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			DamageFX="VehicleDamageFX" />
		<LocomotorSet
			Locomotor="NODAvatarLocomotor"
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			UnitBuilderStandardCombatUnit="true" />
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				id="ModuleTag_Draw"
				OkToChangeModelColor="true"
				ExtraPublicBone="FT_Turret FT_Pitch NUBEAM B_CLAWHANDR">
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					<Model
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					<WeaponFireFXBone
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					<WeaponLaunchBone
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						TurretPitch="FT_Pitch"
						TurretID="2" />
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					ConditionsYes="DAMAGED USER_6">
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						New="NUMech_K" />						
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					ConditionsYes="REALLYDAMAGED USER_6">
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					<Texture
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						New="NUMechD_K" />
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					ConditionsYes="DYING USER_6">
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					<Texture
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						New="NUMechD_K" />						
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						FXParticleSystemTemplate="GDIDebrisSmallFire"
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						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
						FollowBone="true" />
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						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						FollowBone="true" />
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						BoneName="B_FArmR"
						FXParticleSystemTemplate="GDIDebrisSmallFire"
						FollowBone="true" />
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						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
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					<ParticleSysBone
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						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						FollowBone="true" />
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						FXParticleSystemTemplate="GDIDebrisSmallFire"
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						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
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						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
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						New="NUMechD" />
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						FXParticleSystemTemplate="RedeemerDamagedElectric"
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						BoneName="B_ThighR"
						FXParticleSystemTemplate="RedeemerDamagedElectricFlash"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_ThighR"
						FXParticleSystemTemplate="RedeemerDamagedSpurt"
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						New="NUMechD" />
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						FXParticleSystemTemplate="RedeemerDamagedElectricFlash"
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						FXParticleSystemTemplate="RedeemerDamagedSpurt"
						FollowBone="true" />
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						FXParticleSystemTemplate="RedeemerDamageBlueFlashes"
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						FXParticleSystemTemplate="RedeemerDamageBlueSpark"
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						FXParticleSystemTemplate="RedeemerDamageBlueZap"
						FollowBone="true" />
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						FollowBone="true" />
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						FXParticleSystemTemplate="GDIDebrisSmallFire"
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						FXParticleSystemTemplate="RedeemerDamagedElectricFlash"
						FollowBone="true" />
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						FXParticleSystemTemplate="RedeemerDamagedSpurt"
						FollowBone="true" />
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						FXParticleSystemTemplate="RedeemerDamagedSmoke"
						FollowBone="true" />
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						BoneName="B_ThighL"
						FXParticleSystemTemplate="GDIDebrisSmallFire"
						FollowBone="true" />
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						BoneName="B_ThighL"
						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_ThighL"
						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						FollowBone="true" />
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						BoneName="B_ThighR"
						FXParticleSystemTemplate="RedeemerDamagedElectric"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_ThighR"
						FXParticleSystemTemplate="RedeemerDamagedElectricFlash"
						FollowBone="true" />
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						BoneName="B_ThighR"
						FXParticleSystemTemplate="RedeemerDamagedSpurt"
						FollowBone="true" />
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						FXParticleSystemTemplate="RedeemerDamageBlueFlashes"
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						FXParticleSystemTemplate="RedeemerDamageBlueZap"
						FollowBone="true" />
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						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
						FollowBone="true" />
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						BoneName="B_FlameTank"
						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_FlameTank"
						FXParticleSystemTemplate="GDIDebrisSmallFire"
						FollowBone="true" />
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				<ModelConditionState
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					ConditionsYes="USER_6">
					<Model
						Name="NUMech_SKN" />
					<Texture
						Original="NUMech"
						New="NUMech_K" />							
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				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					Flags="RANDOMSTART"
					StateName="STATE_bored">
					<Animation
						AnimationName="NUMECH_BIDA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_SelectedPose" then
						CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
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				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="COMING_OUT_OF_FACTORY"
					StateName="STATE_built">
					<Animation
						AnimationName="NUMECH_BLDA"
						AnimationBlendTime="0"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Animation
						AnimationName="NUMech_DIEB"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="AFFECTED_BY_EMP">
					<Animation
						AnimationName="NUMECH_BIDA"
						AnimationMode="MANUAL"
						AnimationBlendTime="15" />
				</AnimationState>
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					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_5"
					StateName="STATE_Getup">
					<Animation
						AnimationName="NUMECH_GTPA"
						AnimationBlendTime="0"
						AnimationMode="ONCE" />
				</AnimationState>
				<!-- UPGRADE TRANSITIONS -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_1"
					StateName="STATE_UpgradeAnimation">
					<Animation
						AnimationName="NUMECH_GRBD"
						AnimationMode="ONCE" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_Getup" then
						CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_2"
					StateName="STATE_UpgradeAnimation">
					<Animation
						AnimationName="NUMECH_GRBA"
						AnimationMode="ONCE" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_Getup" then
						CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_3"
					StateName="STATE_UpgradeAnimation">
					<Animation
						AnimationName="NUMECH_GRBB"
						AnimationMode="ONCE" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_Getup" then
						CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_4"
					StateName="STATE_UpgradeAnimation">
					<Animation
						AnimationName="NUMECH_GRBC"
						AnimationMode="ONCE" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_Getup" then
						CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
						end
					</Script>
				</AnimationState>
				<AnimationState
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					ConditionsYes="TURN_LEFT_HIGH_SPEED"
					Flags="MAINTAIN_FRAME_ACROSS_STATES">
					<Animation
						AnimationName="NUMECH_WLKA"
						AnimationMode="LOOP"
						Distance="45" />
					<FXEvent
						Frame="1"
						FireWhenSkipped="true"
						Effect="FX_NODAvatarFootprint"
						Bone="B_FOOTL" />
					<FXEvent
						Frame="25"
						FireWhenSkipped="true"
						Effect="FX_NODAvatarFootprint"
						Bone="B_FOOTR" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_RIGHT_HIGH_SPEED"
					Flags="MAINTAIN_FRAME_ACROSS_STATES">
					<Animation
						AnimationName="NUMECH_WLKA"
						AnimationMode="LOOP"
						Distance="45" />
					<FXEvent
						Frame="1"
						FireWhenSkipped="true"
						Effect="FX_NODAvatarFootprint"
						Bone="B_FOOTL" />
					<FXEvent
						Frame="25"
						FireWhenSkipped="true"
						Effect="FX_NODAvatarFootprint"
						Bone="B_FOOTR" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_LEFT">
					<Animation
						AnimationName="NUMECH_TRNL"
						AnimationMode="LOOP" />
					<FXEvent
						Frame="0"
						FireWhenSkipped="true"
						Effect="FX_NODAvatarFootprint"
						Bone="B_FOOTL" />
					<FXEvent
						Frame="20"
						FireWhenSkipped="true"
						Effect="FX_NODAvatarFootprint"
						Bone="B_FOOTR" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_RIGHT">
					<Animation
						AnimationName="NUMECH_TRNR"
						AnimationMode="LOOP" />
					<FXEvent
						Frame="0"
						FireWhenSkipped="true"
						Effect="FX_NODAvatarFootprint"
						Bone="B_FOOTR" />
					<FXEvent
						Frame="20"
						FireWhenSkipped="true"
						Effect="FX_NODAvatarFootprint"
						Bone="B_FOOTL" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="ACCELERATE">
					<Animation
						AnimationName="NUMECH_ACCL"
						AnimationMode="ONCE" />
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				<AnimationState
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					ConditionsYes="DECELERATE">
					<Animation
						AnimationName="NUMECH_DECL"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING"
					Flags="MAINTAIN_FRAME_ACROSS_STATES">
          <Animation
						AnimationName="NUMECH_WLKA"
						AnimationMode="LOOP"
						Distance="45" 
            AnimationSpeedFactorMin="0.8"
            AnimationSpeedFactorMax="1.0"
            AnimationBlendTime="15" />
          <Animation
						AnimationName="NUMECH_WLKB"
						AnimationMode="LOOP"
						Distance="45" 
            AnimationSpeedFactorMin="0.8"
            AnimationSpeedFactorMax="1.0"
            AnimationBlendTime="15" />
          <Animation
						AnimationName="NUMECH_WLKC"
						AnimationMode="LOOP"
						Distance="45" 
            AnimationSpeedFactorMin="0.8"
            AnimationSpeedFactorMax="1.0"
            AnimationBlendTime="15" />
					<FXEvent
						Frame="1"
						FireWhenSkipped="true"
						Effect="FX_NODAvatarFootprint"
						Bone="B_FOOTL" />
					<FXEvent
						Frame="25"
						FireWhenSkipped="true"
						Effect="FX_NODAvatarFootprint"
						Bone="B_FOOTR" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_built" then
						CurDrawableSetTransitionAnimState("TRANS_built")
						end
					</Script>						
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USING_WEAPON_A USER_10 WEAPONSLOTID_01">
					<Animation
						AnimationName="NUMECH_ATKB"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USING_WEAPON_B WEAPONSLOTID_01">
					<Animation
						AnimationName="NUMECH_ATKB"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USING_WEAPON_A WEAPONSLOTID_01">
					<Animation
						AnimationName="NUMECH_ATKA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="ATTACKING USER_10">
					<Animation
						AnimationName="NUMECH_ATKB"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="ATTACKING">
					<Animation
						AnimationName="NUMECH_ATKA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
				</AnimationState>
				<!-- SELECTED -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SELECTED"
					StateName="STATE_SelectedPose">
					<Animation
						AnimationName="NUMECH_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_IdleToSelected">
					<Animation
						AnimationName="NUMECH_BATA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_SelectedToIdle">
					<Animation
						AnimationName="NUMECH_ABTA"
						AnimationMode="ONCE" />
				</AnimationState>
				<!--   Transitions -->
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_built">
					<Animation
						AnimationName="NUMECH_BLDA"
						AnimationBlendTime="0"
						AnimationMode="ONCE"></Animation>
				</AnimationState>
			</ScriptedModelDraw>
			<ScriptedModelDraw
				id="ModuleTag_DrawFX"
				AttachToBoneInAnotherModule="FT_Pitch">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="FXInvisBone" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"></AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_A WEAPONSLOTID_02">
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankAdd"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankAdd02"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankStart"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankDistort"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankGround"
						FollowBone="true" />
				</AnimationState>
			</ScriptedModelDraw>
			<!-- default laser -->
			<LaserDraw
				id="ModuleTag_LaserDraw1"
				Texture1_UTile="1"
				Texture1_VTile=".5"
				Texture1_UScrollRate="0"
				Texture1_VScrollRate=".2"
				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="20"
				WeaponSlotID="1"
				LaserStateID="1">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXObeliskLaser</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXLaserOverlay</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					ForbiddenStatus="WEAPON_UPGRADED_03" />					
			</LaserDraw>
			<LaserDraw
				id="ModuleTag_LaserDistort1"
				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=".01"
				Texture2_UScrollRate="0"
				Texture2_VScrollRate="1"
				Texture2_NumFrames="1"
				Texture2_FrameRate="1"
				LaserWidth="50"
				WeaponSlotID="1"
				LaserStateID="1">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXRailGunCoreDistortion</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXRailGunCoreMask</Value>
						</Texture>
					</Constants>
				</FXShader>
			</LaserDraw>
			<!-- commandeer'd beam -->
			<LaserDraw
				id="ModuleTag_LaserDraw2"
				Texture1_UTile="1"
				Texture1_VTile=".5"
				Texture1_UScrollRate="0"
				Texture1_VScrollRate=".2"
				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="20"
				WeaponSlotID="1"
				LaserStateID="2">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXObeliskLaser</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXLaserOverlay</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					ForbiddenStatus="WEAPON_UPGRADED_03" />					
			</LaserDraw>
			<LaserDraw
				id="ModuleTag_LaserDistort2"
				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=".01"
				Texture2_UScrollRate="0"
				Texture2_VScrollRate="1"
				Texture2_NumFrames="1"
				Texture2_FrameRate="1"
				LaserWidth="50"
				WeaponSlotID="1"
				LaserStateID="2">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXRailGunCoreDistortion</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXRailGunCoreMask</Value>
						</Texture>
					</Constants>
				</FXShader>
			</LaserDraw>

<!-- Veterancy -->
			
			<LaserDraw
				id="ModuleTag_LaserDraw1_Veterancy"
				Texture1_UTile="1"
				Texture1_VTile=".5"
				Texture1_UScrollRate="0"
				Texture1_VScrollRate=".2"
				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="20"
				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_03" />					
			</LaserDraw>			
			<LaserDraw
				id="ModuleTag_LaserDraw2_Veterancy"
				Texture1_UTile="1"
				Texture1_VTile=".5"
				Texture1_UScrollRate="0"
				Texture1_VScrollRate=".2"
				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="20"
				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_03" />					
			</LaserDraw>			

			<SpotlightDraw
				id="ModuleTag_Spotlight"
				AttachToBoneInAnotherModule="s_generator"
				RefreshTime="2.0s"
				SweepTime="1.0s">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="FXspotlight" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="BUILD_PLACEMENT_CURSOR">
					<Model
						Name="" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<!-- Draw nothing when in Formation Preview -->
					<Model
						Name="" />
				</ModelConditionState>
			</SpotlightDraw>

		</Draws>
		<Behaviors>
			<WeaponSetUpdate
				id="ModuleTag_WeaponSetUpdate">
				<WeaponSlotHardpoint
					ID="1"
					AllowInterleavedFiring="true"
					InterleavedStyle="INTERLEAVE_RANDOM">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="NODAvatarLaser" />
					<Weapon
						Ordering="SECONDARY_WEAPON"
						Template="NODAvatarBeamCannonLaser"
						ObjectStatus="WEAPON_UPGRADED_02" />
				</WeaponSlotHardpoint>
				<WeaponSlotTurret
					ID="2">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="NODAvatarFlamer"
						ObjectStatus="WEAPON_UPGRADED_01" />
					<TurretSettings
						TurretTurnRate="180"
						TurretPitchRate="60"
						AllowsPitch="true"
						MinimumPitch="-45d"
						MinIdleScanTime="1.0s"
						MaxIdleScanTime="2.0s"
						MinIdleScanAngle="0.0"
						MaxIdleScanAngle="90.0">
						<TurretAITargetChooserData
							CanAcquireDynamicIfAssignedOutOfRange="true" />
					</TurretSettings>
				</WeaponSlotTurret>
			</WeaponSetUpdate>
			<ModelConditionUpgrade
				id="ModuleTag_BeamModel"
				AddTempConditionFlag="USER_1"
				TempConditionTime="2.8s">
				<TriggeredBy>Upgrade_AvatarBeamCannon</TriggeredBy>
			</ModelConditionUpgrade>
			<ModelConditionUpgrade
				id="ModuleTag_FlameTankModel"
				AddTempConditionFlag="USER_2"
				TempConditionTime="2.7s">
				<TriggeredBy>Upgrade_AvatarFlamer</TriggeredBy>
			</ModelConditionUpgrade>
			<ModelConditionUpgrade
				id="ModuleTag_InvisibilityModel"
				AddTempConditionFlag="USER_3"
				TempConditionTime="2.7s">
				<TriggeredBy>Upgrade_AvatarInvisibility</TriggeredBy>
			</ModelConditionUpgrade>
			<ModelConditionUpgrade
				id="ModuleTag_StealthDetectorModel"
				AddTempConditionFlag="USER_4"
				TempConditionTime="2.7s">
				<TriggeredBy>Upgrade_AvatarStealthDetect</TriggeredBy>
			</ModelConditionUpgrade>
			<StealthUpgrade
				id="ModuleTag_StealhUpgrade">
				<TriggeredBy>Upgrade_AvatarInvisibility</TriggeredBy>
			</StealthUpgrade>
			<SubObjectsUpgrade
				id="ModuleTag_ShowStealth"
				ShowSubObjects="S_GENERATOR">
				<TriggeredBy>Upgrade_AvatarInvisibility</TriggeredBy>
			</SubObjectsUpgrade>
			<!--			
			<RemoveUpgradeUpgrade
				id="ModuleTag_CommandSet_RemoveFor_01">
				<TriggeredBy>Upgrade_AvatarFlamer</TriggeredBy>
				<UpgradeToRemove>Upgrade_AvatarBeamCannon</UpgradeToRemove>
			</RemoveUpgradeUpgrade>
-->
			<SubObjectsUpgrade
				id="ModuleTag_ShowFlamer"
				ShowSubObjects="FLAMETANK">
				<TriggeredBy>Upgrade_AvatarFlamer</TriggeredBy>
			</SubObjectsUpgrade>
			<StatusBitsUpgrade
				id="ModuleTag_StatusBitUpgradeFor01"
				StatusToSet="WEAPON_UPGRADED_01">
				<TriggeredBy>Upgrade_AvatarFlamer</TriggeredBy>
			</StatusBitsUpgrade>
			<!--			
			<RemoveUpgradeUpgrade
				id="ModuleTag_CommandSet_RemoveFor_02">
				<TriggeredBy>Upgrade_AvatarBeamCannon</TriggeredBy>
				<UpgradeToRemove>Upgrade_AvatarFlamer</UpgradeToRemove>
			</RemoveUpgradeUpgrade>
-->
			<SubObjectsUpgrade
				id="ModuleTag_ShowBeamCannon"
				ShowSubObjects="NUBEAM">
				<TriggeredBy>Upgrade_AvatarBeamCannon</TriggeredBy>
			</SubObjectsUpgrade>
			<StatusBitsUpgrade
				id="ModuleTag_StatusBitUpgradeFor02"
				StatusToSet="WEAPON_UPGRADED_02">
				<CustomAnimAndDuration
					AnimState="USER_10" />
				<TriggeredBy>Upgrade_AvatarBeamCannon</TriggeredBy>
			</StatusBitsUpgrade>
			<InvisibilityUpdate
				id="ModuleTag_Invisibility_Upgraded"
				UpdatePeriod="0.5s">
				<InvisibilityNugget
					ForbiddenConditions="PREATTACK_A FIRING_A FIRING_OR_PREATTACK_A RELOADING_A USING_WEAPON_A REALLYDAMAGED" 
					EnteringStealthFX="FX_NODStealthTransitionOn"
					LeavingStealthFX="FX_NODStealthTransitionOff"/>
				<RequiresUpgrade>Upgrade_AvatarInvisibility</RequiresUpgrade>
			</InvisibilityUpdate>
			<StealthDetectorUpdate
				id="ModuleTag_StealthDetect"
				DetectionRange="=200"
				InitiallyDisabled="true">
				<TriggeredBy>Upgrade_AvatarStealthDetect</TriggeredBy>
			</StealthDetectorUpdate>
			<SubObjectsUpgrade
				id="ModuleTag_ShowStealthDetect"
				ShowSubObjects="S_DETECTOR">
				<TriggeredBy>Upgrade_AvatarStealthDetect</TriggeredBy>
			</SubObjectsUpgrade>
			<!--Commandeer Ability.
				This works as Follows:
				Get in Range Dispatcher - This is a dispatcher that tells the unit to
				get into range of the targeted unit type.  It dispatches 4 powers one for each unit 
				type it can affect.  It does this so it can put in checks in the special power templates
				for things like wether or not it already has the upgrade its trying to get IE already
				got the attack back upgrade so it can't get another one.
				
				Paralyze Weapon - After the Avatar has gotten into range it will fire a weapon to 
				paralyze the targeted unit type.  It does this by using a chain command.  There
				are four powers that all fire the same weapon.  We have four so that we can again
				check any requirements and bail out for specific reasons if necessary here.  It is possible
				that this can be made into one power that fires the weapon to simplify it but this whole
				thing is so fagile that I don't want to chance it.
				
				Give and Kill - This stage is right after we fire the paralyze weapon.  The unit is now
				immobile and we are free to get our upgrades and kill the unit.  This is done with a 
				series of GiveOrRestoreUpgradeSpecialPowers.   Theses special powers then chain off
				to four powers that all fire a weapon that is intended to kill the target object.
			-->				
			<!-- This dispatcher gets the Avatar within range of its target unit.  It requires
				a dispatcher because each of the SP's have their own forbidden upgrade, so that
				for example you can't Commandeer a Flame Tank twice.  -->
			<SpecialPowerDispatchSpecialPower
				id="ModuleTag_AvatarCommandeerGetIntoRangeTriggerDispatch"
				SpecialPowerTemplate="SpecialPower_AvatarCommandeerGetInRange"
				RequireAllPowersToFunction="false">
				<SpecialPower
					SpecialPowerTemplate="SpecialPower_AvatarCommandeerGetInRangeBeam" />
				<SpecialPower
					SpecialPowerTemplate="SpecialPower_AvatarCommandeerGetInRangeFlame" />
				<SpecialPower
					SpecialPowerTemplate="SpecialPower_AvatarCommandeerGetInRangeBike" />
				<SpecialPower
					SpecialPowerTemplate="SpecialPower_AvatarCommandeerGetInRangeStealth" />
			</SpecialPowerDispatchSpecialPower>
			<SpecialPower
				id="ModuleTag_CommandeerGetIntoRangeTriggerBeam"
				SpecialPowerTemplate="SpecialPower_AvatarCommandeerGetInRangeBeam"
				UpdateModuleStartsAttack="true" />
			<SpecialPower
				id="ModuleTag_CommandeerGetIntoRangeTriggerFlame"
				SpecialPowerTemplate="SpecialPower_AvatarCommandeerGetInRangeFlame"
				UpdateModuleStartsAttack="true" />
			<SpecialPower
				id="ModuleTag_CommandeerGetIntoRangeTriggerBike"
				SpecialPowerTemplate="SpecialPower_AvatarCommandeerGetInRangeBike"
				UpdateModuleStartsAttack="true" />
			<SpecialPower
				id="ModuleTag_CommandeerGetIntoRangeTriggerStealth"
				SpecialPowerTemplate="SpecialPower_AvatarCommandeerGetInRangeStealth"
				UpdateModuleStartsAttack="true" />
			<!-- These special powers are the ones that actually get us in range. 
				They chain to the next dispatcher, below.-->
			<SpecialAbilityUpdate
				id="ModuleTag_CommandeerGetIntoRangeBeamUpdate"
				SpecialPowerTemplate="SpecialPower_AvatarCommandeerGetInRangeBeam"
				UnpackTime="0s"
				PackTime="0s"
				StartAbilityRange="15.0"
				Options="CHECK_SPECIALPOWER_REQUIREMENTS_DURING_UPDATE" 
				ChainedButton="Command_AvatarCommandeerParalyzeBeamCannon" />
			<SpecialAbilityUpdate
				id="ModuleTag_CommandeerGetIntoRangeFlameUpdate"
				SpecialPowerTemplate="SpecialPower_AvatarCommandeerGetInRangeFlame"
				UnpackTime="0s"
				PackTime="0s"
				StartAbilityRange="15.0"
				Options="CHECK_SPECIALPOWER_REQUIREMENTS_DURING_UPDATE" 
				ChainedButton="Command_AvatarCommandeerParalyzeFlameTank" />
			<SpecialAbilityUpdate
				id="ModuleTag_CommandeerGetIntoRangeBikeUpdate"
				SpecialPowerTemplate="SpecialPower_AvatarCommandeerGetInRangeBike"
				UnpackTime="0s"
				PackTime="0s"
				StartAbilityRange="15.0"
				Options="CHECK_SPECIALPOWER_REQUIREMENTS_DURING_UPDATE" 
				ChainedButton="Command_AvatarCommandeerParalyzeBike" />
			<SpecialAbilityUpdate
				id="ModuleTag_CommandeerGetIntoRangeStealthUpdate"
				SpecialPowerTemplate="SpecialPower_AvatarCommandeerGetInRangeStealth"
				UnpackTime="0s"
				PackTime="0s"
				StartAbilityRange="15.0"
				Options="CHECK_SPECIALPOWER_REQUIREMENTS_DURING_UPDATE" 
				ChainedButton="Command_AvatarCommandeerParalyzeStealthTank" />
			<!--Paralyze weapon fire ability updates.  This will freeze the unit about to be commandeered so it can't run away.  This
			    will then chain to the actual Commandeer dispatch.-->
			<SpecialPower
				id="SpecialPower_AvatarCommandeerParalyzeBeamCannon"
				SpecialPowerTemplate="SpecialPower_AvatarCommandeerParalyzeBeamCannon"
				AttributeModifierAffectsSelf="true"
				UpdateModuleStartsAttack="true" />
			<WeaponFireSpecialAbilityUpdate
				id="SpecialPower_AvatarCommandeerParalyzeBeamCannonUpdate"
				SpecialPowerTemplate="SpecialPower_AvatarCommandeerParalyzeBeamCannon"
				SpecialWeapon="NODAvatarCommandeerParalyzeWeapon"
				UnpackTime="0s"
				PackTime="0s"
				StartAbilityRange="15.0"
				BusyForDuration="0s"
				WhichSpecialWeapon="1"
				Options="CHECK_SPECIALPOWER_REQUIREMENTS_DURING_UPDATE"
				ChainedButton="Command_AvatarCommandeerDispatch"/>
			<SpecialPower
				id="SpecialPower_AvatarCommandeerParalyzeBike"
				SpecialPowerTemplate="SpecialPower_AvatarCommandeerParalyzeBike"
				AttributeModifierAffectsSelf="true"
				UpdateModuleStartsAttack="true" />
			<WeaponFireSpecialAbilityUpdate
				id="SpecialPower_AvatarCommandeerParalyzeBikeUpdate"
				SpecialPowerTemplate="SpecialPower_AvatarCommandeerParalyzeBike"
				SpecialWeapon="NODAvatarCommandeerParalyzeWeapon"
				UnpackTime="0s"
				PackTime="0s"
				StartAbilityRange="15.0"
				BusyForDuration="0s"
				WhichSpecialWeapon="1"
				Options="CHECK_SPECIALPOWER_REQUIREMENTS_DURING_UPDATE"
				ChainedButton="Command_AvatarCommandeerDispatch"/>
			<SpecialPower
				id="SpecialPower_AvatarCommandeerParalyzeStealthTank"
				SpecialPowerTemplate="SpecialPower_AvatarCommandeerParalyzeStealthTank"
				AttributeModifierAffectsSelf="true"
				UpdateModuleStartsAttack="true" />
			<WeaponFireSpecialAbilityUpdate
				id="SpecialPower_AvatarCommandeerParalyzeStealthTankUpdate"
				SpecialPowerTemplate="SpecialPower_AvatarCommandeerParalyzeStealthTank"
				SpecialWeapon="NODAvatarCommandeerParalyzeWeapon"
				UnpackTime="0s"
				PackTime="0s"
				StartAbilityRange="15.0"
				BusyForDuration="0s"
				WhichSpecialWeapon="1" 
				Options="CHECK_SPECIALPOWER_REQUIREMENTS_DURING_UPDATE" 
				ChainedButton="Command_AvatarCommandeerDispatch"/>
			<SpecialPower
				id="SpecialPower_AvatarCommandeerParalyzeFlameTank"
				SpecialPowerTemplate="SpecialPower_AvatarCommandeerParalyzeFlameTank"
				AttributeModifierAffectsSelf="true"
				UpdateModuleStartsAttack="true" />
			<WeaponFireSpecialAbilityUpdate
				id="SpecialPower_AvatarCommandeerParalyzeFlameTankUpdate"
				SpecialPowerTemplate="SpecialPower_AvatarCommandeerParalyzeFlameTank"
				SpecialWeapon="NODAvatarCommandeerParalyzeWeapon"
				UnpackTime="0s"
				PackTime="0s"
				StartAbilityRange="15.0"
				BusyForDuration="0s"
				WhichSpecialWeapon="1"
				Options="CHECK_SPECIALPOWER_REQUIREMENTS_DURING_UPDATE"
				ChainedButton="Command_AvatarCommandeerDispatch"/>			
			<!--This dispatch will go through all the special powers and pick the correct one base on 
			    an object filter.  It will then destroy the target 2nd set of powers.  The 2nd
			    set of powers may not be entirely necessary.  -->
			<SpecialPowerDispatchSpecialPower
				id="ModuleTag_AvatarCommandeerDispatch"
				SpecialPowerTemplate="SpecialPower_AvatarCommandeerDispatch"
				RequireAllPowersToFunction="false"
				AttributeModifierAffectsSelf="true">
				<SpecialPower
					SpecialPowerTemplate="SpecialPower_AvatarInvisibility" />
				<SpecialPower
					SpecialPowerTemplate="SpecialPower_AvatarStealthDetect" />
				<SpecialPower
					SpecialPowerTemplate="SpecialPower_AvatarBeamCannon" />
				<SpecialPower
					SpecialPowerTemplate="SpecialPower_AvatarFlamer" />
				<SpecialPower
					SpecialPowerTemplate="SpecialPower_AvatarCommandeerDestroyBeamCannon" />
				<SpecialPower
					SpecialPowerTemplate="SpecialPower_AvatarCommandeerDestroyBike" />
				<SpecialPower
					SpecialPowerTemplate="SpecialPower_AvatarCommandeerDestroyFlameTank" />
				<SpecialPower
					SpecialPowerTemplate="SpecialPower_AvatarCommandeerDestroyStealthTank" />
			</SpecialPowerDispatchSpecialPower>
			<!--These upgrades determine what the new avatar functionality is-->
			<GiveOrRestoreUpgradeSpecialPower
				id="SpecialPower_AvatarStealthDetectUpdate"
				SpecialPowerTemplate="SpecialPower_AvatarStealthDetect"
				UpgradeToGive="Upgrade_AvatarStealthDetect" />
			<GiveOrRestoreUpgradeSpecialPower
				id="SpecialPower_AvatarFlamerUpdate"
				SpecialPowerTemplate="SpecialPower_AvatarFlamer"
				UpgradeToGive="Upgrade_AvatarFlamer" />
			<GiveOrRestoreUpgradeSpecialPower
				id="SpecialPower_AvatarBeamCannonUpdate"
				SpecialPowerTemplate="SpecialPower_AvatarBeamCannon"
				UpgradeToGive="Upgrade_AvatarBeamCannon" />
			<GiveOrRestoreUpgradeSpecialPower
				id="SpecialPower_AvatarInvisibilityUpdate"
				SpecialPowerTemplate="SpecialPower_AvatarInvisibility"
				UpgradeToGive="Upgrade_AvatarInvisibility" />
			<SpecialPower
				id="SpecialPower_AvatarInvisibility"
				SpecialPowerTemplate="SpecialPower_AvatarInvisibility" />
			<SpecialPower
				id="SpecialPower_AvatarStealthDetect"
				SpecialPowerTemplate="SpecialPower_AvatarStealthDetect" />
			<SpecialPower
				id="SpecialPower_AvatarBeamCannon"
				SpecialPowerTemplate="SpecialPower_AvatarBeamCannon" />
			<SpecialPower
				id="SpecialPower_AvatarFlamer"
				SpecialPowerTemplate="SpecialPower_AvatarFlamer" />
			<!--Destroy the target object-->
			<SpecialPower
				id="SpecialPower_AvatarCommandeerDestroyBeamCannon"
				SpecialPowerTemplate="SpecialPower_AvatarCommandeerDestroyBeamCannon"
				AttributeModifierAffectsSelf="true"
				UpdateModuleStartsAttack="true" />
			<WeaponFireSpecialAbilityUpdate
				id="SpecialPower_AvatarCommandeerDestroyBeamCannonUpdate"
				SpecialPowerTemplate="SpecialPower_AvatarCommandeerDestroyBeamCannon"
				SpecialWeapon="NODAvatarCommandeerWeapon"
				UnpackTime="0s"
				PackTime="0s"
				StartAbilityRange="15.0"
				BusyForDuration="2.7s"
				WhichSpecialWeapon="1" />
			<SpecialPower
				id="SpecialPower_AvatarCommandeerDestroyBike"
				SpecialPowerTemplate="SpecialPower_AvatarCommandeerDestroyBike"
				AttributeModifierAffectsSelf="true"
				UpdateModuleStartsAttack="true" />
			<WeaponFireSpecialAbilityUpdate
				id="SpecialPower_AvatarCommandeerDestroyBikeUpdate"
				SpecialPowerTemplate="SpecialPower_AvatarCommandeerDestroyBike"
				SpecialWeapon="NODAvatarCommandeerWeapon"
				UnpackTime="0s"
				PackTime="0s"
				StartAbilityRange="15.0"
				BusyForDuration="2.7s"
				WhichSpecialWeapon="1" />
			<SpecialPower
				id="SpecialPower_AvatarCommandeerDestroyFlameTank"
				SpecialPowerTemplate="SpecialPower_AvatarCommandeerDestroyFlameTank"
				AttributeModifierAffectsSelf="true"
				UpdateModuleStartsAttack="true" />
			<WeaponFireSpecialAbilityUpdate
				id="SpecialPower_AvatarCommandeerDestroyFlameTankUpdate"
				SpecialPowerTemplate="SpecialPower_AvatarCommandeerDestroyFlameTank"
				SpecialWeapon="NODAvatarCommandeerWeapon"
				UnpackTime="0s"
				PackTime="0s"
				StartAbilityRange="15.0"
				BusyForDuration="2.7s"
				WhichSpecialWeapon="1" />
			<SpecialPower
				id="SpecialPower_AvatarCommandeerDestroyStealthTank"
				SpecialPowerTemplate="SpecialPower_AvatarCommandeerDestroyStealthTank"
				AttributeModifierAffectsSelf="true"
				UpdateModuleStartsAttack="true" />
			<WeaponFireSpecialAbilityUpdate
				id="SpecialPower_AvatarCommandeerDestroyStealthTankUpdate"
				SpecialPowerTemplate="SpecialPower_AvatarCommandeerDestroyStealthTank"
				SpecialWeapon="NODAvatarCommandeerWeapon"
				UnpackTime="0s"
				PackTime="0s"
				StartAbilityRange="15.0"
				BusyForDuration="2.7s"
				WhichSpecialWeapon="1" />
			<LaserState
				id="ModuleTag_DefaultLaserState"
				LaserId="1" />
			<LaserState
				id="ModuleTag_BeamLaserState"
				LaserId="2" />
			<Physics
				id="ModuleTag_Physics" />
			<ProductionUpdate
				id="ModuleTag_ProductionUpdate" />
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onDeath"
					FX="FX_NOD_AvatarExplodeWithVoice" />
			</FXListBehavior>

			<!-- dying, spawn a husk -->
			<CreateObjectDie
				id="ModuleTag_CreateObjectDie"
				CreationList="NODAvatarDieOCL">
				<DieMuxData
					DeathTypes="ALL" />
			</CreateObjectDie>
<!-- replace with slow death			
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="6.0s"
				SinkRate="2.0"
				DestructionDelay="12.0s">
				<DieMuxData
					DeathTypes="ALL" />
				<Sound Type="INITIAL" List="NOD_Generic_VoiceDieMS" />
			</SlowDeath>
-->
			<DestroyDie
				id="ModuleTag_DestroyDie">
				<DieMuxData
					DeathTypes="ALL" />
			</DestroyDie>
			<AISpecialPowerUpdate
				id="ModuleTag_NODAvatarCommandeer"
				CommandButtonName="Command_AvatarCommandeerGetInRange"
				SpecialPowerAIType="SPECIAL_POWER_BASIC_SELF_BUFF" />
			<ModelConditionUpgrade
				id="ModuleTag_AllFactionUpgrade"
				AddConditionFlags="USER_6">
				<TriggeredBy>Upgrade_AllFactionUpgrade</TriggeredBy>
			</ModelConditionUpgrade>	
			<StatusBitsUpgrade
				id="ModuleTag_VeterancyUpgrade"
				StatusToSet="WEAPON_UPGRADED_03">
				<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</StatusBitsUpgrade>
			<AudioLoopUpgrade id="NOD_PurifyingFlame_Upgrade" SoundToPlay="NOD_PurifyingFlame_UpgradeMS">
				<TriggeredBy>Upgrade_BlackHandSecretShrinePurifyingFlame</TriggeredBy>
			</AudioLoopUpgrade>
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="YES"
				AILuaEventsList="NODAvatarFunctions">
				<UnitAITargetChooserData />
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="11000.0" />
		</Body>
		<ClientBehaviors>
			<AnimationSoundClientBehavior
				id="ModuleTag_ASCB">
				<!-- <Sound Sound="NOD_Avatar_Bodyfall" Animation="NUMech_DIEB" Frame="79" /> why won't this work!!!? Dang it! -->
				<Sound Sound="NOD_AvatarWarMech_Commandeer" Animation="NUMECH_GRBA" Frame="50" />
				<Sound Sound="NOD_AvatarWarMech_Commandeer" Animation="NUMECH_GRBB" Frame="53" />
				<Sound Sound="NOD_AvatarWarMech_Commandeer" Animation="NUMECH_GRBC" Frame="48" />
				<Sound Sound="NOD_AvatarWarMech_Commandeer" Animation="NUMECH_GRBD" Frame="54" />
				<Sound Sound="NOD_AvatarWarMech_Footstep" Animation="NUMECH_ABTA" Frame="22 44" />
				<Sound Sound="NOD_AvatarWarMech_Footstep" Animation="NUMECH_AIDA" Frame="139 168" />
				<Sound Sound="NOD_AvatarWarMech_Footstep" Animation="NUMECH_ACCL" Frame="14" />
				<Sound Sound="NOD_AvatarWarMech_Footstep" Animation="NUMECH_BATA" Frame="16 31" />
				<Sound Sound="NOD_AvatarWarMech_Footstep" Animation="NUMECH_DECL" Frame="15" />
				<Sound Sound="NOD_AvatarWarMech_Footstep" Animation="NUMECH_GRBA" Frame="18 59" />
				<Sound Sound="NOD_AvatarWarMech_Footstep" Animation="NUMECH_GRBB" Frame="17 60" />
				<Sound Sound="NOD_AvatarWarMech_Footstep" Animation="NUMECH_GRBC" Frame="17 60" />
				<Sound Sound="NOD_AvatarWarMech_Footstep" Animation="NUMECH_GRBD" Frame="18 59" />
				<Sound Sound="NOD_AvatarWarMech_Footstep" Animation="NUMECH_GTPA" Frame="45 53 76" />
				<Sound Sound="NOD_AvatarWarMech_Footstep" Animation="NUMECH_TRNL" Frame="22 45" />
				<Sound Sound="NOD_AvatarWarMech_Footstep" Animation="NUMECH_TRNR" Frame="22 45" />
				<Sound Sound="NOD_AvatarWarMech_Footstep" Animation="NUMECH_WLKA" Frame="1 25" />
				<Sound Sound="NOD_AvatarWarMech_Footstep" Animation="NUMECH_WLKB" Frame="23 46" />
				<Sound Sound="NOD_AvatarWarMech_GearMovement_Short" Animation="NUMECH_GRBA" Frame="7 51" />
				<Sound Sound="NOD_AvatarWarMech_GearMovement_Long" Animation="NUMECH_GRBA" Frame="14 34 66" />
				<Sound Sound="NOD_AvatarWarMech_GearMovement_Short" Animation="NUMECH_GRBB" Frame="10 51" />
				<Sound Sound="NOD_AvatarWarMech_GearMovement_Long" Animation="NUMECH_GRBB" Frame="11 37" />
				<Sound Sound="NOD_AvatarWarMech_GearMovement_Short" Animation="NUMECH_GRBC" Frame="10 53" />
				<Sound Sound="NOD_AvatarWarMech_GearMovement_Long" Animation="NUMECH_GRBC" Frame="12 35" />
				<Sound Sound="NOD_AvatarWarMech_GearMovement_Short" Animation="NUMECH_GRBD" Frame="10 54" />
				<Sound Sound="NOD_AvatarWarMech_GearMovement_Long" Animation="NUMECH_GRBD" Frame="24 42" />
				<Sound Sound="NOD_AvatarWarMech_Recovered2" Animation="NUMECH_GTPA" Frame="25" />
				<Sound Sound="NOD_AvatarWarMech_Recovered1" Animation="NUMECH_GTPA" Frame="50" />
				<Sound Sound="NOD_AvatarWarMech_GearMovement_Short" Animation="NUMECH_AIDA" Frame="47 76 88" />
				<Sound Sound="NOD_AvatarWarMech_GearMovement_Long" Animation="NUMECH_AIDA" Frame="47 103" />
			</AnimationSoundClientBehavior>
		</ClientBehaviors>
		<Geometry
			IsSmall="true">
			<Shape
				Type="CYLINDER"
				MajorRadius="20.0"
				Height="50.0"
				ContactPointGeneration="INFANTRY" />
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="NOD_Avatar_VoiceAttack"
				AudioType="voiceAttack" />
			<AudioEntry
				Sound="NOD_Avatar_VoiceMoveAttack"
				AudioType="voiceAttackAfterMoving" />
			<AudioEntry
				Sound="NOD_Avatar_VoiceCreate"
				AudioType="voiceCreated" />
			<AudioEntry
				Sound="NOD_Avatar_VoiceMove"
				AudioType="voiceGuard" />
			<AudioEntry
				Sound="NOD_Avatar_VoiceMove"
				AudioType="voiceMove" />
			<AudioEntry
				Sound="NOD_Avatar_VoiceRetreat"
				AudioType="voiceRetreatToCastle" />
			<AudioEntry
				Sound="NOD_Avatar_VoiceSelectMS"
				AudioType="voiceSelect" />
			<AudioEntry
				Sound="NOD_Avatar_VoiceSelectBattleMS"
				AudioType="voiceSelectBattle" />
      <NamedEntry
				Sound="NOD_Avatar_VoiceTakeTechnology"
				Name="InitiateTakeTechnology" />
		</AudioArrayVoice>
		
		<AudioArraySound>
			<AudioEntry
				Sound="NOD_AvatarWarMech_MoveStart"
				AudioType="soundMoveStart" />
			<AudioEntry
				Sound="NOD_AvatarWarMech_IdleLoop"
				AudioType="soundAmbient" />
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="450"
			ShroudClearingRange="500" />
		<CrusherInfo
			CrusherLevel="3"
			CrushableLevel="3" />
	</GameObject>
</AssetDeclaration>
