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	<Tags></Tags>
	<Includes>
		<Include
			type="all"
			source="ART:SquadMarkGUMis.w3x" />
		<Include
			type="all"
			source="ART:FXRocket_FP.w3x" />
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseSquad.xml" />
	</Includes>
	<GameObject
		id="GDIMissileSoldierSquad"
		inheritFrom="BaseSquad"
		SelectPortrait="Portrait_GDIMissileSquad"
		ButtonImage="Portrait_GDIMissileSquad"
		Side="GDI"
		EditorSorting="UNIT"
		TransportSlotCount="1"
		BuildCost="400"
		BuildTime="4"
		CommandSet="GDIMissileSoldierSquadCommandSet"
		CommandPoints="100" 
		KindOf="SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE ARMY_SUMMARY LARGE_RECTANGLE_PATHFIND PATH_THROUGH_INFANTRY CAN_CAPTURE CAN_BE_FAVORITE_UNIT SCORE"
		IsTrainable="true"
		FormationWidth="2"
		FormationDepth="1"
		ThreatLevel="0"
		ProductionQueueType="INFANTRY"
		UnitCategory="INFANTRY"
		WeaponCategory="MISSILE"
		EditorName="GDIMissileSoldierSquad"
		Description="Desc:GDIMissileSquad"
		TypeDescription="Type:GDIMissileSquad"
		UnitTypeIcon="MissilemenIcon">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:GDIMissileSquad</DisplayName>
		<DisplayUpgrade>Upgrade_GDICompositeArmor</DisplayUpgrade>
		<ArmorSet
			Armor="NoArmor" />
		<LocomotorSet
			Locomotor="NormalRangedSquadLocomotor"
			Condition="NORMAL"
			Speed="40" />
		<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="FXRocket_FP" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="WORLD_BUILDER">
					<Model
						Name="SquadMarkGUMis" />
				</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="SquadMissileRangefinder" />
				</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="2"
				ObjectStatusOfContained=""
				ConditionForEntry="INVALID">
				<PassengerFilter
					Rule="NONE"
					Include="INFANTRY" />
				<DieMuxData />
				<InitialPayload
					Name="GDIMissileSoldier"
					Count="2" />
				<MeleeBehavior
					Type="AMOEBA" />
				<RankInfo
					RankID="1"
					UnitType="GDIMissileSoldier">
					<Position
						X="0"
						Y="-10" />
					<Position
						X="0"
						Y="10" />
				</RankInfo>
				<RankToReleaseWhenAttacking>1</RankToReleaseWhenAttacking>
			</HordeContain>
			<ProductionUpdate
				id="ModuleTag_ProductionUpdate"
				GiveNoXP="true" />
			<ModelConditionUpgrade
				id="ModuleTag_MissileSoldierArmorComposite"
				Permanent="true">
				<TriggeredBy>Upgrade_GDICompositeArmor</TriggeredBy>
			</ModelConditionUpgrade>
			<AimWeapon
				id="ModuleTag_AimWeapon"
				AimHighThreshold="0.5"/>
			<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">
				<UnitAITargetChooserData
					SympathyRange="100.0" />
			</HordeAIUpdate>
		</AI>
		<Body>
			<ImmortalBody
				id="ModuleTag_ImmortalBody"
				MaxHealth="1.0" />
		</Body>
		<Geometry
			IsSmall="false">
			<Shape
				Type="BOX"
				MajorRadius="10.0"
				MinorRadius="20.0"
				Height="13.0"></Shape>
		</Geometry>
		<!--
		<AudioArraySound>
			<AudioEntry
				Sound="AudioEvent:GDI_MissileSoldier_GroupSmall_MoveLoop"
				AudioType="soundMoveLoop" />
		</AudioArraySound>
-->
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="400"
			MaxVisionBonusPercent="300"
			VisionBonusTestRadius="200"
			VisionBonusPercentPerFoot="1" />
		<CrusherInfo
			UseCrushAttack="false"
			CrushableLevel="0"
			CrusherLevel="0" />
	</GameObject>
</AssetDeclaration>
<!--

Object GDIMissileSoldierSquad

	ThreatBreakdown GDIMissileSoldierHorde_DetailedThreat
		AIKindOf = ARCHER
	End
	
	Behavior = AISpecialPowerUpdate GDIMissileSoldierHordeCaptureBuildingAI
		CommandButtonName = Command_CaptureBuilding
		SpecialPowerAIType = AI_SPECIAL_POWER_CAPTURE_BUILDING
	End
	
End



-->