<?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">
	<Tags></Tags>
	<Includes>
		<Include
			type="all"
			source="ART:NUReckoner_SKN.w3x" />
		<Include
			type="all"
			source="ART:NUReckoner_D.w3x" />
		<Include
			type="all"
			source="ART:NUReckoner_R.w3x" />
		<Include
			type="all"
			source="ART:NUReckoner_UPAK.w3x" />
		<Include
			type="all"
			source="ART:NUReckoner_DEPL.w3x" />			
		<Include
			type="all"
			source="ART:NUReckoner.xml" />
		<Include
			type="all"
			source="ART:NUReckoner_D.xml" />	
		<Include
			type="all"
			source="ART:NUReckoner_FP.w3x" />				
		<Include
			type="all"
			source="DATA:GlobalData/GlobalDefines.xml" />
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseVehicle.xml" />
	</Includes>
	<GameObject
		id="NODBunkerTruck"
		inheritFrom="BaseVehicle"
		SelectPortrait="Portrait_BunkerTruck"
		ButtonImage="Portrait_BunkerTruck"
		Side="NOD"
		EditorSorting="UNIT"
		TransportSlotCount="1"
		BuildCost="900"
		BuildTime="9"
		CommandSet="NODBunkerTruckCommandSet"
		CommandPoints="100" 
		KindOf="PRELOAD SELECTABLE CAN_CAST_REFLECTIONS SCORE TRANSPORT VEHICLE CAN_REVERSE_MOVE CAN_BE_FAVORITE_UNIT"
		RadarPriority="UNIT"
		ThreatLevel="10"
		ProductionQueueType="VEHICLE"
		UnitCategory="VEHICLE"
		VoicePriority="70"
		EditorName="NODBunkerTruck"
		Description="Desc:NODBunkerTruck"
		TypeDescription="Type:NODBunkerTruck"
		WorldMapArmoryUpgradesAllowed="Upgrade_NODDozerBlades">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:NODBunkerTruck</DisplayName>
			<DisplayUpgrade>Upgrade_NODDozerBlades</DisplayUpgrade>
		<GameDependency>
			<RequiredObject>NODOperationsCenter</RequiredObject>
		</GameDependency>
		<ArmorSet
			Armor="NODBunkerTruckArmor"
			DamageFX="VehicleDamageFX" />
		<ArmorSet
			Armor="NODBunkerTruckArmorDozerBlades"
			DamageFX="VehicleDamageFX"
			Conditions="PLAYER_UPGRADE" />			
		<LocomotorSet
			Locomotor="GDIAPCLocomotor"
			Condition="NORMAL"
			Speed="120.0" />
		<LocomotorSet
			Locomotor="NODBunkerNonLocomotor"
			Condition="NORMAL_UPGRADED"
			Speed="0.0" />
	<SkirmishAIInformation
			UnitBuilderStandardCombatUnit="true" />
		<Draws>
			<TruckDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true"
				TrackMarks="EXTireTrack2"
				TrackMarksOnlyWhenCorneringQuickly="true"
				TrackMarksLeftBone="Bone_TireLR"
				TrackMarksRightBone="Bone_TireRR"				
				LeftFrontTireBone="Bone_TireLF"
				RightFrontTireBone="Bone_TireRF"
				MidLeftRearTireBone="Bone_TireLR"
				MidRightRearTireBone="Bone_TireRR"
				LeftRearTireBone="Bone_TireLR1"
				RightRearTireBone="Bone_TireRR1"
				TireRotationMultiplier="0.2"
				PowerslideRotationAddition="1.25"
				InitialRecoilSpeed="0.1"
				MaxRecoilDistance="0.1"
				RecoilDamping="2.0"
				RecoilSettleSpeed="3.0"
				ExtraPublicBone="FXWeapon BoneGarrison01 BoneGarrison02 BoneGarrison03 BoneGarrison04 BoneGarrison05 BoneGarrison06 BoneGarrison07 BoneGarrison08 BoneGarrison09 BoneGarrison10">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="NUReckoner_SKN" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="UNPACKING">
					<Animation
						AnimationName="NUReckoner_UPAK" 
						AnimationMode="ONCE" />
					<Script>
						CurDrawableHideSubObject("TreadsStop")
						CurDrawableHideSubObject("TreadsMove")
						CurDrawableHideSubObject("TreadsTurnLeft")
						CurDrawableHideSubObject("TreadsTurnRight")						
					</Script>						
				
					<ParticleSysBone
						BoneName="Bone_LeftTread"
						FXParticleSystemTemplate="NODReckonerDust"
						FollowBone="true" />						
					<ParticleSysBone
						BoneName="Bone_RightTread"
						FXParticleSystemTemplate="NODReckonerDust"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="Bone_TireLF"
						FXParticleSystemTemplate="NODReckonerDust_half"
						FollowBone="true" />						
					<ParticleSysBone
						BoneName="Bone_TireLR"
						FXParticleSystemTemplate="NODReckonerDust_half"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="Bone_TireRF"
						FXParticleSystemTemplate="NODReckonerDust_half"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="Bone_TireRR"
						FXParticleSystemTemplate="NODReckonerDust_half"
						FollowBone="true" />						
						
					<FXEvent
						Frame="76"
						Effect="FX_NODReckonerUnpackingSteam"
						Bone="FX_SteamJet_Front" />		
					<FXEvent
						Frame="76"
						Effect="FX_NODReckonerUnpackingSteam"
						Bone="FX_SteamJet_Rear" />
					<FXEvent
						Frame="40"
						Effect="FX_NODReckonerUnpackingSteam"
						Bone="Bone_RightTread" />						
					<FXEvent
						Frame="40"
						Effect="FX_NODReckonerUnpackingSteam"
						Bone="Bone_LeftTread" />						
			<!-- Rear Detaching Panel -->			
					<FXEvent
						Frame="67"
						Effect="FX_NODReckonerUnpackingExplosion"
						Bone="Bone_Tdetach" />
			<!-- Front Detaching Panel -->
					<FXEvent
						Frame="62"
						Effect="FX_NODReckonerUnpackingExplosion"
						Bone="BoneGarrison01" />						
						
						
				</AnimationState>				
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_6">
					<Script>
						CurDrawableHideSubObject("TreadsStop")
						CurDrawableHideSubObject("TreadsMove")
						CurDrawableHideSubObject("TreadsTurnLeft")
						CurDrawableHideSubObject("TreadsTurnRight")						
					</Script>
				</AnimationState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="NUReckoner_R" />					
					<ParticleSysBone
						BoneName="BoneGarrison04"
						FXParticleSystemTemplate="NODDamagedFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FX_SteamJet_Front"
						FXParticleSystemTemplate="NODDamagedFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="bone_RightTread"
						FXParticleSystemTemplate="NODDamagedSmoke"
						FollowBone="true" />
						
				</ModelConditionState>				
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="NUReckoner_SKN" />
					<Texture
						Original="NUReckoner"
						New="NUReckoner_D" />	
					<ParticleSysBone
						BoneName="BoneGarrison04"
						FXParticleSystemTemplate="NODDamagedFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FX_SteamJet_Front"
						FXParticleSystemTemplate="NODDamagedFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="bone_RightTread"
						FXParticleSystemTemplate="NODDamagedSmoke"
						FollowBone="true" />						
				</ModelConditionState>
				<!-- <AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_6">
					<Animation
						AnimationName="NUReckoner_DEPL" 
						AnimationMode="LOOP" /> 
				</AnimationState> -->
				
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<Model
						Name="NUReckoner_FP" />
				</ModelConditionState>
			</TruckDraw>
				
<!-- ///////////////// -->

			<TankDraw
				id="ModuleTag_DrawTreads"
				OkToChangeModelColor="true"
				ExtraPublicBone="FXTracksL FXTracksR FXMUZZLEFLASH"
				TrackMarks="EXTnkTrack"
				TrackMarksLeftBone="FXTracksL"
				TrackMarksRightBone="FXTracksR"
				TreadAnimationRate="0.15"
				TreadDriveSpeedFraction="0.25"
				TreadPivotSpeedFraction="0.9">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="" />
				</ModelConditionState>				
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<Script>
						CurDrawableShowSubObject("TreadsStop")
						CurDrawableHideSubObject("TreadsMove")
						CurDrawableHideSubObject("TreadsTurnLeft")
						CurDrawableHideSubObject("TreadsTurnRight")						
					</Script>
				</AnimationState>				
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED USER_6">
					<Script>
						CurDrawableHideSubObject("TreadsStop")
						CurDrawableHideSubObject("TreadsMove")
						CurDrawableHideSubObject("TreadsTurnLeft")
						CurDrawableHideSubObject("TreadsTurnRight")						
					</Script>
				</AnimationState>				
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_LEFT REALLYDAMAGED">
					<Script>
						CurDrawableHideSubObject("TreadsStop")
						CurDrawableHideSubObject("TreadsMove")
						CurDrawableShowSubObject("TreadsTurnLeft")
						CurDrawableHideSubObject("TreadsTurnRight")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_RIGHT REALLYDAMAGED">
					<Script>
						CurDrawableHideSubObject("TreadsStop")
						CurDrawableHideSubObject("TreadsMove")
						CurDrawableHideSubObject("TreadsTurnLeft")
						CurDrawableShowSubObject("TreadsTurnRight")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING REALLYDAMAGED">
					<Script>
						CurDrawableHideSubObject("TreadsStop")
						CurDrawableShowSubObject("TreadsMove")
						CurDrawableHideSubObject("TreadsTurnLeft")
						CurDrawableHideSubObject("TreadsTurnRight")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Script>
						CurDrawableShowSubObject("TreadsStop")
						CurDrawableHideSubObject("TreadsMove")
						CurDrawableHideSubObject("TreadsTurnLeft")
						CurDrawableHideSubObject("TreadsTurnRight")						
					</Script>
				</AnimationState>				
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_LEFT">
					<Script>
						CurDrawableHideSubObject("TreadsStop")
						CurDrawableHideSubObject("TreadsMove")
						CurDrawableShowSubObject("TreadsTurnLeft")
						CurDrawableHideSubObject("TreadsTurnRight")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_RIGHT">
					<Script>
						CurDrawableHideSubObject("TreadsStop")
						CurDrawableHideSubObject("TreadsMove")
						CurDrawableHideSubObject("TreadsTurnLeft")
						CurDrawableShowSubObject("TreadsTurnRight")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING">
					<Script>
						CurDrawableHideSubObject("TreadsStop")
						CurDrawableShowSubObject("TreadsMove")
						CurDrawableHideSubObject("TreadsTurnLeft")
						CurDrawableHideSubObject("TreadsTurnRight")						
					</Script>
				</AnimationState>				
				<LeftTread>"TreadsL"</LeftTread>
				<RightTread>"TreadsR"</RightTread>
	
			</TankDraw>
			
			<ScriptedModelDraw
				id="ModuleTag_FX">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING">
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="TreadDustPred"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="TreadDirt"
						FollowBone="true" />
				</AnimationState>
				

			</ScriptedModelDraw>			
			</Draws>
			
		<Behaviors>
	<!-- damage-less weapon to let the Bunker Truck target enemies 		-->
			<WeaponSetUpdate
        id="ModuleTag_FakeWeapon">
				<WeaponSlotTurret
					ID="1">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="NODBunkerTruckFakeWeapon"
						ObjectStatus="WEAPON_UPGRADED_01"
						/>
					<TurretSettings
						TurretTurnRate="360"
						TurretPitchRate="360"
						AllowsPitch="true"
						MinimumPitch="0d"
						PitchHeight="90%"
						MinIdleScanTime="1.0s"
						MaxIdleScanTime="5.0s"
						MinIdleScanAngle="0.0"
						MaxIdleScanAngle="90.0">
					</TurretSettings>
				</WeaponSlotTurret>
			</WeaponSetUpdate>
	
			<StatusBitsUpgrade
				id="ModuleTag_DeployUpgrade"
				StatusToSet="WEAPON_UPGRADED_01">
				<TriggeredBy>Upgrade_DeployNODBunkerTruck</TriggeredBy>
			</StatusBitsUpgrade>
	
			<!-- Required to get around an oddity in the code with ObjectStatusOfContained -->
			<StatusBitsUpgrade
				id="ModuleTag_DeployUpgradeCanAttack"
				StatusToSet="CAN_ATTACK"
				ApplyToContained="true">
				<TriggeredBy>Upgrade_DeployNODBunkerTruck</TriggeredBy>
			</StatusBitsUpgrade>

			<AudioLoopUpgrade id="NOD_Reckoner_VoiceDeploy" SoundToPlay="NOD_Reckoner_VoiceDeploy"> 
				<TriggeredBy>Upgrade_DeployNODBunkerTruck</TriggeredBy> 
			</AudioLoopUpgrade> 

			<AudioLoopUpgrade id="DozerBladeAvailable" SoundToPlay="NOD_Reckoner_DozerBladeAvailable">
				<TriggeredBy>Upgrade_NODDozerBlades</TriggeredBy> 
			</AudioLoopUpgrade> 

			<LocomotorSetUpgrade
				id="ModuleTag_LocomotorUpgrade">
				<TriggeredBy>Upgrade_DeployNODBunkerTruck</TriggeredBy>
			</LocomotorSetUpgrade>

			<ProductionUpdate
				id="ProductionUpdateModuleTag"
				GiveNoXP="true" />
			<Physics
				id="ModuleTag_Physics" />
			<ProductionUpdate
				id="ModuleTag_PU" />
			<HordeTransportContain
				id="ModuleTag_Contain"
				ObjectStatusOfContained="UNSELECTABLE ENCLOSED"
				Slots="2"
				AllowEnemiesInside="false"
				AllowAlliesInside="true"
				AllowNeutralInside="false"
				AllowOwnPlayerInsideOverride="true"
				ShowPips="true"
				EnterSound="VehicleEnter"
				ExitSound="VehicleExit"
				KillPassengersOnDeath="false"
				ModelConditionsWhenNotEmpty="USER_18">
				<PassengerFilter
					Rule="ANY"
					Include="INFANTRY">
				</PassengerFilter>
				<DieMuxData
					DeathTypes="ALL" />
				<PassengerData
					BonePrefix="BONEGARRISON">
					<Filter
						Rule="NONE"
						Include="INFANTRY" />
				</PassengerData>
				<MemberTemplateStatusInfo
					ThingTemplate="GDISniperSquad"
					ObjectStatus="CAN_SPOT_FOR_BOMBARD" />
				<TransportContainUpgradeOverride
					UpgradeTriggeredBy="Upgrade_DeployNODBunkerTruck"
					AdditionalSlots="1" />
				<OpenContainUpgradeOverride
					UpgradeTriggeredBy="Upgrade_DeployNODBunkerTruck"
					ObjectStatusOfContained="UNSELECTABLE ENCLOSED CAN_ATTACK" />
			</HordeTransportContain>
			<MoveToPositionAndEvacuateSpecialPower
				id="ModuleTag_MoveToPositionAndEvacuate"
				SpecialPowerTemplate="SpecialPowerMoveToPositionAndEvacuate" />
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3s"
				SinkRate="2.0"
				DestructionDelay="5s">
				<OCL
					Type="INITIAL">
					<OCL>OCL_NODBunkerTruckDebris</OCL>
				</OCL>
				<DieMuxData
					DeathTypes="ALL"
					DeathTypesForbidden="TOPPLED" />
			</SlowDeath>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onDeath"
					FX="FX_GDIVehicleExplodeNoScorch" />
			</FXListBehavior>
			<AttributeModifierUpgrade
				id="ModuleTag_AttributeModifierUpgradeNODDozerBlades"
				AttributeModifier="Modifier_NODDozerBlades">
				<TriggeredBy>Upgrade_NODDozerBlades</TriggeredBy>
			</AttributeModifierUpgrade>
			<ArmorUpgrade
				id="ModuleTag_AttributeModifierUpgradeNODDozerBlades2"
				ArmorSetFlag="PLAYER_UPGRADE">
				<TriggeredBy>Upgrade_NODDozerBlades</TriggeredBy>
			</ArmorUpgrade>
			
			<ModelConditionUpgrade
				id="ModuleTag_DeployFlags"
				AddConditionFlags="USER_6" >
				<TriggeredBy>Upgrade_DeployNODBunkerTruck</TriggeredBy>
			</ModelConditionUpgrade>
			
			<CommandSetUpgrade
				id="ModuleTag_SwapCommandSet"
				CommandSet="NODBunkerTruckDeployedCommandSet"
				Permanent="true">
				<TriggeredBy>Upgrade_DeployNODBunkerTruck</TriggeredBy>
			</CommandSetUpgrade>	
			
			<SubObjectsUpgrade
				id="ModuleTag_ShowDozerBlade"
				ShowSubObjects="DOZERBLADE">
				<TriggeredBy>Upgrade_NODDozerBlades</TriggeredBy>
			</SubObjectsUpgrade>
			
		

	<!--			
			<DestroyDie
				id="ModuleTag_Die">
				<DieMuxData
					DeathTypes="NONE CRUSHED SPLATTED" />
			</DestroyDie>
-->
			<xi:include
				href="../../Includes/GenericPhaseShieldPropagate.xml" />
			<xi:include
				href="../../Includes/BunkerTruckUnpackPower.xml" />
			<xi:include
				href="../../Includes/BunkerTruckUnpackUpdate.xml" />				
				
 <!--				
			<SpecialPower
				id="ModuleTag_UnpackIntoBunker"
				SpecialPowerTemplate="SpecialPower_DeployBunkerTruck"
				UpdateModuleStartsAttack="true" />
			<WeaponFireSpecialAbilityUpdate
				id="ModuleTag_DeployBunkerTruckTrigger"
				SpecialPowerTemplate="SpecialPower_DeployBunkerTruck"
				SpecialWeapon="NODBunkerTruckDeployTrigger"
				WhichSpecialWeapon="1"
				UnpackTime="2.0s"
				PackTime="9999999s"
				PersistentPrepTime="5.0s"
				StartAbilityRange="100000.0"
				BusyForDuration="0s"				
				 />				
-->
			<AttributeModifierUpgrade
				id="Upgrade_DeployNODBunkerTruckAttributeModifier"
				AttributeModifier="AttributeModifier_BunkerTruckDeployed">
				<TriggeredBy>Upgrade_DeployNODBunkerTruck</TriggeredBy>
			</AttributeModifierUpgrade>

			<MaxHealthUpgrade
          id="ModuleTag_HealthUpgrade"
					AddMaxHealth="1500"
					ChangeType="ADD_CURRENT_HEALTH_TOO">
				<TriggeredBy>Upgrade_DeployNODBunkerTruck</TriggeredBy>
			</MaxHealthUpgrade>

			

			<!-- <ModelConditionUpgrade
				id="ModuleTag_PermanentDeploy"
				AddConditionFlags="USER_5">
				<TriggeredBy>Upgrade_DeployNODBunkerTruck</TriggeredBy>
			</ModelConditionUpgrade> -->
			
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="YES"
				AILuaEventsList="NodBunkerTruckFunctions">
				<UnitAITargetChooserData
					CanPickDynamicTargets="false"
					SympathyRange="100.0"
					RotateToTargetWhenAiming="false" />
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="2200"
				SecondChanceUpgrade="Upgrade_DeployNODBunkerTruck"
				SecondChanceHeal="1500"/>
		</Body>
		<ClientBehaviors>
			<UpgradeSoundSelectorClientBehavior id="ModuleTag_NOD_Reckoner_SelectDeployed">
				<Override
					RequiredModelConditions="USER_18" 
					VoicePriorityOverride="69"> <!-- Group selects should always use undeployed bunker trucks instead of deployed ones -->
					<AudioArrayVoice>
						<AudioEntry Sound="NOD_Reckoner_SelectDeployed" AudioType="voiceSelect" />
					</AudioArrayVoice>
					<RequiredUpgrade>Upgrade_DeployNODBunkerTruck</RequiredUpgrade>
				</Override>
				
				<!-- Like civilian buildings, ungarrisoned bunkers have no select or other sounds -->
				<Override
					ConflictingModelConditions="USER_18">
					<RequiredUpgrade>Upgrade_DeployNODBunkerTruck</RequiredUpgrade>
				</Override>
				<Override>
					<AudioArrayVoice>
						<AudioEntry Sound="NOD_Reckoner_VoiceCreate" AudioType="voiceCreated" />
						<AudioEntry Sound="NOD_Reckoner_VoiceCreate" AudioType="voiceFullyCreated" />
						<AudioEntry Sound="NOD_Reckoner_VoiceMove" AudioType="voiceMove" />
						<AudioEntry Sound="NOD_Reckoner_VoiceMove" AudioType="voiceGuard" />
						<AudioEntry Sound="NOD_Reckoner_VoiceRetreat" AudioType="voiceRetreatToCastle" />
						<AudioEntry Sound="NOD_Reckoner_VoiceSelectBattleMS" AudioType="voiceSelectBattle" />
						<AudioEntry Sound="NOD_Reckoner_VoiceSelectMS" AudioType="voiceSelect" />
						<NamedEntry Sound="NOD_Reckoner_VoiceDeploy" Name="VoiceDeployBunkerTruck" />
					</AudioArrayVoice>
					<ConflictingUpgrade>Upgrade_DeployNODBunkerTruck</ConflictingUpgrade>
				</Override>
			</UpgradeSoundSelectorClientBehavior>
		</ClientBehaviors>
		<ClientBehaviors>
			<ModelConditionAudioLoopClientBehavior id="ModuleTag_NOD_Reckoner_deploy">
				<ModelConditionSound Sound="NOD_Reckoner_deploy" RequiredFlags="UNPACKING" ExcludedFlags="DYING" />
			</ModelConditionAudioLoopClientBehavior>
		</ClientBehaviors>
		<Geometry
			IsSmall="true">
			<Shape
			
			     Type= "BOX"
			     MajorRadius = "23.725"
			     MinorRadius = "16.6182"
			     Height = "18.0333">
			    <Offset
			        x = "-1.43687"
			        y = "0.0"
			        z = "0.0" />
			</Shape>
		</Geometry>
		<AudioArraySound>
			<AudioEntry Sound="NOD_Reckoner_IdleLoop" AudioType="soundAmbient" />
			<AudioEntry Sound="NOD_Reckoner_MoveByLoop" AudioType="soundMoveLoop" />
			<AudioEntry Sound="NOD_Reckoner_MoveStart" AudioType="soundMoveStart" />
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="400" />
	</GameObject>
</AssetDeclaration>
