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					Texture2_UScrollRate="0"
					Texture2_VScrollRate="1"
					Texture2_NumFrames="1"
					Texture2_FrameRate="30"
					LaserWidth="5"
					WeaponSlotID="1"
					LaserStateID="1">
					<FXShader
						ShaderName="Laser.fx"
						TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXObeliskLaserHeroic</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXLaserOverlay</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					RequiredStatus="WEAPON_UPGRADED_01" />				
			</LaserDraw>
			<LaserDraw
				id="ModuleTag_LaserDrawTertiaryVeterancy"
				Texture1_UTile="1"
				Texture1_VTile=".5"
				Texture1_UScrollRate="0"
				Texture1_VScrollRate="1"
				Texture1_NumFrames="1"
				Texture1_FrameRate="30"
				Texture2_UTile="1"
				Texture2_VTile=".03"
				Texture2_UScrollRate="0"
				Texture2_VScrollRate="1"
				Texture2_NumFrames="1"
				Texture2_FrameRate="30"
				LaserWidth="5"
				WeaponSlotID="1"
				LaserStateID="2">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXObeliskLaserHeroic</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXLaserOverlay</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					RequiredStatus="WEAPON_UPGRADED_01" />				
			</LaserDraw>			
		</Draws>
		<Behaviors>
			<WeaponSetUpdate
					  id="ModuleTag_WeaponSetUpdate">
				<WeaponSlotHardpoint
							ID="1"
							AllowInterleavedFiring="false"
							InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
							WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
					<Weapon
								  Ordering="PRIMARY_WEAPON"
								  Template="NODCommandoLaserCarbine" />
					<Weapon
								  Ordering="SECONDARY_WEAPON"
								  Template="NODCommandoSatchelChargeDispatchWeapon" />
					<Weapon
								  Ordering="TERTIARY_WEAPON"
								  Template="NODCommandoLaserCarbineContained" />
				</WeaponSlotHardpoint>
			</WeaponSetUpdate>
			<LaserState
					  id="ModuleTag_LaserState"
					  LaserId="1" />
			<LaserState
					  id="ModuleTag_LaserStateTertiary"
					  LaserId="2" />
			<InvisibilityUpdate
					  id="ModuleTag_Invisibility"
					  UpdatePeriod="0.2s"
					  OpacityMin="30%"
					  OpacityMax="100%"
					  Options="STARTS_ACTIVE">
				<InvisibilityNugget
							EnteringStealthFX="FX_NODStealthTransitionOn"
							LeavingStealthFX="FX_NODStealthTransitionOff"
							ForbiddenConditions="MOVING ATTACKING PREATTACK_A FIRING_A FIRING_OR_PREATTACK_A RELOADING_A USING_WEAPON_A PREATTACK_B FIRING_B FIRING_OR_PREATTACK_B RELOADING_B USING_WEAPON_B"
							ForbiddenConditionExceptions="MOVING MOVING_OUT_OF_THE_WAY" />
			</InvisibilityUpdate>
			<StealthDetectorUpdate
					  id="ModuleTag_StealthDetect"
					  DetectionRange="100" />
			<!-- Special Powers -->
			<!-- Walk up and place non-sticky satchel charge (on buildings) -->
			<SpecialPower
					  id="ModuleTag_SatchelCharge"
					  SpecialPowerTemplate="SpecialPower_PlaceSatchelCharge"
					  UpdateModuleStartsAttack="true" />
			<WeaponFireSpecialAbilityUpdate
					  id="ModuleTag_SatchelChargeUpdate"
					  SpecialPowerTemplate="SpecialPower_PlaceSatchelCharge"
					  SpecialWeapon="NODCommandoSatchelChargeWeapon"
					  UnpackTime="0.1s"
					  PackTime="0s"
					  StartAbilityRange="15.0"
					  BusyForDuration="0.1s"
					  WhichSpecialWeapon="1"
				Options="USE_OBJECT_GEOMETRY_FOR_WITHIN_RANGE_CHECK IGNORE_FACING_CHECK" />
			<Physics
					  id="ModuleTag_Physics" />
			<ProductionUpdate
					  id="ModuleTag_ProductionUpdate" />
			<EmotionTrackerUpdate
					  id="Module_ETU">
				<TauntAndPointExcluded
							Rule="NONE" />
				<AddEmotion>CheerIdle_Base</AddEmotion>
				<AddEmotion>CheerBusy_Base</AddEmotion>
			</EmotionTrackerUpdate>
			<SlowDeath
					  id="ModuleTag_Death"
					  SinkDelay="3s"
					  SinkRate="2.4"
					  DestructionDelay="4.5s">
				<DieMuxData
							DeathTypes="ALL" />
				<Sound Type="INITIAL" List="NOD_Commando_VoiceDie" />
			</SlowDeath>
			<BezierProjectile
					  id="ModuleTag_Projectile"
					  FirstHeightMin="104"
					  FirstHeightMax="104"
					  SecondHeightMin="52"
					  SecondHeightMax="52"
					  FirstPercentIndent="20"
					  SecondPercentIndent="70"
					  TumbleRandomly="true"
					  CrushStyle="true"
					  BounceCount="0"
					  FinalStuckTime="1.766s"
					  PreLandingStateTime="0.3s" />
			<SuppressionUpdate
					  id="ModuleTag_SuppressionUpdate"
					  UpdateDelay="0.5s"
					  Suppressability="1000"
					  SuppressionDuration="1.5s"
					  AttributeModifierSuppressed="Modifier_Test_Suppression"
					  AttributeModifierForceMove="Modifier_Test_Suppression_ForceMove" />
			<FindCoverBehavior
					  id="ModuleTag_FCB"
					  CoverScanRange="10.0"
					  AttributeModifierInCover="Modifier_Cover" />
			<xi:include
					  href="../../Includes/NodCallForTransportInfantry.xml" />
			<StancesBehavior
					  id="ModuleTag_Stance"
					  StanceTemplate="Generic" />
			<xi:include
				href="DATA:Includes/CaptureBehavior.xml"
				xpointer="xmlns(n=uri:ea.com:eala:asset) xpointer(/n:Behaviors/child::*)" />
			<StatusBitsUpgrade
				id="ModuleTag_VeterancyUpgrade"
				StatusToSet="WEAPON_UPGRADED_01">
				<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</StatusBitsUpgrade>				
		</Behaviors>
		<AI>
			<AIUpdate
					  id="ModuleTag_AI"
					  AutoAcquireEnemiesWhenIdle="YES">
				<UnitAITargetChooserData
							SympathyRange="100.0"
							IdleScanDelay="0.01s" />
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
					  id="ModuleTag_Body"
					  MaxHealth="500.0" />
		</Body>
		<ClientBehaviors>
			<AnimationSoundClientBehavior id="ModuleTag_ASCB">
				<Sound Sound="Bodyfall" Animation="NU_Cmmndo_LNDA" Frame="5" />
			</AnimationSoundClientBehavior>
		</ClientBehaviors>
		<Geometry
				IsSmall="true">
			<Shape
					  Type="CYLINDER"
					  MajorRadius="7.0"
					  Height="13.0"
					  ContactPointGeneration="SQUAD_MEMBER"/>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
					  Sound="NOD_Commando_VoiceAttack"
					  AudioType="voiceAttack" />
			<AudioEntry
			        Sound="NOD_Commando_VoiceAttackC4"
					AudioType="voiceAttackStructure" />
			<AudioEntry
					Sound="NOD_Commando_VoiceCreateMS"
					AudioType="voiceCreated" />
			<AudioEntry
					Sound="NOD_Commando_VoiceGarrison"
					AudioType="voiceGarrison" />
			<AudioEntry
					Sound="NOD_Commando_VoiceMove"
					AudioType="voiceGuard" />
			<AudioEntry
					Sound="NOD_Commando_VoiceMove"
					AudioType="voiceMove" />
			<AudioEntry
					Sound="NOD_Commando_VoiceMoveAttack"
					AudioType="voiceAttackAfterMoving" />
			<AudioEntry
					Sound="NOD_Commando_VoiceRetreat"
					AudioType="voiceRetreatToCastle" />
			<AudioEntry
					Sound="NOD_Commando_VoiceSelectMS"
					AudioType="voiceSelect" />
			<AudioEntry
					Sound="NOD_Commando_VoiceSelectBattleMS"
					AudioType="voiceSelectBattle" />
			<NamedEntry
					Sound="NOD_Commando_VoiceAttackC4"
					Name="InitiatePlaceSatchelCharge" />
			<NamedEntry
					Sound="NOD_Commando_VoiceAttackC4"
					Name="InitiatePlaceSatchelChargeSticky" />
		</AudioArrayVoice>
		<!--
	NOD_Commando_VoiceSuppressMS
-->
		<ShadowInfo
				Type="DECAL"
				SizeX="14"
				SizeY="14"
				Texture="ShadowI" />
		<VisionInfo
				VisionRange="350"
				ShroudClearingRange="400" />
		<EvaEvents
				EvaEnemyObjectSightedEvent="EnemyCommandoDetected" />
				
		<CrusherInfo
			CrushableLevel="3"
			/>		
	</GameObject>
</AssetDeclaration>
