing>GDIZoneTrooperSquad</IncludeThing>
		<IncludeThing>GDISniper</IncludeThing>		
		<IncludeThing>GDISniperSquad</IncludeThing>
		<IncludeThing>GDISpotter</IncludeThing>		
		<IncludeThing>GDIEngineer</IncludeThing>

		<IncludeThing>SteelTalonsRifleSoldier</IncludeThing>		
		<IncludeThing>SteelTalonsRifleSoldierSquad</IncludeThing>	
		<IncludeThing>SteelTalonsMissileSoldier</IncludeThing>		
		<IncludeThing>SteelTalonsMissileSoldierSquad</IncludeThing>
		<IncludeThing>SteelTalonsGrenadeSoldier</IncludeThing>		
		<IncludeThing>SteelTalonsGrenadeSoldierSquad</IncludeThing>
		<IncludeThing>SteelTalonsZoneTrooper</IncludeThing>		
		<IncludeThing>SteelTalonsZoneTrooperSquad</IncludeThing>	
		<IncludeThing>SteelTalonsCombatEngineer</IncludeThing>

		<IncludeThing>ZOCOMRifleSoldier</IncludeThing>		
		<IncludeThing>ZOCOMRifleSoldierSquad</IncludeThing>	
		<IncludeThing>ZOCOMMissileSoldier</IncludeThing>		
		<IncludeThing>ZOCOMMissileSoldierSquad</IncludeThing>
		<IncludeThing>ZOCOMGrenadeSoldier</IncludeThing>		
		<IncludeThing>ZOCOMGrenadeSoldierSquad</IncludeThing>
		<IncludeThing>ZOCOMZoneRaider</IncludeThing>		
		<IncludeThing>ZOCOMZoneRaiderSquad</IncludeThing>
		<IncludeThing>ZOCOMSniper</IncludeThing>		
		<IncludeThing>ZOCOMSniperSquad</IncludeThing>
		<IncludeThing>ZOCOMSpotter</IncludeThing>		
		<IncludeThing>ZOCOMEngineer</IncludeThing>		
	</CanAlwaysEnterObjectFilter>
        <PassengerFilter
        	Rule="ANY"
          Relationship="SAME_PLAYER">
		<IncludeThing>GDIRifleSoldier</IncludeThing>		
		<IncludeThing>GDIRifleSoldierSquad</IncludeThing>	
		<IncludeThing>GDIMissileSoldier</IncludeThing>		
		<IncludeThing>GDIMissileSoldierSquad</IncludeThing>
		<IncludeThing>GDIGrenadeSoldier</IncludeThing>		
		<IncludeThing>GDIGrenadeSoldierSquad</IncludeThing>
		<IncludeThing>GDIZoneTrooper</IncludeThing>		
		<IncludeThing>GDIZoneTrooperSquad</IncludeThing>
		<IncludeThing>GDISniper</IncludeThing>		
		<IncludeThing>GDISniperSquad</IncludeThing>
		<IncludeThing>GDISpotter</IncludeThing>		
		<IncludeThing>GDIEngineer</IncludeThing>

		<IncludeThing>SteelTalonsRifleSoldier</IncludeThing>		
		<IncludeThing>SteelTalonsRifleSoldierSquad</IncludeThing>	
		<IncludeThing>SteelTalonsMissileSoldier</IncludeThing>		
		<IncludeThing>SteelTalonsMissileSoldierSquad</IncludeThing>
		<IncludeThing>SteelTalonsGrenadeSoldier</IncludeThing>		
		<IncludeThing>SteelTalonsGrenadeSoldierSquad</IncludeThing>
		<IncludeThing>SteelTalonsZoneTrooper</IncludeThing>		
		<IncludeThing>SteelTalonsZoneTrooperSquad</IncludeThing>	
		<IncludeThing>SteelTalonsCombatEngineer</IncludeThing>

		<IncludeThing>ZOCOMRifleSoldier</IncludeThing>		
		<IncludeThing>ZOCOMRifleSoldierSquad</IncludeThing>	
		<IncludeThing>ZOCOMMissileSoldier</IncludeThing>		
		<IncludeThing>ZOCOMMissileSoldierSquad</IncludeThing>
		<IncludeThing>ZOCOMGrenadeSoldier</IncludeThing>		
		<IncludeThing>ZOCOMGrenadeSoldierSquad</IncludeThing>
		<IncludeThing>ZOCOMZoneRaider</IncludeThing>		
		<IncludeThing>ZOCOMZoneRaiderSquad</IncludeThing>
		<IncludeThing>ZOCOMSniper</IncludeThing>		
		<IncludeThing>ZOCOMSniperSquad</IncludeThing>
		<IncludeThing>ZOCOMSpotter</IncludeThing>		
		<IncludeThing>ZOCOMEngineer</IncludeThing>		
	</PassengerFilter>
        <DieMuxData
		DeathTypes="ALL" />
        <PassengerData
		BonePrefix="SUBBONE_">
        <Filter
		Rule="NONE"
		Include="INFANTRY" 
    Relationship="SAME_PLAYER"/>
        </PassengerData>
        <MemberTemplateStatusInfo
			ThingTemplate="GDISniperSquad"
			ObjectStatus="CAN_SPOT_FOR_BOMBARD" />
	<UpgradeContainerOnContain
       		ID="RifleSoldiers">
         	<UnitFilter>
        	    	<IncludeThing>GDIRifleSoldier</IncludeThing>
                	<IncludeThing>GDIRifleSoldierSquad</IncludeThing>
			<IncludeThing>SteelTalonsRifleSoldier</IncludeThing>		
			<IncludeThing>SteelTalonsRifleSoldierSquad</IncludeThing>  
			<IncludeThing>ZOCOMRifleSoldier</IncludeThing>		
			<IncludeThing>ZOCOMRifleSoldierSquad</IncludeThing>			
          </UnitFilter>
         	<UpgradeList>Upgrade_MARVRifleSquadFrontLeft</UpgradeList>
         	<UpgradeList>Upgrade_MARVRifleSquadFrontRight</UpgradeList>
         	<UpgradeList>Upgrade_MARVRifleSquadRearLeft</UpgradeList>
         	<UpgradeList>Upgrade_MARVRifleSquadRearRight</UpgradeList>         	
        </UpgradeContainerOnContain>
	<UpgradeContainerOnContain
       		ID="MissileSoldiers">
         	<UnitFilter>
        	    	<IncludeThing>GDIMissileSoldier</IncludeThing>
                	<IncludeThing>GDIMissileSoldierSquad</IncludeThing>
			<IncludeThing>SteelTalonsMissileSoldier</IncludeThing>		
			<IncludeThing>SteelTalonsMissileSoldierSquad</IncludeThing>
			<IncludeThing>ZOCOMMissileSoldier</IncludeThing>		
			<IncludeThing>ZOCOMMissileSoldierSquad</IncludeThing>		
         	</UnitFilter>
         	<UpgradeList>Upgrade_MARVMissileSquadFrontLeft</UpgradeList>
         	<UpgradeList>Upgrade_MARVMissileSquadFrontRight</UpgradeList>
         	<UpgradeList>Upgrade_MARVMissileSquadRearLeft</UpgradeList>
         	<UpgradeList>Upgrade_MARVMissileSquadRearRight</UpgradeList>         	
        </UpgradeContainerOnContain>        
	<UpgradeContainerOnContain
       		ID="Engineer">
         	<UnitFilter>
        	    	<IncludeThing>GDIEngineer</IncludeThing>
       			<IncludeThing>SteelTalonsCombatEngineer</IncludeThing>
			<IncludeThing>ZOCOMEngineer</IncludeThing>        	    	
         	</UnitFilter>
         	<UpgradeList>Upgrade_MARVEngineerFrontLeft</UpgradeList>
         	<UpgradeList>Upgrade_MARVEngineerFrontRight</UpgradeList>
         	<UpgradeList>Upgrade_MARVEngineerRearLeft</UpgradeList>
         	<UpgradeList>Upgrade_MARVEngineerRearRight</UpgradeList>         	
        </UpgradeContainerOnContain> 
	<UpgradeContainerOnContain
       		ID="Grenades">
         	<UnitFilter>
        	    	<IncludeThing>GDIGrenadeSoldier</IncludeThing>
                	<IncludeThing>GDIGrenadeSoldierSquad</IncludeThing>
			<IncludeThing>SteelTalonsGrenadeSoldier</IncludeThing>		
			<IncludeThing>SteelTalonsGrenadeSoldierSquad</IncludeThing>               	
			<IncludeThing>ZOCOMGrenadeSoldier</IncludeThing>		
			<IncludeThing>ZOCOMGrenadeSoldierSquad</IncludeThing>                	
         	</UnitFilter>
         	<UpgradeList>Upgrade_MARVGrenadeSoldierSquadFrontLeft</UpgradeList>
         	<UpgradeList>Upgrade_MARVGrenadeSoldierSquadFrontRight</UpgradeList>
         	<UpgradeList>Upgrade_MARVGrenadeSoldierSquadRearLeft</UpgradeList>
         	<UpgradeList>Upgrade_MARVGrenadeSoldierSquadRearRight</UpgradeList>         	
        </UpgradeContainerOnContain>         
	<UpgradeContainerOnContain
       		ID="Snipers">
         	<UnitFilter>
        	    	<IncludeThing>GDISniper</IncludeThing>
			<IncludeThing>GDISpotter</IncludeThing>
			<IncludeThing>GDISniperSquad</IncludeThing>
			<IncludeThing>ZOCOMSniper</IncludeThing>		
			<IncludeThing>ZOCOMSniperSquad</IncludeThing>	
			<IncludeThing>ZOCOMSpotter</IncludeThing>					
         	</UnitFilter>
         	<UpgradeList>Upgrade_MARVSniperSquadFrontLeft</UpgradeList>
         	<UpgradeList>Upgrade_MARVSniperSquadFrontRight</UpgradeList>
         	<UpgradeList>Upgrade_MARVSniperSquadRearLeft</UpgradeList>
         	<UpgradeList>Upgrade_MARVSniperSquadRearRight</UpgradeList>         	
        </UpgradeContainerOnContain>              
	<UpgradeContainerOnContain
       		ID="ZoneTroopers">
         	<UnitFilter>
        	    	<IncludeThing>GDIZoneTrooper</IncludeThing>
                	<IncludeThing>GDIZoneTrooperSquad</IncludeThing>
       			<IncludeThing>SteelTalonsZoneTrooper</IncludeThing>		
			<IncludeThing>SteelTalonsZoneTrooperSquad</IncludeThing>         	
         	</UnitFilter>
         	<UpgradeList>Upgrade_MARVZoneTrooperSquadFrontLeft</UpgradeList>
         	<UpgradeList>Upgrade_MARVZoneTrooperSquadFrontRight</UpgradeList>
         	<UpgradeList>Upgrade_MARVZoneTrooperSquadRearLeft</UpgradeList>
         	<UpgradeList>Upgrade_MARVZoneTrooperSquadRearRight</UpgradeList>         	
        </UpgradeContainerOnContain>    
			<UpgradeContainerOnContain
				ID="ZoneRaiders">
				<UnitFilter>
					<IncludeThing>ZOCOMZoneRaider</IncludeThing>
          				<IncludeThing>ZOCOMZoneRaiderSquad</IncludeThing>
				</UnitFilter>
				<UpgradeList>Upgrade_MARVZoneRaiderSquadFrontLeft</UpgradeList>
				<UpgradeList>Upgrade_MARVZoneRaiderSquadFrontRight</UpgradeList>
				<UpgradeList>Upgrade_MARVZoneRaiderSquadRearLeft</UpgradeList>
				<UpgradeList>Upgrade_MARVZoneRaiderSquadRearRight</UpgradeList>         	
			</UpgradeContainerOnContain>        
      </SlaughterHordeContain>

		<!-- object status for RGA targets -->
			<StatusBitsUpgrade
				id="ModuleTag_ObjectStatusForRGA_1"
				StatusToSet="RIDER2">
				<TriggeredBy>Upgrade_MARVZoneTrooperSquadFrontLeft</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="ModuleTag_ObjectStatusForRGA_2"
				StatusToSet="RIDER2">
				<TriggeredBy>Upgrade_MARVZoneTrooperSquadFrontRight</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="ModuleTag_ObjectStatusForRGA_3"
				StatusToSet="RIDER2">
				<TriggeredBy>Upgrade_MARVZoneTrooperSquadRearLeft</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="ModuleTag_ObjectStatusForRGA_4"
				StatusToSet="RIDER2">
				<TriggeredBy>Upgrade_MARVZoneTrooperSquadRearRight</TriggeredBy>
			</StatusBitsUpgrade>			
			
<!-- Infantry Garrison UGs -->		
<!-- RIFLES -->
			<SubObjectsUpgrade id="ModuleTag_ShowRifleSquadUGLeftFront" ShowSubObjects="RM_Turret_TreadLF RM_Base_TreadLF"> <TriggeredBy>Upgrade_MARVRifleSquadFrontLeft</TriggeredBy>
			</SubObjectsUpgrade>			
			<SubObjectsUpgrade id="ModuleTag_ShowRifleSquadUGRightFront" ShowSubObjects="RM_Base_TreadRF RM_Turret_TreadRF"> <TriggeredBy>Upgrade_MARVRifleSquadFrontRight</TriggeredBy>
			</SubObjectsUpgrade>			
			<SubObjectsUpgrade id="ModuleTag_ShowRifleSquadUGLeftRear" ShowSubObjects="RM_Base_TreadLR RM_Turret_TreadLR"> <TriggeredBy>Upgrade_MARVRifleSquadRearLeft</TriggeredBy>
			</SubObjectsUpgrade>			
			<SubObjectsUpgrade id="ModuleTag_ShowRifleSquadUGRightRear" ShowSubObjects="RM_Base_TreadRR RM_Turret_TreadRR"> <TriggeredBy>Upgrade_MARVRifleSquadRearRight</TriggeredBy>
			</SubObjectsUpgrade>				
<!-- MISSILES -->			
			<SubObjectsUpgrade id="ModuleTag_ShowMissileSquadUGLeftFront" ShowSubObjects="MS_Base_TreadLF MS_Turret_TreadLF"> <TriggeredBy>Upgrade_MARVMissileSquadFrontLeft</TriggeredBy>
			</SubObjectsUpgrade>			
			<SubObjectsUpgrade id="ModuleTag_ShowMissileSquadUGRightFront" ShowSubObjects="MS_Base_TreadRF MS_Turret_TreadRF"> <TriggeredBy>Upgrade_MARVMissileSquadFrontRight</TriggeredBy>
			</SubObjectsUpgrade>			
			<SubObjectsUpgrade id="ModuleTag_ShowMissileSquadUGLeftRear" ShowSubObjects="MS_Base_TreadLR MS_Turret_TreadLR"> <TriggeredBy>Upgrade_MARVMissileSquadRearLeft</TriggeredBy>
			</SubObjectsUpgrade>			
			<SubObjectsUpgrade id="ModuleTag_ShowMissileSquadUGRightRear" ShowSubObjects="MS_Base_TreadRR MS_Turret_TreadRR"> <TriggeredBy>Upgrade_MARVMissileSquadRearRight</TriggeredBy>
			</SubObjectsUpgrade>			
<!-- ENGINEER -->
			<SubObjectsUpgrade id="ModuleTag_ShowEngineerUGLeftFront" ShowSubObjects="EN_Base_TreadLF EN_Turret_TreadLF"> <TriggeredBy>Upgrade_MARVEngineerFrontLeft</TriggeredBy>
			</SubObjectsUpgrade>
			<SubObjectsUpgrade id="ModuleTag_ShowEngineerUGRightFront" ShowSubObjects="EN_Base_TreadRF EN_Turret_TreadRF"> <TriggeredBy>Upgrade_MARVEngineerFrontRight</TriggeredBy>
			</SubObjectsUpgrade>
			<SubObjectsUpgrade id="ModuleTag_ShowEngineerUGLeftRear" ShowSubObjects="EN_Base_TreadLR EN_Turret_TreadLR"> <TriggeredBy>Upgrade_MARVEngineerRearLeft</TriggeredBy>
			</SubObjectsUpgrade>			
			<SubObjectsUpgrade id="ModuleTag_ShowEngineerUGRightRear" ShowSubObjects="EN_Base_TreadRR EN_Turret_TreadRR"> <TriggeredBy>Upgrade_MARVEngineerRearRight</TriggeredBy>
			</SubObjectsUpgrade>
<!-- GRENADES -->
			<SubObjectsUpgrade id="ModuleTag_ShowGrenadeSoldierSquadUGLeftFront" ShowSubObjects="GN_Base_TreadLF GN_Turret_TreadLF"> <TriggeredBy>Upgrade_MARVGrenadeSoldierSquadFrontLeft</TriggeredBy>
			</SubObjectsUpgrade>
			<SubObjectsUpgrade id="ModuleTag_ShowGrenadeSoldierSquadUGRightFront" ShowSubObjects="GN_Base_TreadRF GN_Turret_TreadRF"> <TriggeredBy>Upgrade_MARVGrenadeSoldierSquadFrontRight</TriggeredBy>
			</SubObjectsUpgrade>
			<SubObjectsUpgrade id="ModuleTag_ShowGrenadeSoldierSquadUGLeftRear" ShowSubObjects="GN_Base_TreadLR GN_Turret_TreadLR"> <TriggeredBy>Upgrade_MARVGrenadeSoldierSquadRearLeft</TriggeredBy>
			</SubObjectsUpgrade>			
			<SubObjectsUpgrade id="ModuleTag_ShowGrenadeSoldierSquadUGRightRear" ShowSubObjects="GN_Base_TreadRR GN_Turret_TreadRR"> <TriggeredBy>Upgrade_MARVGrenadeSoldierSquadRearRight</TriggeredBy>
			</SubObjectsUpgrade>			
<!-- SNIPER -->
			<SubObjectsUpgrade id="ModuleTag_ShowSniperSquadUGLeftFront" ShowSubObjects="ST_Base_TreadLF ST_Turret_TreadLF ST_LASERLF"> <TriggeredBy>Upgrade_MARVSniperSquadFrontLeft</TriggeredBy>
			</SubObjectsUpgrade>
			<SubObjectsUpgrade id="ModuleTag_ShowSniperSquadUGRightFront" ShowSubObjects="ST_Base_TreadRF ST_Turret_TreadRF ST_LASERRF"> <TriggeredBy>Upgrade_MARVSniperSquadFrontRight</TriggeredBy>
			</SubObjectsUpgrade>
			<SubObjectsUpgrade id="ModuleTag_ShowSniperSquadUGLeftRear" ShowSubObjects="ST_Base_TreadLR ST_Turret_TreadLR ST_LASERLR"> <TriggeredBy>Upgrade_MARVSniperSquadRearLeft</TriggeredBy>
			</SubObjectsUpgrade>			
			<SubObjectsUpgrade id="ModuleTag_ShowSniperSquadUGRightRear" ShowSubObjects="ST_Base_TreadRR ST_Turret_TreadRR ST_LASERRR"> <TriggeredBy>Upgrade_MARVSniperSquadRearRight</TriggeredBy>
			</SubObjectsUpgrade>
<!-- ZONETROOPERS -->
			<SubObjectsUpgrade id="ModuleTag_ShowZoneTrooperSquadUGLeftFront" ShowSubObjects="ZT_Base_TreadLF ZT_Turret_TreadLF"> <TriggeredBy>Upgrade_MARVZoneTrooperSquadFrontLeft</TriggeredBy>
			</SubObjectsUpgrade>			
			<SubObjectsUpgrade id="ModuleTag_ShowZoneTrooperSquadUGRightFront" ShowSubObjects="ZT_Base_TreadRF ZT_Turret_TreadRF"> <TriggeredBy>Upgrade_MARVZoneTrooperSquadFrontRight</TriggeredBy>
			</SubObjectsUpgrade>			
			<SubObjectsUpgrade id="ModuleTag_ShowZoneTrooperSquadUGLeftRear" ShowSubObjects="ZT_Base_TreadLR ZT_Turret_TreadLR"> <TriggeredBy>Upgrade_MARVZoneTrooperSquadRearLeft</TriggeredBy>
			</SubObjectsUpgrade>						
			<SubObjectsUpgrade id="ModuleTag_ShowZoneTrooperSquadUGRightRear" ShowSubObjects="ZT_Base_TreadRR ZT_TURRETRR"> <TriggeredBy>Upgrade_MARVZoneTrooperSquadRearRight</TriggeredBy>
			</SubObjectsUpgrade>			
<!-- ZONE RAIDERS -->
			<SubObjectsUpgrade
				id="ModuleTag_ShowZoneRaiderSquadUGLeftFront"
				ShowSubObjects="GN_Base_TreadLF GN_Turret_TreadLF">
				<TriggeredBy>Upgrade_MARVZoneRaiderSquadFrontLeft</TriggeredBy>
			</SubObjectsUpgrade>
			<SubObjectsUpgrade
				id="ModuleTag_ShowZoneRaiderSquadUGRightFront"
				ShowSubObjects="GN_Base_TreadRF GN_Turret_TreadRF">
				<TriggeredBy>Upgrade_MARVZoneRaiderSquadFrontRight</TriggeredBy>
			</SubObjectsUpgrade>
			<SubObjectsUpgrade
				id="ModuleTag_ShowZoneRaiderSquadUGLeftRear"
				ShowSubObjects="GN_Base_TreadLR GN_Turret_TreadLR">
				<TriggeredBy>Upgrade_MARVZoneRaiderSquadRearLeft</TriggeredBy>
			</SubObjectsUpgrade>			
			<SubObjectsUpgrade
				id="ModuleTag_ShowZoneRaiderSquadUGRightRear"
				ShowSubObjects="GN_Base_TreadRR GN_Turret_TreadRR">
				<TriggeredBy>Upgrade_MARVZoneRaiderSquadRearRight</TriggeredBy>
			</SubObjectsUpgrade>
			
<!-- END Infantry Garrison UGS -->

			<LaserState id="ModuleTag_LaserState" LaserId="0" />
			<Physics id="ModuleTag_Physics" />
			<SlowDeath id="ModuleTag_Death" SinkDelay="5s" SinkRate="1.5" DestructionDelay="15s"> <OCL 	Type="INITIAL"> 	<OCL>OCL_GDIMARVDebris</OCL> </OCL> <DieMuxData 	DeathTypes="ALL" 	DeathTypesForbidden="TOPPLED" /> <Sound 	Type="INITIAL" 	List="GDI_Generic_VoiceDieMS" />
			</SlowDeath>
			<FXListBehavior id="ModuleTag_FXList"> <DieMuxData 	DeathTypes="ALL" /> <Event 	Index="onDeath" 	FX="FX_GDIMARVExplode" />
			</FXListBehavior>
			<ProductionUpdate id="ModuleTag_Production" MaxQueueEntries="1" />
			<AutoHealBehavior id="Upgrade_HeroicHeal_01" InitiallyActive="false" HealOnlyIfNotInCombat="true" HealOnlyIfNotUnderAttack="true" StartHealingDelay="5s" HealingAmount="10" HealingDelay="3s"> <TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</AutoHealBehavior>
			<AutoHealBehavior id="Upgrade_EngineerHeal_01" InitiallyActive="false" HealOnlyIfNotInCombat="false" HealOnlyIfNotUnderAttack="false" StartHealingDelay="0s" HealingAmount="60" HealingDelay="2s" HealFXList=""> <TriggeredBy>Upgrade_MARVEngineerFrontLeft</TriggeredBy>
			</AutoHealBehavior>
			<AttributeModifierUpgrade id="Upgrade_EngineerHeal01_TriggerFX" AttributeModifier="AttributeModifier_MARVEngineerUpgradeLF"> <TriggeredBy>Upgrade_MARVEngineerFrontLeft</TriggeredBy>
			</AttributeModifierUpgrade>			
			<AutoHealBehavior id="Upgrade_EngineerHeal_02" InitiallyActive="false" HealOnlyIfNotInCombat="false" HealOnlyIfNotUnderAttack="false" StartHealingDelay="0s" HealingAmount="60" HealingDelay="2s" HealFXList=""> <TriggeredBy>Upgrade_MARVEngineerFrontRight</TriggeredBy>
			</AutoHealBehavior>
			<AttributeModifierUpgrade id="Upgrade_EngineerHeal02_TriggerFX" AttributeModifier="AttributeModifier_MARVEngineerUpgradeRF"> <TriggeredBy>Upgrade_MARVEngineerFrontRight</TriggeredBy>
			</AttributeModifierUpgrade>			
			<AutoHealBehavior id="Upgrade_EngineerHeal_03" InitiallyActive="false" HealOnlyIfNotInCombat="false" HealOnlyIfNotUnderAttack="false" StartHealingDelay="0s" HealingAmount="60" HealingDelay="2s" HealFXList=""> <TriggeredBy>Upgrade_MARVEngineerRearLeft</TriggeredBy>
			</AutoHealBehavior>
			<AttributeModifierUpgrade id="Upgrade_EngineerHeal03_TriggerFX" AttributeModifier="AttributeModifier_MARVEngineerUpgradeLR"> <TriggeredBy>Upgrade_MARVEngineerRearLeft</TriggeredBy>
			</AttributeModifierUpgrade>			
			<AutoHealBehavior id="Upgrade_EngineerHeal_04" InitiallyActive="false" HealOnlyIfNotInCombat="false" HealOnlyIfNotUnderAttack="false" StartHealingDelay="0s" HealingAmount="60" HealingDelay="2s" HealFXList=""> <TriggeredBy>Upgrade_MARVEngineerRearRight</TriggeredBy>
			</AutoHealBehavior>
			<AttributeModifierUpgrade id="Upgrade_EngineerHeal04_TriggerFX" AttributeModifier="AttributeModifier_MARVEngineerUpgradeRR"> <TriggeredBy>Upgrade_MARVEngineerRearRight</TriggeredBy>
			</AttributeModifierUpgrade>
			
			<StatusBitsUpgrade id="ModuleTag_VeterancyUpgrade" StatusToSet="WEAPON_UPGRADED_02"> <TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</StatusBitsUpgrade>
			<ModelConditionUpgrade id="ModuleTag_AllFactionUpgrade" AddConditionFlags="USER_5"> <TriggeredBy>Upgrade_AllFactionUpgrade</TriggeredBy>
			</ModelConditionUpgrade>

    <FireWeaponUpdate
        id="ModuleTag_FireWeaponUpdate">
        <FireWeaponNugget 	WeaponName="MetaCrushTiberium" 	FireDelay="10s" 	FireInterval=".5s" />				
      </FireWeaponUpdate>	
     
    </Behaviors>
		<AI>
			<AIUpdate id="ModuleTag_AI" AutoAcquireEnemiesWhenIdle="YES" AILuaEventsList="GDIMARVFunctions"> <UnitAITargetChooserData 	CanPickDynamicTargets="false" 	SympathyRange="100.0"  	RotateToTargetWhenAiming="false" />
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody id="ModuleTag_Body" MaxHealth="19500" />
		</Body>
		<ClientBehaviors>
			<ModelConditionAudioLoopClientBehavior id="ModuleTag_idle">
				<ModelConditionSound Sound="GDI_Marv_IdleLoop" ExcludedFlags="MOVING" />
			</ModelConditionAudioLoopClientBehavior>
			<ModelConditionAudioLoopClientBehavior id="ModuleTag_RailgunAccelerator">
				<ModelConditionSound Sound="GDI_RailgunAccelerator_EnergyStripeLoop" RequiredFlags="USING_WEAPON_C" />
			</ModelConditionAudioLoopClientBehavior>
		</ClientBehaviors>
		<Geometry
			IsSmall="false">
<!-- 			<Shape 
				Type="BOX" 
				MajorRadius="55.0" 
				MinorRadius="45.0" 
				Height="40.0" 
				ContactPointGeneration="VEHICLE"> 
				<Offset 	
					x="-6.79372" 	
					y="0.0" 	
					z="0.0" />
			</Shape>				-->
			<Shape 
			     Type= "BOX"
			     MajorRadius = "29.6026"
			     MinorRadius = "17.0185"
			     Height = "17.9773"
			     ContactPointGeneration="VEHICLE">
			    <Offset
			        x = "-18.3624"
			        y = "0.0492744"
			        z = "29.9796" />
			</Shape>
			<Shape 
			     Type= "BOX"
			     MajorRadius = "21.2712"
			     MinorRadius = "8.8983"
			     Height = "17.2881"
			     ContactPointGeneration="VEHICLE">
			    <Offset
			        x = "26.1552"
			        y = "-29.3933"
			        z = "0.0" />
			</Shape>
			<Shape 
			     Type= "BOX"
			     MajorRadius = "21.7525"
			     MinorRadius = "8.56917"
			     Height = "17.378"
			     ContactPointGeneration="VEHICLE">
			    <Offset
			        x = "25.4914"
			        y = "29.1596"
			        z = "9.53674e-007" />
			</Shape>
			<Shape 
			     Type= "BOX"
			     MajorRadius = "21.0169"
			     MinorRadius = "20.2542"
			     Height = "20.678"
			     ContactPointGeneration="VEHICLE">
			    <Offset
			        x = "23.934"
			        y = "0.00376129"
			        z = "-9.53674e-007" />
			</Shape>
			<Shape 
			     Type= "BOX"
			     MajorRadius = "30.3217"
			     MinorRadius = "19.8949"
			     Height = "29.9622"
			     ContactPointGeneration="VEHICLE">
			    <Offset
			        x = "-28.5169"
			        y = "-0.0588036"
			        z = "9.53674e-007" />
			</Shape>
			<Shape 
			     Type= "BOX"
			     MajorRadius = "26.8461"
			     MinorRadius = "11.865"
			     Height = "24.6888"
			     ContactPointGeneration="VEHICLE">
			    <Offset
			        x = "-26.0001"
			        y = "-32.2981"
			        z = "0.0" />
			</Shape>
			<Shape 
			     Type= "BOX"
			     MajorRadius = "26.2468"
			     MinorRadius = "11.3856"
			     Height = "24.9285"
			     ContactPointGeneration="VEHICLE">
			    <Offset
			        x = "-25.8802"
			        y = "31.7012"
			        z = "0.0" />
			</Shape>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry Sound="GDI_MARV_VoiceAttack" AudioType="voiceAttack" />
			<AudioEntry Sound="GDI_MARV_VoiceCreateMS" AudioType="voiceCreated" />
			<AudioEntry Sound="GDI_MARV_VoiceHarvest" AudioType="voiceSupply" />
			<AudioEntry Sound="GDI_MARV_VoiceMove" AudioType="voiceMove" />
			<AudioEntry Sound="GDI_MARV_VoiceMoveAttack" AudioType="voiceAttackAfterMoving" />
			<AudioEntry Sound="GDI_MARV_VoiceMove" AudioType="voiceGuard" />
			<AudioEntry Sound="GDI_MARV_VoiceRetreat" AudioType="voiceRetreatToCastle" />
			<AudioEntry Sound="GDI_MARV_VoiceSelectMS" AudioType="voiceSelect" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry Sound="GDI_Marv_MoveLoopMS" AudioType="soundMoveLoop" />
			<AudioEntry Sound="GDI_Marv_MoveStartMS" AudioType="soundMoveStart" />
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="400" />
		<CrusherInfo
			CrusherLevel="4"
			CrushableLevel="4"
			CrushDecelerationPercent="40%" />
	</GameObject>
</AssetDeclaration>
