<?xml version="1.0" encoding="utf-8"?>
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	<Tags></Tags>
	<Includes>
		<Include
			type="all"
			source="ART:FXSniper_FP.w3x" />
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseSquad.xml" />
	</Includes>
	<GameObject
		id="GDISniperSquad"
		inheritFrom="BaseSquad"
		SelectPortrait="Portrait_GDISniperTeam"
		ButtonImage="Portrait_GDISniperTeam"
		Side="GDI"
		EditorSorting="UNIT"
		TransportSlotCount="1"
		BuildCost="1000"
		BuildTime="10"
		CommandSet="GDISniperSquadCommandSet"
		CommandPoints="100"
		KindOf="SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE ARMY_SUMMARY LARGE_RECTANGLE_PATHFIND PATH_THROUGH_INFANTRY STEALTH_GARRISON CAN_CAPTURE SNIPER CAN_BE_FAVORITE_UNIT SCORE"
		IsTrainable="true"
		FormationWidth="2"
		FormationDepth="1"
		ThreatLevel="0"
		ProductionQueueType="INFANTRY"
		UnitCategory="INFANTRY"
		WeaponCategory="GUN"
		EditorName="GDISniperSquad"
		Description="Desc:GDISniperTeam"
		TypeDescription="Type:GDISniperTeam"
		UnitTypeIcon="SniperIcon">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:GDISniperTeam</DisplayName>
		<GameDependency>
			<RequiredObject>GDIMedicalBay</RequiredObject>
		</GameDependency>
		<ArmorSet
			Armor="NoArmor" />
		<LocomotorSet
			Locomotor="NormalRangedSquadLocomotor"
			Condition="NORMAL"
			Speed="55" />
		<SkirmishAIInformation
			UnitBuilderStandardCombatUnit="true" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true"
				DependencySharedModelFlags="EMOTION_TAUNTING EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED  EMOTION_TERROR EMOTION_LOOK_TO_SKY">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<Model
						Name="FXSniper_FP" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="WORLD_BUILDER">
					<Model
						Name="GU_SnprSh_SKN" />
				</ModelConditionState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<WeaponSetUpdate
				id="ModuleTag_WeaponSetUpdate">
				<WeaponSlotHardpoint
					ID="1"
					AllowInterleavedFiring="false"
					InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
					WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="SquadSniperRangefinder" />
				</WeaponSlotHardpoint>
			</WeaponSetUpdate>
			<StealthDetectorUpdate
				id="ModuleTag_StealthDetect"
				DetectionRange="400" />
			<Physics
				id="ModuleTag_Physics"></Physics>
			<HordeContain
				id="ModuleTag_HordeContain"
				FrontAngle="4.7123"
				FlankedDelaySeconds="2.0"
				ShowPips="false"
				Formation="MAIN"
				MeleeAttackLeashDistance="1"
				Slots="1"
				ObjectStatusOfContained=""
				ConditionForEntry="INVALID"
				SpawnBannerCarrierImmediately="true">
				<PassengerFilter
					Rule="NONE"
					Include="INFANTRY" />
				<DieMuxData />
				<InitialPayload
					Name="GDISniper"
					Count="1" />
				<!--<InitialPayload Name="GDISpotter" Count="1" />-->
				<MeleeBehavior
					Type="AMOEBA" />
				<!--<RankInfo RankID="1" UnitType="GDISpotter">
					<Position X="0" Y="10" />
				</RankInfo>
				-->
				<RankInfo
					RankID="1"
					UnitType="GDISniper">
					<Position
						X="0"
						Y="10" />
				</RankInfo>
				<RankToReleaseWhenAttacking>1</RankToReleaseWhenAttacking>
				<BannerCarrierPosition>
					<UnitType>GDISpotter</UnitType>
					<Pos
						x="-20"
						y="-10" />
				</BannerCarrierPosition>
				<BannerCarriersAllowed>GDISpotter</BannerCarriersAllowed>
				<MemberTemplateStatusInfo
					ThingTemplate="GDISpotter"
					ObjectStatus="PRIMARY_MEMBER_PRESENT" />
			</HordeContain>
			<ProductionUpdate
				id="ModuleTag_ProductionUpdate"
				GiveNoXP="true" />
			<!-- Trigger for Call Airstrike. This power makes the squad move to within casting range and triggers the actual OCl power -->
			<SpecialPower
				id="ModuleTag_CallAirstrikeSpecialPowerDispatch"
				SpecialPowerTemplate="SpecialPowerCallAirstrike"
				UpdateModuleStartsAttack="true" />
			<!-- Update for the trigger. This makes the unit move to within range -->
			<ActivateModuleSpecialPower
				id="ModuleTag_CallAirstrikeSpecialPowerUpdate"
				SpecialPowerTemplate="SpecialPowerCallAirstrike"
				StartAbilityRange="400">
				<SpecialPowerModules
					ModuleId="ModuleTag_OCLSpecialPowerCallAirstrike"
					TriggerAtTargetPosition="true" />
			</ActivateModuleSpecialPower>
			<!-- Actual work for Call Airstrike is done by this power and update-->
			<OCLSpecialPower
				id="ModuleTag_OCLSpecialPowerCallAirstrike"
				SpecialPowerTemplate="SpecialPowerDummyTriggered1"
				UpdateModuleStartsAttack="true"
				OCL="OCL_GDISniperAirstrike"
				CreateLocation="CREATE_AT_EDGE_NEAR_TARGET_AND_MOVE_TO_LOCATION" />
			<OCLMonitorSpecialAbilityUpdate
				id="ModuleTag_OCLMonitorSpecialAbilityUpdateCallAirstrike"
				SpecialPowerTemplate="SpecialPowerDummyTriggered1"
				UnpackTime="2s"
				PreparationTime="1s"
				PreTriggerUnstealthTime="9999s"
				Options="LOSE_STEALTH_ON_TRIGGER" />
			<xi:include
				href="../../Includes/GDICallForTransport.xml" />
			<xi:include
				href="DATA:Includes/CaptureBehavior.xml"
				xpointer="xmlns(n=uri:ea.com:eala:asset) xpointer(/n:Behaviors/child::*)" />
		</Behaviors>
		<AI>
			<HordeAIUpdate
				id="ModuleTag_HordeAIUpdate"
				AutoAcquireEnemiesWhenIdle="YES ATTACK_BUILDINGS"
				MaxCowerTime="5.0s"
				MinCowerTime="3.0s"
				CanAttackWhileContained="true"
				AILuaEventsList="GDISniperSquadFunctions">
				<UnitAITargetChooserData
					SympathyRange="100.0" />
			</HordeAIUpdate>
		</AI>
		<Body>
			<ImmortalBody
				id="ModuleTag_ImmortalBody"
				MaxHealth="1.0" />
		</Body>
		<Geometry
			IsSmall="false">
			<Shape
				Type="BOX"
				MajorRadius="15.0"
				MinorRadius="15.0"
				Height="20.0"></Shape>
		</Geometry>
		<!--
		<AudioArraySound>
			<AudioEntry
				Sound="AudioEvent:GDI_Sniper_GroupSmall_MoveLoop"
				AudioType="soundMoveLoop" />
		</AudioArraySound>
-->
		<VisionInfo
			VisionRange="400"
			ShroudClearingRange="500"
			MaxVisionBonusPercent="300"
			VisionBonusTestRadius="200"
			VisionBonusPercentPerFoot="1" />
		<CrusherInfo
			UseCrushAttack="false"
			CrushableLevel="0"
			CrusherLevel="0" />
	</GameObject>
</AssetDeclaration>