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	<Tags></Tags>
	<Includes>
		<Include
			type="all"
			source="DATA:GlobalData/GlobalDefines.xml" />
		<Include
			type="all"
			source="ART:SquadMarkNUSha.w3x" />
		<Include
			type="all"
			source="ART:NUShdw_SKN.w3x" />
		<Include
			type="all"
			source="ART:FXShadow_FP.w3x" />		
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseSquad.xml" />
	</Includes>
	<GameObject
		id="BlackHandShadowSquad"
		inheritFrom="BaseSquad"
		SelectPortrait="Portrait_NODShadow"
		ButtonImage="Portrait_NODShadow"
		Side="BlackHand"
		EditorSorting="UNIT"
		TransportSlotCount="1"
		BuildCost="800"
		BuildTime="8"
		CommandSet="NODShadowSquadCommandSet"
		CommandPoints="100" 
		KindOf="SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE ARMY_SUMMARY LARGE_RECTANGLE_PATHFIND INFILTRATOR PATH_THROUGH_INFANTRY STEALTH_GARRISON SKIRMISH_AI_DONT_GARRISON CAN_CAPTURE SNIPER CAN_BE_FAVORITE_UNIT SCORE"
		IsTrainable="true"
		FormationWidth="2"
		FormationDepth="1"
		ThreatLevel="0"
		ProductionQueueType="INFANTRY"
		UnitCategory="INFANTRY"
		WeaponCategory="GUN"
		EditorName="BlackHandShadowSquad"
		Description="Desc:NODShadow"
		TypeDescription="Type:NODShadow"
		UnitTypeIcon="ShadowIcon">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:NODShadow</DisplayName>
		<GameDependency>
			<RequiredObject>BlackHandSecretShrine</RequiredObject>
		</GameDependency>
		<ArmorSet
			Armor="NoArmor" />
		<LocomotorSet
			Locomotor="NormalRangedSquadLocomotor"
			Condition="NORMAL"
			Speed="80" />
		<LocomotorSet
			Locomotor="FlyingShadowSquadLocomotor"
			Condition="NORMAL_UPGRADED"
			Speed="100.0" />
		<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="FXShadow_FP" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="WORLD_BUILDER">
					<Model
						Name="SquadMarkNUSha" />
				</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="ShadowMachineGunRangefinder" />
				</WeaponSlotHardpoint>
			</WeaponSetUpdate>
			<StealthDetectorUpdate
				id="ModuleTag_StealthDetect"
				DetectionRange="100" />
			<Physics
				id="ModuleTag_Physics"></Physics>
			<HordeContain
				id="ModuleTag_HordeContain"
				FrontAngle="4.7123"
				FlankedDelaySeconds="2.0"
				ShowPips="false"
				Formation="MAIN"
				MeleeAttackLeashDistance="1"
				Slots="4"
				ObjectStatusOfContained=""
				ForbiddenCoverStatus="AIRBORNE_TARGET"
				ConditionForEntry="INVALID"
				UseSlowHordeMovement="false">
				<PassengerFilter
					Rule="NONE"
					Include="INFANTRY" />
				<DieMuxData />
				<InitialPayload
					Name="BlackHandShadow"
					Count="4" />
				<MeleeBehavior
					Type="AMOEBA" />
				<RankInfo
					RankID="1"
					UnitType="BlackHandShadow">
					<Position
						X="10"
						Y="-10" />
					<Position
						X="10"
						Y="10" />
				</RankInfo>
				<RankInfo
					RankID="2"
					UnitType="BlackHandShadow">
					<Position
						X="-10"
						Y="-10" />
					<Position
						X="-10"
						Y="10" />
				</RankInfo>
				<RankToReleaseWhenAttacking>1</RankToReleaseWhenAttacking>
				<RankToReleaseWhenAttacking>2</RankToReleaseWhenAttacking>
			</HordeContain>
			<ProductionUpdate
				id="ModuleTag_ProductionUpdate"
				GiveNoXP="true" />
			<SpecialPowerDispatchSpecialPower
				id="ModuleTag_GliderLiftOffDispatch"
				SpecialPowerTemplate="SpecialPower_GliderLiftOffDispatch"
				RequireAllPowersToFunction="true">
				<SpecialPower
					SpecialPowerTemplate="SpecialPower_GliderLiftOffTrigger" />
				<SpecialPower
					SpecialPowerTemplate="SpecialPower_GliderLiftOff" />
			</SpecialPowerDispatchSpecialPower>
			<SpecialPower
				id="ModuleTag_LiftOffSP"
				SpecialPowerTemplate="SpecialPower_GliderLiftOffTrigger"
				UpdateModuleStartsAttack="true" />
			<SwitchLocomotorsSpecialAbilityUpdate
				id="ModuleTag_LiftOffSPUpdate"
				SpecialPowerTemplate="SpecialPower_GliderLiftOffTrigger"
				UnpackTime="0.57s"
				BusyForDuration="1s"
				UseUpgradedLocomotor="true"
				TriggersFlight="true"
				Options="IGNORE_FACING_CHECK"
				SetObjectStatusOnTrigger="NO_ATTACK NO_AUTO_ACQUIRE" />
			<HordeDispatchSpecialPower
				id="ModuleTag_HordeDispatchSpecialPowerGliderLiftOff"
				SpecialPowerTemplate="SpecialPower_GliderLiftOff" />
			<SpecialPowerDispatchSpecialPower
				id="ModuleTag_GliderLandDispatch"
				SpecialPowerTemplate="SpecialPower_GliderLandDispatch"
				RequireAllPowersToFunction="true">
				<SpecialPower
					SpecialPowerTemplate="SpecialPower_GliderLandTrigger" />
				<SpecialPower
					SpecialPowerTemplate="SpecialPower_GliderLand" />
			</SpecialPowerDispatchSpecialPower>
			<SpecialPower
				id="ModuleTag_LandSP"
				SpecialPowerTemplate="SpecialPower_GliderLandTrigger"
				UpdateModuleStartsAttack="true" />
			<SwitchLocomotorsSpecialAbilityUpdate
				id="ModuleTag_LandSPUpdate"
				SpecialPowerTemplate="SpecialPower_GliderLandTrigger"
				HordeMembersSpecialPowerTemplate="SpecialPower_GliderLand"
				UnpackTime="0s"
				PackTime="2.0s" 
				BusyForDuration="2.0s"
				StartAbilityRange="15.0"
				LandingRange="320"
				UseUpgradedLocomotor="false"
				TriggersLanding="true"
				Options="MUST_FINISH_ABILITY APPROACH_UNTIL_MEMBERS_IN_RANGE" 
				ClearObjectStatusOnExit="NO_ATTACK NO_AUTO_ACQUIRE" />
			<HordeDispatchSpecialPower
				id="ModuleTag_HordeDispatchSpecialPowerGliderLand"
				SpecialPowerTemplate="SpecialPower_GliderLand"></HordeDispatchSpecialPower>
			<!--Explosive Charges-->
			<StatusBitsUpgrade
				id="ModuleTag_StatusBitUpgrade">
				<TriggeredBy>Upgrade_ShadowExplosiveCharges</TriggeredBy>
			</StatusBitsUpgrade>
			<SpecialPower
				id="ModuleTag_UnPauseExplosiveCharges"
				SpecialPowerTemplate="SpecialPower_PlaceSatchelCharge_NOD"
				UpdateModuleStartsAttack="true" />
			<WeaponFireSpecialAbilityUpdate
				id="ModuleTag_ExplosiveChargesUpdate"
				SpecialPowerTemplate="SpecialPower_PlaceSatchelCharge_NOD"
				SpecialWeapon="NODShadowPlaceExplosiveCharge"
				UnpackTime="0s"
				PackTime="0s"
				StartAbilityRange="15.0"
				BusyForDuration="0.1s"
				WhichSpecialWeapon="1"
				FleeRangeAfterCompletion="75.0"
				StartRechargeOnExit="true"
				Options="FLIP_OWNER_AFTER_PACKING USE_OBJECT_GEOMETRY_FOR_WITHIN_RANGE_CHECK IGNORE_FACING_CHECK CHECK_SPECIALPOWER_REQUIREMENTS_DURING_UPDATE CHECK_PREVENT_CONDITIONS" />
			<!--End Explosive Charges-->
			<AISpecialPowerUpdate
				id="ModuleTag_NODShadowLand"
				CommandButtonName="Command_NodShadow_GliderLand"
				SpecialPowerAIType="SPECIAL_POWER_MOVEMENT"
				MinimumCutoff="0" />
      <AISpecialPowerUpdate
				id="ModuleTag_NODShadowExplosive"
				CommandButtonName="Command_NodShadow_PlaceExplosiveCharges"
				SpecialPowerAIType="SPECIAL_POWER_CAPTURE_BUILDING" />
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				href="DATA:Includes/CaptureBehavior.xml"
				xpointer="xmlns(n=uri:ea.com:eala:asset) xpointer(/n:Behaviors/child::*)" />
		<LevelUpUpgrade
				id="ModuleTag_LevelUpUpgrade"
				LevelCap="4"
				DoFlash="false"
				LevelsToGain="1">
				<TriggeredBy>Upgrade_BlackHandFaction</TriggeredBy>
		</LevelUpUpgrade>  
    </Behaviors>
		<AI>
			<HordeAIUpdate
				id="ModuleTag_HordeAIUpdate"
				AutoAcquireEnemiesWhenIdle="YES ATTACK_BUILDINGS"
				MaxCowerTime="5.0s"
				MinCowerTime="3.0s"
				CanAttackWhileContained="true">
				<UnitAITargetChooserData
					SympathyRange="100.0" />
			</HordeAIUpdate>
		</AI>
		<Body>
			<ImmortalBody
				id="ModuleTag_ImmortalBody"
				MaxHealth="1.0" />
		</Body>
		<Geometry
			IsSmall="false">
			<Shape
				Type="BOX"
				MajorRadius="20.0"
				MinorRadius="20.0"
				Height="13.0"></Shape>
		</Geometry>
		<!--
		<AudioArrayVoice>
			<NamedEntry Sound="NOD_Shadow_VoiceMoveGliderMS" Name="InitiateGliderLiftOff" />
			<NamedEntry Sound="NOD_Shadow_VoiceMoveGliderMS" Name="InitiateGliderLiftOffTrigger" />
			<NamedEntry Sound="NOD_Shadow_VoiceMoveGliderMS" Name="InitiateGliderLiftOffDispatch" />
		</AudioArrayVoice>
-->
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="400"
			MaxVisionBonusPercent="300"
			VisionBonusTestRadius="200"
			VisionBonusPercentPerFoot="1" />
		<CrusherInfo
			UseCrushAttack="false"
			CrushableLevel="0"
			CrusherLevel="0" />
	</GameObject>
</AssetDeclaration>
