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	<Tags></Tags>
	<Includes>	
		<Include
			type="all"
			source="ART:FXAlienOverlay.xml" />
		<Include
			type="all"
			source="ART:FXTiberiumLaser.xml" />
		<Include
			type="all"
			source="ART:AURprTripod_SKN.w3x" />
		<Include
			type="all"
			source="ART:AURprTripod_R.w3x" />
		<Include
			type="all"
			source="ART:AURprTripod_D.xml" />
		<Include
			type="all"
			source="ART:AURprTripod_K.xml" />
		<Include
			type="all"
			source="ART:AURprTripod_KD.xml" />
		<Include
			type="all"
			source="ART:AURprTripod_R.xml" />
    <Include
      type="all"
      source="ART:FXTiberiumLaser.xml" />
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:Alien/Units/AlienAnnihilatorTripod.xml" />
	</Includes>
	<GameObject
		id="Reaper17AnnihilatorTripod"
		inheritFrom="AlienAnnihilatorTripod"
		SelectPortrait="Portrait_ReaperTripod"
		ButtonImage="Portrait_ReaperTripod"
		Side="Reaper17"
		EditorSorting="UNIT"
		VoicePriority="225"
		CommandSet="Reaper17AnnihilatorTripodCommandSet"
		EditorName="Reaper17AnnihilatorTripod"
		Description="Desc:Reaper17AnnihilatorTripod"
		WorldMapArmoryUpgradesAllowed="Upgrade_Reaper17ConversionReserves Upgrade_AlienReactorForcefieldGenerator"
		TypeDescription="Type:Reaper17AnnihilatorTripod">
		
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">NAME:Reaper17AnnihilatorTripod</DisplayName>
		<GameDependency
			xai:joinAction="Replace">
			<RequiredObject>Reaper17Reactor</RequiredObject>
		</GameDependency>
		<DisplayUpgrade
			xai:joinAction="Replace"
			id="Tag_DisplayUpgrade1">Upgrade_Reaper17ReactorForcefieldGenerator</DisplayUpgrade>
		<DisplayUpgrade id="Tag_DisplayUpgrade2">Upgrade_Reaper17ConversionReserves</DisplayUpgrade>
		<!--<ArmorSet
			Armor="AlienAnnihilatorTripodArmor"
			DamageFX="VehicleDamageFX" />
		<ArmorSet
			Armor="AlienAnnihilatorTripodArmorShieldBodyEnabled"
			DamageFX="VehicleDamageFX"
			Conditions="SHIELDBODY_ENABLED" />-->
		<LocomotorSet
			Locomotor="AlienAnnihilatorTripodLocomotor"
			Condition="NORMAL"
			Speed="60.0" />
		<SkirmishAIInformation
			UnitBuilderStandardCombatUnit="true" />
		<Draws>
		
		<ScriptedModelDraw
				xai:joinAction="Replace"
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="AURprTripod_SKN" />
					<WeaponFireFXBone
						WeaponSlotID="1"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FXBoneA" />
					<WeaponFireFXBone
						WeaponSlotID="2"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FXBoneB" />
					<WeaponFireFXBone
						WeaponSlotID="3"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FXBoneC" />
					<WeaponFireFXBone
						WeaponSlotID="4"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FXBone_EYE" />
					<WeaponLaunchBone
						WeaponSlotID="1"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FXBoneA" />
					<WeaponLaunchBone
						WeaponSlotID="2"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FXBoneB" />
					<WeaponLaunchBone
						WeaponSlotID="3"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FXBoneC" />
					<WeaponLaunchBone
						WeaponSlotID="4"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FXBone_EYE" />
					<Turret
						TurretNameKey="B_TurretA"
						TurretPitch="B_PitchA1"
						TurretID="1" />
					<Turret
						TurretNameKey="B_TurretB"
						TurretPitch="B_PitchB1"
						TurretID="2" />
					<Turret
						TurretNameKey="B_TurretC"
						TurretPitch="B_PitchC1"
						TurretID="3" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<Model
						Name="AUAnlTrpd_FP" />
				</ModelConditionState>		
						
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="AURprTripod_R" />
					<Texture
						Original="AURprTripod"
						New="AURprTripod_D" />							
					<ParticleSysBone
						BoneName="B_LEG03"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_LEG03"
						FXParticleSystemTemplate="AlienDamageFireGlow01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_LEG03"
						FXParticleSystemTemplate="AlienDamageFireGlow02"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_LEG06"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_LEG06"
						FXParticleSystemTemplate="AlienDamageFireGlow01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_LEG06"
						FXParticleSystemTemplate="AlienDamageFireGlow02"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<!-- DO NOT PUT THE AUAnlTrpdR_SKN HERE !!!!  -->
					<Model
						Name="AURprTripod_SKN" />
					<Texture
						Original="AURprTripod"
						New="AURprTripod_D" />	
					<ParticleSysBone
						BoneName="B_LEG06"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_LEG03"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<!-- DO NOT PUT THE AUAnlTrpdR_SKN HERE !!!!  -->
					<Model
						Name="AURprTripod_SKN" />
					<Texture
						Original="AURprTripod"
						New="AURprTripod_D" />						
					<ParticleSysBone
						BoneName="B_LEG03"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_LEG03"
						FXParticleSystemTemplate="AlienDamageFireGlow01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_LEG03"
						FXParticleSystemTemplate="AlienDamageFireGlow02"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_LEG06"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_LEG06"
						FXParticleSystemTemplate="AlienDamageFireGlow01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_LEG06"
						FXParticleSystemTemplate="AlienDamageFireGlow02"
						FollowBone="true" />
				</ModelConditionState>
			
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<!-- no anim -->
				</AnimationState>				
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					StateName="STATE_bored">
					<Animation
						AnimationName="AUAnlTrpd_BIDA"
						AnimationMode="LOOP" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev == "STATE_Selected" or Prev == "ATNB" or Prev == "STATE_moving" then CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle") end;
					</Script>
				</AnimationState>
      <!-- Tiberium Charging FX-->

      <AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="UNPACKING"
					StateName="STATE_Unpacking">
        <Animation
          AnimNickName="ATNB"
          AnimationName="AUAnlTrpd_AIDA"
          AnimationMode="Once" />
        <ParticleSysBone
          BoneName="NONE"
          FXParticleSystemTemplate="CorrputerTibSuck"
          FollowBone="true" />
        <ParticleSysBone
          BoneName="NONE"
          FXParticleSystemTemplate="CorrupterTibSuck02"
          FollowBone="true" />
      </AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING"
					StateName="STATE_moving">
					<Animation
						AnimNickName="ATNB"
						AnimationName="AUAnlTrpd_DIEA"
						AnimationMode="ONCE" />
					<FXEvent
						Frame="6"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTRIGHT" />
					<FXEvent
						Frame="39"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTRIGHT" />
					<FXEvent
						Frame="23"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTLEFT" />
					<FXEvent
						Frame="55"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTLEFT" />
					<FXEvent
						Frame="12"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_BACK" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="AFFECTED_BY_EMP">
					<Animation
						AnimationName="AUAnlTrpd_BIDA"
						AnimationMode="MANUAL"
						AnimationBlendTime="15"/>
				</AnimationState>
				<!-- being fixed by engineer from being a husk -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_5">
					<Animation
						AnimationName="AUAnlTrpd_GTPA"
						AnimationBlendTime="0"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_LEFT MOVING"
					StateName="STATE_moving">
					<Animation
						AnimNickName="ATNB"
						AnimationName="AUAnlTrpd_WLKA"
						AnimationMode="LOOP"
						Distance="45" />
					<FXEvent
						Frame="29"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTRIGHT" />
					<FXEvent
						Frame="9"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTLEFT" />
					<FXEvent
						Frame="20"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_BACK" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_LEFT"
					StateName="STATE_moving">
					<Animation
						AnimNickName="ATNB"
						AnimationName="AUAnlTrpd_TRNL"
						AnimationMode="LOOP"
						Distance="60" />
					<FXEvent
						Frame="29"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTRIGHT" />
					<FXEvent
						Frame="9"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTLEFT" />
					<FXEvent
						Frame="20"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_BACK" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_RIGHT MOVING"
					StateName="STATE_moving">
					<Animation
						AnimNickName="ATNB"
						AnimationName="AUAnlTrpd_WLKA"
						AnimationMode="LOOP"
						Distance="45" />
					<FXEvent
						Frame="9"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTRIGHT" />
					<FXEvent
						Frame="29"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTLEFT" />
					<FXEvent
						Frame="19"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_BACK" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_RIGHT"
					StateName="STATE_moving">
					<Animation
						AnimNickName="ATNB"
						AnimationName="AUAnlTrpd_TRNR"
						AnimationMode="LOOP"
						Distance="60" />
					<FXEvent
						Frame="9"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTRIGHT" />
					<FXEvent
						Frame="29"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTLEFT" />
					<FXEvent
						Frame="19"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_BACK" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING ATTACKING"
					StateName="STATE_moving">
					<Animation
						AnimNickName="ATNB"
						AnimationName="AUAnlTrpd_WLKA"
						AnimationMode="LOOP"
						Distance="45" />
					
					<FXEvent
						Frame="59"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTRIGHT" />
					<FXEvent
						Frame="39"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTLEFT" />
					<FXEvent
						Frame="20"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_BACK" />
					
					
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="ATTACKING"
					StateName="STATE_moving">
					<Animation
						AnimNickName="ATNB"
						AnimationName="AUAnlTrpd_AIDA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING"
					StateName="STATE_moving">
					<Animation
						AnimNickName="ATNB"
						AnimationName="AUAnlTrpd_WLKA"
						AnimationMode="LOOP"
						Distance="45" />
					<FXEvent
						Frame="59"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTRIGHT" />
					<FXEvent
						Frame="39"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTLEFT" />
					<FXEvent
						Frame="20"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_BACK" />
				</AnimationState>
      <!-- Tiberium Charging FX-->

      <AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="UNPACKING ATTACKING"
					StateName="STATE_Unpacking">
        <Animation
          AnimNickName="ATNB"
          AnimationName="AUAnlTrpd_AIDA"
          AnimationMode="Once" />
        <ParticleSysBone
          BoneName="NONE"
          FXParticleSystemTemplate="CorrputerTibSuck"
          FollowBone="true" />
        <ParticleSysBone
          BoneName="NONE"
          FXParticleSystemTemplate="CorrupterTibSuck02"
          FollowBone="true" />
      </AnimationState>
      
      <!-- SELECTED -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SELECTED"
					StateName="STATE_Selected">
					<Animation
						AnimNickName="ATNB"
						AnimationName="AUAnlTrpd_AIDA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
							if Prev == "STATE_bored" then CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end;
					</Script>
				</AnimationState>
				<!-- TRANSITIONS -->
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_boredToAttention">
					<Animation
						AnimationName="AUAnlTrpd_BATA"
						AnimationMode="ONCE" />
					<FXEvent
						Frame="47"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTRIGHT" />
					<FXEvent
						Frame="35"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTLEFT" />
					<FXEvent
						Frame="23"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_BACK" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_attentionToBored">
					<Animation
						AnimationName="AUAnlTrpd_ABTA"
						AnimationMode="ONCE" />
					<FXEvent
						Frame="49"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTRIGHT" />
					<FXEvent
						Frame="23"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_FRONTLEFT" />
					<FXEvent
						Frame="73"
						FireWhenSkipped="true"
						Effect="FX_AlienTripodFP"
						Bone="B_BACK" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IdleToSelected">
					<Animation
						AnimationName="AUAnlTrpd_BATA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_SelectedToIdle">
					<Animation
						AnimationName="AUAnlTrpd_ABTA"
						AnimationMode="ONCE" />
				</AnimationState>
			
		<!-- Tiberium Charging FX-->
		
			<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="UNPACKING ATTACKING" 
					StateName="STATE_Unpacking">
					<Animation
						AnimNickName="ATNB"
						AnimationName="AUAnlTrpd_AIDA"
						AnimationMode="Once" />				
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="CorrputerTibSuck"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="CorrupterTibSuck02"
						FollowBone="true" />
				</AnimationState>	
			</ScriptedModelDraw>
			<LaserDraw
				xai:joinAction="Replace"
				id="ModuleTag_LaserDraw01"
				Texture1_UTile="1"
				Texture1_VTile=".5"
				Texture1_UScrollRate="0"
				Texture1_VScrollRate=".2"
				Texture1_NumFrames="1"
				Texture1_FrameRate="30"
				Texture2_UTile="1"
				Texture2_VTile=".3"
				Texture2_UScrollRate="0"
				Texture2_VScrollRate=".7"
				Texture2_NumFrames="1"
				Texture2_FrameRate="30"
				LaserWidth="50"
				WeaponSlotID="1"
				LaserStateID="1">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXAlienLaser</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXAlienLaser</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					ForbiddenStatus="WEAPON_UPGRADED_01 HAS_TIBERIUM_AMMO" />					
			</LaserDraw>
			<LaserDraw
				xai:joinAction="Replace"
				id="ModuleTag_LaserDistort01"
				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="2"
				Texture2_UScrollRate="0"
				Texture2_VScrollRate=".7"
				Texture2_NumFrames="1"
				Texture2_FrameRate="30"
				LaserWidth="65"
				WeaponSlotID="1"
				LaserStateID="1">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXAlienOverlay</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXAlienOverlay</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					ForbiddenStatus="HAS_TIBERIUM_AMMO" />				
			</LaserDraw>
			<LaserDraw
				xai:joinAction="Replace"
				id="ModuleTag_LaserDraw02"
				Texture1_UTile="1"
				Texture1_VTile=".5"
				Texture1_UScrollRate="0"
				Texture1_VScrollRate=".2"
				Texture1_NumFrames="1"
				Texture1_FrameRate="30"
				Texture2_UTile="1"
				Texture2_VTile=".3"
				Texture2_UScrollRate="0"
				Texture2_VScrollRate=".7"
				Texture2_NumFrames="1"
				Texture2_FrameRate="30"
				LaserWidth="50"
				WeaponSlotID="2"
				LaserStateID="2">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXAlienLaser</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXAlienLaser</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					ForbiddenStatus="WEAPON_UPGRADED_01 HAS_TIBERIUM_AMMO" />					
			</LaserDraw>
			<LaserDraw
				xai:joinAction="Replace"
				id="ModuleTag_LaserDistort02"
				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="2"
				Texture2_UScrollRate="0"
				Texture2_VScrollRate=".7"
				Texture2_NumFrames="1"
				Texture2_FrameRate="30"
				LaserWidth="65"
				WeaponSlotID="2"
				LaserStateID="2">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXAlienOverlay</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXAlienOverlay</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					ForbiddenStatus="HAS_TIBERIUM_AMMO" />
			</LaserDraw>
			<LaserDraw
				xai:joinAction="Replace"
				id="ModuleTag_LaserDraw03"
				Texture1_UTile="1"
				Texture1_VTile=".5"
				Texture1_UScrollRate="0"
				Texture1_VScrollRate=".2"
				Texture1_NumFrames="1"
				Texture1_FrameRate="30"
				Texture2_UTile="1"
				Texture2_VTile=".3"
				Texture2_UScrollRate="0"
				Texture2_VScrollRate=".7"
				Texture2_NumFrames="1"
				Texture2_FrameRate="30"
				LaserWidth="50"
				WeaponSlotID="3"
				LaserStateID="3">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXAlienLaser</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXAlienLaser</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					ForbiddenStatus="WEAPON_UPGRADED_01 HAS_TIBERIUM_AMMO" />					
			</LaserDraw>
			<LaserDraw
				xai:joinAction="Replace"
				id="ModuleTag_LaserDistort03"
				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="2"
				Texture2_UScrollRate="0"
				Texture2_VScrollRate=".7"
				Texture2_NumFrames="1"
				Texture2_FrameRate="30"
				LaserWidth="65"
				WeaponSlotID="3"
				LaserStateID="3">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXAlienOverlay</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXAlienOverlay</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					ForbiddenStatus="WEAPON_UPGRADED_01 HAS_TIBERIUM_AMMO" />					
			</LaserDraw>
			<LaserDraw
				xai:joinAction="Replace"
				id="ModuleTag_LaserDraw01Veterancy"
				Texture1_UTile="1"
				Texture1_VTile=".5"
				Texture1_UScrollRate="0"
				Texture1_VScrollRate=".2"
				Texture1_NumFrames="1"
				Texture1_FrameRate="30"
				Texture2_UTile="1"
				Texture2_VTile=".3"
				Texture2_UScrollRate="0"
				Texture2_VScrollRate=".7"
				Texture2_NumFrames="1"
				Texture2_FrameRate="30"
				LaserWidth="50"
				WeaponSlotID="1"
				LaserStateID="1">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXAlienLaserHeroic</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXAlienLaserHeroic</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					ForbiddenStatus="HAS_TIBERIUM_AMMO" 
					RequiredStatus="WEAPON_UPGRADED_01" />					
			</LaserDraw>			
			<LaserDraw
				xai:joinAction="Replace"
				id="ModuleTag_LaserDraw02Veterancy"
				Texture1_UTile="1"
				Texture1_VTile=".5"
				Texture1_UScrollRate="0"
				Texture1_VScrollRate=".2"
				Texture1_NumFrames="1"
				Texture1_FrameRate="30"
				Texture2_UTile="1"
				Texture2_VTile=".3"
				Texture2_UScrollRate="0"
				Texture2_VScrollRate=".7"
				Texture2_NumFrames="1"
				Texture2_FrameRate="30"
				LaserWidth="50"
				WeaponSlotID="2"
				LaserStateID="2">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXAlienLaserHeroic</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXAlienLaserHeroic</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					ForbiddenStatus="HAS_TIBERIUM_AMMO" 
					RequiredStatus="WEAPON_UPGRADED_01" />					
			</LaserDraw>			
			<LaserDraw
				xai:joinAction="Replace"
				id="ModuleTag_LaserDraw03Veterancy"
				Texture1_UTile="1"
				Texture1_VTile=".5"
				Texture1_UScrollRate="0"
				Texture1_VScrollRate=".2"
				Texture1_NumFrames="1"
				Texture1_FrameRate="30"
				Texture2_UTile="1"
				Texture2_VTile=".3"
				Texture2_UScrollRate="0"
				Texture2_VScrollRate=".7"
				Texture2_NumFrames="1"
				Texture2_FrameRate="30"
				LaserWidth="50"
				WeaponSlotID="3"
				LaserStateID="3">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXAlienLaserHeroic</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXAlienLaserHeroic</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					ForbiddenStatus="HAS_TIBERIUM_AMMO" 
					RequiredStatus="WEAPON_UPGRADED_01" />					
			</LaserDraw>			
<!-- Tiberium Charged Laser draws-->
			<LaserDraw
				id="ModuleTag_LaserDrawT1"
				Texture1_UTile="1"
				Texture1_VTile=".5"
				Texture1_UScrollRate="0"
				Texture1_VScrollRate=".2"
				Texture1_NumFrames="1"
				Texture1_FrameRate="30"
				Texture2_UTile="1"
				Texture2_VTile=".3"
				Texture2_UScrollRate="0"
				Texture2_VScrollRate=".7"
				Texture2_NumFrames="1"
				Texture2_FrameRate="30"
				LaserWidth="50"
				WeaponSlotID="1"
				LaserStateID="4">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXTiberiumLaser</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXTiberiumLaser</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					RequiredStatus="HAS_TIBERIUM_AMMO" />
			</LaserDraw>
			<LaserDraw
				id="ModuleTag_LaserDrawT2"
				Texture1_UTile="1"
				Texture1_VTile=".5"
				Texture1_UScrollRate="0"
				Texture1_VScrollRate=".2"
				Texture1_NumFrames="1"
				Texture1_FrameRate="30"
				Texture2_UTile="1"
				Texture2_VTile=".3"
				Texture2_UScrollRate="0"
				Texture2_VScrollRate=".7"
				Texture2_NumFrames="1"
				Texture2_FrameRate="30"
				LaserWidth="50"
				WeaponSlotID="2"
				LaserStateID="5">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXTiberiumLaser</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXTiberiumLaser</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					RequiredStatus="HAS_TIBERIUM_AMMO" />
			</LaserDraw>
			<LaserDraw
				id="ModuleTag_LaserDrawT3"
				Texture1_UTile="1"
				Texture1_VTile=".5"
				Texture1_UScrollRate="0"
				Texture1_VScrollRate=".2"
				Texture1_NumFrames="1"
				Texture1_FrameRate="30"
				Texture2_UTile="1"
				Texture2_VTile=".3"
				Texture2_UScrollRate="0"
				Texture2_VScrollRate=".7"
				Texture2_NumFrames="1"
				Texture2_FrameRate="30"
				LaserWidth="50"
				WeaponSlotID="3"
				LaserStateID="6">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXTiberiumLaser</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXTiberiumLaser</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					RequiredStatus="HAS_TIBERIUM_AMMO" />
			</LaserDraw>
<!-- tiberium enriched laser distortion -->
			<LaserDraw
				id="ModuleTag_LaserDistortT1"
				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="2"
				Texture2_UScrollRate="0"
				Texture2_VScrollRate=".7"
				Texture2_NumFrames="1"
				Texture2_FrameRate="30"
				LaserWidth="65"
				WeaponSlotID="1"
				LaserStateID="4">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXAlienOverlay</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXAlienOverlay</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					RequiredStatus="HAS_TIBERIUM_AMMO" />
			</LaserDraw>	
			<LaserDraw
				id="ModuleTag_LaserDistortT2"
				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="2"
				Texture2_UScrollRate="0"
				Texture2_VScrollRate=".7"
				Texture2_NumFrames="1"
				Texture2_FrameRate="30"
				LaserWidth="65"
				WeaponSlotID="2"
				LaserStateID="5">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXAlienOverlay</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXAlienOverlay</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					RequiredStatus="HAS_TIBERIUM_AMMO" />
			</LaserDraw>	
			<LaserDraw
				id="ModuleTag_LaserDistortT3"
				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="2"
				Texture2_UScrollRate="0"
				Texture2_VScrollRate=".7"
				Texture2_NumFrames="1"
				Texture2_FrameRate="30"
				LaserWidth="65"
				WeaponSlotID="3"
				LaserStateID="6">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXAlienOverlay</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXAlienOverlay</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					RequiredStatus="HAS_TIBERIUM_AMMO" />
			</LaserDraw>				

			<!-- draw a nice 'combined' effect, PLACEHOLDER -->
			<ScriptedModelDraw
				id="ModuleTag_DrawCombined"
				xai:joinAction="Replace">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT" />
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="COMBINED_PARENT USER_2">
					<ParticleSysBone
						BoneName="NONE"
						FollowBone="true"
						FXParticleSystemTemplate="NODTibInfusion" />
					<ParticleSysBone
						BoneName="NONE"
						FollowBone="true"
						FXParticleSystemTemplate="AUBuzzerCombine" />
					<ParticleSysBone
						BoneName="NONE"
						FollowBone="true"
						FXParticleSystemTemplate="AUBuzzerCombineGlow" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_2">
					<ParticleSysBone
						BoneName="NONE"
						FollowBone="true"
						FXParticleSystemTemplate="NODTibInfusion" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="COMBINED_PARENT">
					<ParticleSysBone
						BoneName="NONE"
						FollowBone="true"
						FXParticleSystemTemplate="AUBuzzerCombine" />
					<ParticleSysBone
						BoneName="NONE"
						FollowBone="true"
						FXParticleSystemTemplate="AUBuzzerCombineGlow" />						
				</ModelConditionState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<WeaponSetUpdate
				id="ModuleTag_WeaponSetUpdate"
				xai:joinAction="Replace">
				<WeaponSlotTurret
					ID="1"
					AllowInterleavedFiring="true"
					InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
					WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="AlienAnnihilatorPulseCannonA" />
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="Reaper17TripodPulseCannonA_TiberiumEnhanced"
						ObjectStatus="HAS_TIBERIUM_AMMO" />
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="Reaper17TripodPulseCannonA_SuperDuperTiberiumEnhanced"
						ObjectStatus="HAS_TIBERIUM_AMMO WEAPON_UPGRADED_02" />						
					<TurretSettings
						TurretTurnRate="200"
						TurretPitchRate="40"
						AllowsPitch="true"
						MinimumPitch="-25d"
						MaxDeflectionAntiClockwise="65d"
						MaxDeflectionClockwise="65d"
						NaturalTurretAngle="180d"
						RecenterWhenOutOfTurnRange="false">
						<TurretAITargetChooserData
							CanAcquireDynamicIfAssignedOutOfRange="true" />
					</TurretSettings>
				</WeaponSlotTurret>
				<WeaponSlotTurret
					ID="2"
					AllowInterleavedFiring="true"
					InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
					WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="AlienAnnihilatorPulseCannonB" />
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="Reaper17TripodPulseCannonB_TiberiumEnhanced"
						ObjectStatus="HAS_TIBERIUM_AMMO" />	
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="Reaper17TripodPulseCannonB_SuperDuperTiberiumEnhanced"
						ObjectStatus="HAS_TIBERIUM_AMMO WEAPON_UPGRADED_02" />							
					<TurretSettings
						TurretTurnRate="200"
						TurretPitchRate="40"
						AllowsPitch="true"
						MinimumPitch="-25d"
						MaxDeflectionAntiClockwise="65d"
						MaxDeflectionClockwise="65d"
						NaturalTurretAngle="300d"
						RecenterWhenOutOfTurnRange="false">
						<TurretAITargetChooserData
							CanAcquireDynamicIfAssignedOutOfRange="true" />
					</TurretSettings>
				</WeaponSlotTurret>
				<WeaponSlotTurret
					ID="3"
					AllowInterleavedFiring="true"
					InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
					WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="AlienAnnihilatorPulseCannonC" />
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="Reaper17TripodPulseCannonC_TiberiumEnhanced"
						ObjectStatus="HAS_TIBERIUM_AMMO" />
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="Reaper17TripodPulseCannonC_SuperDuperTiberiumEnhanced"
						ObjectStatus="HAS_TIBERIUM_AMMO WEAPON_UPGRADED_02" />							
					<TurretSettings
						TurretTurnRate="200"
						TurretPitchRate="40"
						AllowsPitch="true"
						MinimumPitch="-25d"
						MaxDeflectionAntiClockwise="65d"
						MaxDeflectionClockwise="65d"
						NaturalTurretAngle="60d"
						RecenterWhenOutOfTurnRange="false">
						<TurretAITargetChooserData
							CanAcquireDynamicIfAssignedOutOfRange="true" />
					</TurretSettings>
				</WeaponSlotTurret>
				<WeaponSlotHardpoint
					ID="4">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="AlienAnnihilatorEMPCannon" />
				</WeaponSlotHardpoint>
			</WeaponSetUpdate>
			<!-- dying, spawn a husk -->
			<CreateObjectDie
				xai:joinAction="Replace"
				id="ModuleTag_CreateObjectDie"
				CreationList="Reaper17AnnihilatorTripodDieOCL">
				<DieMuxData
					DeathTypes="ALL" />
			</CreateObjectDie>
			<LaserState
				id="ModuleTag_LaserState4"
				LaserId="4" />	
			<LaserState
				id="ModuleTag_LaserState5"
				LaserId="5" />				
			<LaserState
				id="ModuleTag_LaserState6"
				LaserId="6" />
      
<!-- Reaper Tripod Conversion Beam-->

			<SpecialPower
				id="ModuleTag_TiberiumThiefSpecialPower"
				SpecialPowerTemplate="SpecialPower_ConversionBeam"
				UpdateModuleStartsAttack="true" />
			
			<TiberiumThiefSpecialAbilityUpdate
				id="ModuleTag_TiberiumThiefSpecialAbilityUpdate"
				SpecialPowerTemplate="SpecialPower_ConversionBeam"
				UnpackTime="0.1s"
				UnpackSound="ALI_DevourerTank_ConversionBeamFire"
				PersistentPrepTime="10000s"
				StartAbilityRange="50"
				TiberiumStolenPerUpdate="10"
				DelayBetweenThefts="0.3s"
				TiberiumCapacity="100"
				ObjectStatusWhenNotEmpty="HAS_TIBERIUM_AMMO DOES_CONTAIN_TIBERIUM"
				ModelConditionWhenNotEmpty="USER_2"
				StartRechargeOnExit="true" />
					
		<!--	<SpecialPower
				id="ModuleTag_TiberiumThiefSpecialPowerUpgraded"
				SpecialPowerTemplate="SpecialPower_ConversionBeamUpgraded"
				UpdateModuleStartsAttack="true" />				
			<TiberiumThiefSpecialAbilityUpdate
				id="ModuleTag_TiberiumThiefWithReservesUpdate"
				SpecialPowerTemplate="SpecialPower_ConversionBeamUpgraded"
				UnpackTime="0.1s"
				UnpackSound="ALI_DevourerTank_ConversionBeamFire"
				PersistentPrepTime="10000s"
				StartAbilityRange="50"
				TiberiumStolenPerUpdate="10"
				DelayBetweenThefts="0.3s"
				TiberiumCapacity="200"
				ObjectStatusWhenNotEmpty="HAS_TIBERIUM_AMMO DOES_CONTAIN_TIBERIUM"
				ModelConditionWhenNotEmpty="USER_2"
				StartRechargeOnExit="true"/>								
			<CommandSetUpgrade
				id="ModuleTag_SwapCommandSet"
				CommandSet="Reaper17AnnihilatorTripodConversionUpgradeCommandSet"
				Permanent="true">
				<TriggeredBy>Upgrade_Reaper17ConversionReserves</TriggeredBy>
			</CommandSetUpgrade>
		-->
			<!-- Forcefield Generator -->
			<StatusBitsUpgrade
				id="ModuleTag_StatusBitUpgrade"
				xai:joinAction="Replace"
				StatusToSet="SHIELDBODY_ENABLED">
				<TriggeredBy>Upgrade_Reaper17ReactorForcefieldGenerator</TriggeredBy>
			</StatusBitsUpgrade>

			<StatusBitsUpgrade
				id="ModuleTag_VeterancyUpgrade"
				StatusToSet="WEAPON_UPGRADED_01">
				<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</StatusBitsUpgrade>	
			<StatusBitsUpgrade
				id="ModuleTag_UpgradeWeapon"
				StatusToSet="WEAPON_UPGRADED_02">
				<TriggeredBy>Upgrade_Reaper17ConversionReserves</TriggeredBy>
			</StatusBitsUpgrade>
			<SubObjectsUpgrade
				id="ModuleTag_ShowConversionReserveTanks"
				ShowSubObjects="AU_RPRTRIPOD_UPGR01">
				<TriggeredBy>Upgrade_Reaper17ConversionReserves</TriggeredBy>
			</SubObjectsUpgrade>
								
			<AISpecialPowerUpdate
				id="ModuleTag_AlienDevourerConversionAI"
				CommandButtonName="Command_DevourerTankConversionBeam"
				SpecialPowerAIType="SPECIAL_POWER_AOE_BUFF"
				SpecialPowerRadius="100" 
				MinimumCutoff="5" />
			<AISpecialPowerUpdate
				id="ModuleTag_AlienDevourerUpgradedConversionAI"
				CommandButtonName="Command_UpgradedConversionBeam"
				SpecialPowerAIType="SPECIAL_POWER_AOE_BUFF"
				SpecialPowerRadius="100"
				MinimumCutoff="5" />				
			<AudioLoopUpgrade id="ALI_ConversionReserves_Upgrade" SoundToPlay="ALI_ConversionReserves_Upgrade"> 
				<TriggeredBy>Upgrade_Reaper17ConversionReserves</TriggeredBy> 
			</AudioLoopUpgrade>
      			<AudioLoopUpgrade 
				id="ForceFieldUpgradeSound" 
				xai:joinAction="Replace"
				SoundToPlay="ALI_ForceField_Begin">
        			<TriggeredBy>Upgrade_Reaper17ReactorForcefieldGenerator</TriggeredBy>
      			</AudioLoopUpgrade>
			

		</Behaviors>
		<AI>
					<AIUpdate
						xai:joinAction="Replace"
						id="ModuleTag_AI"
						AutoAcquireEnemiesWhenIdle="YES"
						AILuaEventsList="ReaperTripodFunctions">
						<UnitAITargetChooserData
							CanPickDynamicTargets="false"
							SympathyRange="25.0" />
					</AIUpdate>
		</AI>
	</GameObject>
</AssetDeclaration>
