<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude" xmlns:xai="uri:ea.com:eala:asset:instance">
	<Tags></Tags>
	<Includes>
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:GDI/Units/GDIMammoth.xml" />
		<Include
			type="instance"
			source="ART:GUMamm_AAUG.xml" />	
		<Include
			type="instance"
			source="ART:GUMammAdAr.w3x" />			
	</Includes>
	<GameObject
		id="SteelTalonsMammoth"
		inheritFrom="GDIMammoth"
		Side="SteelTalons"
		EditorName="SteelTalonsMammoth"
		EditorSorting="UNIT"
		Description="Desc:SteelTalonsMammothTank"
		WorldMapArmoryUpgradesAllowed="Upgrade_GDIArmoryRailgunTech Upgrade_AdaptiveArmor"
		CommandSet="SteelTalonsMammothCommandSet">
		
		<GameDependency
			xai:joinAction="Replace">
			<RequiredObject>SteelTalonsTechCenter</RequiredObject>
		</GameDependency>
		<DisplayUpgrade>Upgrade_AdaptiveArmor</DisplayUpgrade>

<Draws>
			<TankDraw
				xai:joinAction="Replace"
				id="ModuleTag_Draw"
				OkToChangeModelColor="true"
				InitialRecoilSpeed="16.0"
				MaxRecoilDistance="10.0"
				RecoilDamping="2.0"
				RecoilSettleSpeed="3.0"
				TreadAnimationRate="2.0"
				TreadDriveSpeedFraction="0.25"
				TreadPivotSpeedFraction="0.9"
				TrackMarks="EXTnkTrack"
				TrackMarksLeftBone="FXTracksLR"
				TrackMarksRightBone="FXTracksRR"
				ExtraPublicBone="FXTracksLR FXTracksRR FXTracksLF FXTracksRF MUZZLEFX01 MUZZLEFX02">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT"
					RetainSubObjects="true">
					<Model
						Name="GUMamm_SKN" />
					<WeaponFireFXBone
						WeaponSlotID="3"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="MuzzleFX" />
					<WeaponFireFXBone
						WeaponSlotID="1"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="RocketLaunch01" />
					<WeaponFireFXBone
						WeaponSlotID="2"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="RocketLaunch02" />
					<WeaponRecoilBone
						WeaponSlotID="3"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="Bone_Barrel_" />
					<WeaponMuzzleFlash
						WeaponSlotID="3"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="MuzzleFlash_" />
					<WeaponLaunchBone
						WeaponSlotID="3"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="MuzzleFX" />
					<WeaponLaunchBone
						WeaponSlotID="1"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="RocketLaunch01" />
					<WeaponLaunchBone
						WeaponSlotID="2"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="RocketLaunch02" />
					<Turret
						TurretNameKey="Turret01"
						TurretID="1" />
					<Turret
						TurretNameKey="Turret02"
						TurretID="2" />
					<Turret
						TurretNameKey="Bone_Turret"
						TurretPitch="Bone_Rails"
						TurretID="3" />
				</ModelConditionState>
				
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					RetainSubObjects="true"
					ConditionsYes="REALLYDAMAGED USER_8">
					<Model
						Name="GUMammAdAr" />
					<Texture
						Original="GUMamm"
						New="GUMammD" />
					<ParticleSysBone
						BoneName="FXTracksRF"
						FXParticleSystemTemplate="GDIPPDamagedSmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXTracksLR"
						FXParticleSystemTemplate="GDIMammothDamagedFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXTracksLR"
						FXParticleSystemTemplate="GDIMammothDamagedFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXTracksLR"
						FXParticleSystemTemplate="GDIMammothDamagedSmoke"
						FollowBone="true" />
				</ModelConditionState>				
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_8">
					<Model
						Name="GUMammAdAr" />
				</ModelConditionState>	
				
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					RetainSubObjects="true"
					ConditionsYes="REALLYDAMAGED USER_5">
					<Model
						Name="GUMamm_SKN" />
					<Texture
						Original="GUMamm"
						New="GUMammD_K" />
					<ParticleSysBone
						BoneName="FXTracksRF"
						FXParticleSystemTemplate="GDIPPDamagedSmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXTracksLR"
						FXParticleSystemTemplate="GDIMammothDamagedFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXTracksLR"
						FXParticleSystemTemplate="GDIMammothDamagedFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXTracksLR"
						FXParticleSystemTemplate="GDIMammothDamagedSmoke"
						FollowBone="true" />
				</ModelConditionState>
				
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING USER_5">
					<Model
						Name="GUMamm_R" />
					<Texture
						Original="GUMammD"
						New="GUMammD_K" />
				</ModelConditionState>
				
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					RetainSubObjects="true"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="GUMamm_SKN" />
					<Texture
						Original="GUMamm"
						New="GUMammD" />
					<ParticleSysBone
						BoneName="FXTracksRF"
						FXParticleSystemTemplate="GDIPPDamagedSmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXTracksLR"
						FXParticleSystemTemplate="GDIMammothDamagedFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXTracksLR"
						FXParticleSystemTemplate="GDIMammothDamagedFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXTracksLR"
						FXParticleSystemTemplate="GDIMammothDamagedSmoke"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="GUMamm_R" />
					<Texture
						Original="GUMamm"
						New="GUMammD" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<Model
						Name="GUMamm_FP" />
				</ModelConditionState>
			
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_6">
					<Model
						Name="GUMamm_SKN" />
					<Texture
						Original="GUMamm"
						New="GUMamm_AAUG" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_5"
					RetainSubObjects="true">
					<Model
						Name="GUMamm_SKN" />
					<Texture
						Original="GUMamm"
						New="GUMamm_K" />							
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<Script>
						CurDrawableShowSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableHideSubObject("TREADSMOVE")
						CurDrawableHideSubObject("UGRailAccelerator_01")
						CurDrawableHideSubObject("UGRailAccelerator_02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="VEHICLE_CRUSH_CENTER USING_WEAPON_C">
					<Animation
						AnimationName="GUMamm_CRSH1"
						AnimationMode="ONCE" />
					<Script>	
						CurDrawableShowSubObject("UGRailAccelerator_01")
						CurDrawableShowSubObject("UGRailAccelerator_02")
					</Script>	
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_OR_RELOADING_A MOVING BACKING_UP USING_WEAPON_C">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableShowSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableHideSubObject("TREADSMOVE")
						CurDrawableShowSubObject("UGRailAccelerator_01")
						CurDrawableShowSubObject("UGRailAccelerator_02")												
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_OR_RELOADING_A TURN_LEFT USING_WEAPON_C">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableShowSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableHideSubObject("TREADSMOVE")
						CurDrawableShowSubObject("UGRailAccelerator_01")
						CurDrawableShowSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_OR_RELOADING_A TURN_RIGHT USING_WEAPON_C">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableShowSubObject("TREADSRIGHT")
						CurDrawableHideSubObject("TREADSMOVE")
						CurDrawableShowSubObject("UGRailAccelerator_01")
						CurDrawableShowSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_OR_RELOADING_A MOVING USING_WEAPON_C">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableShowSubObject("TREADSMOVE")
						CurDrawableShowSubObject("UGRailAccelerator_01")
						CurDrawableShowSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_OR_RELOADING_A USING_WEAPON_C">
					<Script>
						CurDrawableShowSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableHideSubObject("TREADSMOVE")
						CurDrawableShowSubObject("UGRailAccelerator_01")
						CurDrawableShowSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING BACKING_UP USING_WEAPON_C">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableShowSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableHideSubObject("TREADSMOVE")
						CurDrawableShowSubObject("UGRailAccelerator_01")
						CurDrawableShowSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING ACCELERATE USING_WEAPON_C">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableShowSubObject("TREADSMOVE")
						CurDrawableShowSubObject("UGRailAccelerator_01")
						CurDrawableShowSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING DECELERATE USING_WEAPON_C">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableShowSubObject("TREADSMOVE")
						CurDrawableShowSubObject("UGRailAccelerator_01")
						CurDrawableShowSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_LEFT USING_WEAPON_C">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableShowSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableHideSubObject("TREADSMOVE")
						CurDrawableShowSubObject("UGRailAccelerator_01")
						CurDrawableShowSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_RIGHT USING_WEAPON_C">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableShowSubObject("TREADSRIGHT")
						CurDrawableHideSubObject("TREADSMOVE")
						CurDrawableShowSubObject("UGRailAccelerator_01")
						CurDrawableShowSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING USING_WEAPON_C">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableShowSubObject("TREADSMOVE")
						CurDrawableShowSubObject("UGRailAccelerator_01")
						CurDrawableShowSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USING_WEAPON_C">
					<Script>
						CurDrawableShowSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableHideSubObject("TREADSMOVE")
						CurDrawableShowSubObject("UGRailAccelerator_01")
						CurDrawableShowSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>				
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="VEHICLE_CRUSH_CENTER">
					<Animation
						AnimationName="GUMamm_CRSH1"
						AnimationMode="ONCE" />
					<Script>	
						CurDrawableHideSubObject("UGRailAccelerator_01")
						CurDrawableHideSubObject("UGRailAccelerator_02")
					</Script>						
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_OR_RELOADING_A MOVING BACKING_UP">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableShowSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableHideSubObject("TREADSMOVE")
						CurDrawableHideSubObject("UGRailAccelerator_01")
						CurDrawableHideSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_OR_RELOADING_A TURN_LEFT">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableShowSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableHideSubObject("TREADSMOVE")
						CurDrawableHideSubObject("UGRailAccelerator_01")
						CurDrawableHideSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_OR_RELOADING_A TURN_RIGHT">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableShowSubObject("TREADSRIGHT")
						CurDrawableHideSubObject("TREADSMOVE")
						CurDrawableHideSubObject("UGRailAccelerator_01")
						CurDrawableHideSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_OR_RELOADING_A MOVING">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableShowSubObject("TREADSMOVE")
						CurDrawableHideSubObject("UGRailAccelerator_01")
						CurDrawableHideSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_OR_RELOADING_A">
					<Script>
						CurDrawableShowSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableHideSubObject("TREADSMOVE")
						CurDrawableHideSubObject("UGRailAccelerator_01")
						CurDrawableHideSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING BACKING_UP">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableShowSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableHideSubObject("TREADSMOVE")
						CurDrawableHideSubObject("UGRailAccelerator_01")
						CurDrawableHideSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING ACCELERATE">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableShowSubObject("TREADSMOVE")
						CurDrawableHideSubObject("UGRailAccelerator_01")
						CurDrawableHideSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING DECELERATE">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableShowSubObject("TREADSMOVE")
						CurDrawableHideSubObject("UGRailAccelerator_01")
						CurDrawableHideSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_LEFT">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableShowSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableHideSubObject("TREADSMOVE")
						CurDrawableHideSubObject("UGRailAccelerator_01")
						CurDrawableHideSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_RIGHT">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableShowSubObject("TREADSRIGHT")
						CurDrawableHideSubObject("TREADSMOVE")
						CurDrawableHideSubObject("UGRailAccelerator_01")
						CurDrawableHideSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableShowSubObject("TREADSMOVE")
						CurDrawableHideSubObject("UGRailAccelerator_01")
						CurDrawableHideSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				
				<LeftTread>TreadsL1</LeftTread>
				<LeftTread>TreadsL2</LeftTread>
				<RightTread>TreadsR1</RightTread>
				<RightTread>TreadsR2</RightTread>
				<ArticulationBone
					ArticulationBoneName="Bone_TreadRF"
					ArticulationHelperBoneName="FXTracksRF" />
				<ArticulationBone
					ArticulationBoneName="Bone_TreadRR"
					ArticulationHelperBoneName="FXTracksRR" />
				<ArticulationBone
					ArticulationBoneName="Bone_TreadLF"
					ArticulationHelperBoneName="FXTracksLF" />
				<ArticulationBone
					ArticulationBoneName="Bone_TreadLR"
					ArticulationHelperBoneName="FXTracksLR" />
			</TankDraw>
		</Draws>
		<Behaviors>
<!--			<LevelUpUpgrade
				id="ModuleTag_LevelUpUpgrade"
				LevelCap="4"
				DoFlash="false"
				LevelsToGain="1">
				<TriggeredBy>Upgrade_SteelTalonsFaction</TriggeredBy>
			</LevelUpUpgrade>  
-->			
			<SubObjectsUpgrade
				id="ModuleTag_AdaptiveArmorSubObject"
				ShowSubObjects="EMP">
				<TriggeredBy>Upgrade_AdaptiveArmor</TriggeredBy>
			</SubObjectsUpgrade>
			<ModelConditionUpgrade
				id="ModuleTag_MammothAdaptiveArmorUpgrade"
				AddConditionFlags="USER_6">
				<TriggeredBy>Upgrade_AdaptiveArmor</TriggeredBy>
			</ModelConditionUpgrade>
			<UnpauseSpecialPowerUpgrade
				id="ModuleTag_AdaptiveArmorUnpause"
				SpecialPowerTemplate="SteelTalonsAdaptiveArmor"
				Permanent="true">
				<TriggeredBy>Upgrade_AdaptiveArmor</TriggeredBy>
			</UnpauseSpecialPowerUpgrade>
			<SpecialPower
				id="ModuleTag_AdaptiveArmorPower"
				SpecialPowerTemplate="SteelTalonsAdaptiveArmor"
				UpdateModuleStartsAttack="false"
				AttributeModifier="AttributeModifier_AdaptiveArmor" 
				AttributeModifierAffectsSelf="true"
				AttributeModifierRange="1"/>
				
		<!--	<WeaponFireSpecialAbilityUpdate
				id="ModuleTag_AdaptiveArmorUpdate"
				SpecialPowerTemplate="SteelTalonsAdaptiveArmor"
				SpecialWeapon="SteelTalonsAdaptiveArmorWeapon"
				UnpackTime=".5s"
				UnpackSound="GDI_AdaptiveArmor_Upgrade"
				PackTime=".5s"
				StartAbilityRange="100.0"
				BusyForDuration="1s"
				WhichSpecialWeapon="2" />      
		-->
		</Behaviors>
    <AI>
      <AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="YES"
				AILuaEventsList="SteelTalonsMammothFunctions">
        <UnitAITargetChooserData
					CanPickDynamicTargets="false"
					SympathyRange="100.0" />
      </AIUpdate>
    </AI>
		<ClientBehaviors>
			<ModelConditionAudioLoopClientBehavior id="ModuleTag_AdaptiveArmor">
				<ModelConditionSound Sound="GDI_AdaptiveArmor_Upgrade" RequiredFlags="USER_8" />
			</ModelConditionAudioLoopClientBehavior>  
		</ClientBehaviors>	
	</GameObject>
</AssetDeclaration>
