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	<Tags></Tags>
	<Includes>
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:Alien/Units/AlienShockTrooper.xml" />
		<Include
			type="all"
			source="ART:FXInvisBone.w3x" />			
	</Includes>
	<GameObject
		id="Traveler59ShockTrooper"
		inheritFrom="AlienShockTrooper"
		Side="Traveler59"
		EditorSorting="UNIT"
		CommandSet="Traveler59ShockTrooperCommandSet"
		EditorName="Traveler59ShockTrooper"
		Description="Desc:Traveler59ShockTrooper"
		WorldMapArmoryUpgradesAllowed="Upgrade_Traveler59AdvancedArticulators Upgrade_AlienShockTrooperPlasmaDiskLauncher"
		TypeDescription="Type:Traveler59ShockTrooper">
		<DisplayUpgrade
			xai:joinAction="Remove"
			id="Tag_DisplayUpgrade2">Upgrade_AlienShockTrooperBlinkPack</DisplayUpgrade>
		<DisplayUpgrade>Upgrade_Traveler59AdvancedArticulators</DisplayUpgrade>		
		<Draws>		
		
			<ScriptedModelDraw
				xai:joinAction="Replace"
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="AUShkTrpr_UGB_SKN" />
					<WeaponFireFXBone
						WeaponSlotID="1"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FXBONE_02" />
					<WeaponFireFXBone
						WeaponSlotID="2"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FXBONE_01" />
					<WeaponLaunchBone
						WeaponSlotID="1"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FXBONE_02" />
					<WeaponLaunchBone
						WeaponSlotID="2"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FXBONE_01" />
					<WeaponLaunchBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FXBONE_02" />
				</ModelConditionState>
				
				<xi:include
					href="DATA:Includes/GDIUnitFormationPreviewStates.xml"
					xpointer="xmlns(n=uri:ea.com:eala:asset) xpointer(/n:FormationPreviewStates/child::*)" />				
				
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="INSIDE_GARRISON">
					<Model
						Name="" />
					<WeaponFireFXBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="" />
					<WeaponLaunchBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_1">
					<Model
						Name="AUShkTrpr_UGPB_SKN" />
				</ModelConditionState>
		<!-- Always show blink packs on travelers -->		
		<!--		<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_2">
					<Model
						Name="AUShkTrpr_UGB_SKN" />
				</ModelConditionState>
		
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_1">
					<Model
						Name="AUShkTrpr_UGP_SKN" />
				</ModelConditionState>
		-->		
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="INSIDE_GARRISON">
					<!-- no anim -->
				</AnimationState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="AUShkTrpr_UGB_SKN" />
					<ParticleSysBone
						BoneName="NONE"
						FollowBone="true"
						FXParticleSystemTemplate="AlienDamageInfantryIchor" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="WORLD_BUILDER">
					<Model
						Name="SquadMarkAUSho" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					StateName="STATE_bored"
					Flags="RANDOMSTART RESTART_ANIM_WHEN_COMPLETE">
					<Animation
						AnimationName="AUShkTrpr_BIDA"
						AnimationMode="ONCE"
						AnimationPriority="80"
						AnimationBlendTime="5" />
				<Animation
						AnimationName="AUShkTrpr_BIFA"
						AnimationMode="ONCE"
						AnimationPriority="20"
						AnimationBlendTime="5" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev == "STATE_Selected" or Prev == "ATNB" or Prev == "STATE_Run" then CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle") end;
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FRONTCRUSHED">
					<Animation
						AnimationName="AUShkTrpr_CDTA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="BACKCRUSHED">
					<Animation
						AnimationName="AUShkTrpr_CDTA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Animation
						AnimationName="AUShkTrpr_DIEA"
						AnimationMode="ONCE"
						AnimationPriority="40"
						AnimationBlendTime="5" />
					<Animation
						AnimationName="AUShkTrpr_DIEB"
						AnimationMode="ONCE"
						AnimationPriority="40"
						AnimationBlendTime="5" />
					<Animation
						AnimationName="AUShkTrpr_DIEC"
						AnimationMode="ONCE"
						AnimationPriority="40"
			            AnimationBlendTime="5" />
					<Animation
						AnimationName="AUShkTrpr_DIED"
						AnimationMode="ONCE"
						AnimationPriority="20"
			            AnimationBlendTime="5" />
				</AnimationState>

				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="COVER FIRING_OR_PREATTACK_A"
					StateName="STATE_Run"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="AUShkTrpr_KAKA"
						AnimationMode="LOOP"
						Distance="65" />
				</AnimationState>

				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING FIRING_OR_PREATTACK_A"
					StateName="STATE_Run"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="AUShkTrpr_WLKA"
						AnimationMode="LOOP"
						Distance="65" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_OR_PREATTACK_A"
					FrameForPristineBonePositions="5">
					<Animation
						AnimationName="AUShkTrpr_ATKA"
						AnimationMode="ONCE"
						AnimationBlendTime="0" 
						UseWeaponTiming="true" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING"
					StateName="STATE_Run"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="AUShkTrpr_WLKA"
						AnimationMode="LOOP"
						Distance="65" />
				</AnimationState>
				<!-- COVER selected-->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="COVER SELECTED"
					StateName="STATE_COVER_SELECTED">
					<Animation
						AnimationName="AUShkTrpr_KAIA"
						AnimationMode="LOOP"/>
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev == "STATE_COVER_UNSELECTED" then CurDrawableSetTransitionAnimState("TRANS_COVER_UNSELECTED_TO_SELECTED") end;
					</Script>
				</AnimationState>

				<!-- ATTACKING idle -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="ATTACKING">
					<Animation
						AnimationName="AUShkTrpr_ATKA"
						AnimationMode="MANUAL"/>
				</AnimationState>
				
				<!-- SELECTED -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SELECTED"
					Flags="RANDOMSTART RESTART_ANIM_WHEN_COMPLETE"
					StateName="STATE_Selected">
					<Animation
						AnimNickName="ATNB"
						AnimationName="AUShkTrpr_AIDA"
						AnimationMode="ONCE"
						AnimationBlendTime="5"
						AnimationPriority="80"
						AnimationMustCompleteBlend="true" />
					<Animation
						AnimNickName="ATNB"
						AnimationName="AUShkTrpr_AIFA"
						AnimationMode="ONCE"
						AnimationBlendTime="5"
						AnimationPriority="15"
						AnimationMustCompleteBlend="true" />
					<Animation
						AnimNickName="ATNB"
						AnimationName="AUShkTrpr_AIFB"
						AnimationMode="ONCE"
						AnimationBlendTime="5"
						AnimationPriority="25"
						AnimationMustCompleteBlend="true" />
					<Animation
						AnimNickName="ATNB"
						AnimationName="AUShkTrpr_AIFC"
						AnimationMode="ONCE"
						AnimationBlendTime="5"
						AnimationPriority="25"
						AnimationMustCompleteBlend="true" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev == "STATE_bored" then CurDrawableSetTransitionAnimState("TRANS_boredToAttention") end;
					</Script>
				</AnimationState>
				<!-- COVER unselected -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="COVER"
					StateName="STATE_COVER_UNSELECTED">
					<Animation
						AnimationName="AUShkTrpr_KBIA"
						AnimationMode="LOOP"/>
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev == "STATE_COVER_SELECTED" then CurDrawableSetTransitionAnimState("TRANS_COVER_SELECTED_TO_UNSELECTED") end;
					</Script>
				</AnimationState>

				<!-- TRANSITIONS -->
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_COVER_UNSELECTED_TO_SELECTED">
					<Animation
						AnimationName="AUShkTrpr_KBTA"
						AnimationMode="ONCE"/>
				</AnimationState>
				
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_COVER_SELECTED_TO_UNSELECTED">
					<Animation
						AnimationName="AUShkTrpr_KATA"
						AnimationMode="ONCE"/>
				</AnimationState>
				
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_boredToAttention">
					<Animation
						AnimationName="AUShkTrpr_BATA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_attentionToBored">
					<Animation
						AnimationName="AUShkTrpr_ABTA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IdleToSelected">
					<Animation
						AnimationName="AUShkTrpr_BATA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_SelectedToIdle">
					<Animation
						AnimationName="AUShkTrpr_ABTA"
						AnimationMode="ONCE" />
				</AnimationState>
			</ScriptedModelDraw>		
		
			<ScriptedModelDraw		
				id="ModuleTag_DrawSpeedBoostFX_09"
				AttachToBoneInAnotherModule="B_LEG09">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="FXInvisBone" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"/>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_3 MOVING">
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="AlienSpeedTrails"
						FollowBone="true" />
				</AnimationState>
			</ScriptedModelDraw>
			<ScriptedModelDraw		
				id="ModuleTag_DrawSpeedBoostFX_12"
				AttachToBoneInAnotherModule="B_LEG12">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="FXInvisBone" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"/>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_3 MOVING">
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="AlienSpeedTrails"
						FollowBone="true" />
				</AnimationState>
			</ScriptedModelDraw>
	<!--		<ScriptedModelDraw		
				id="ModuleTag_DrawSpeedBoostFX_BODY"
				AttachToBoneInAnotherModule="B_BODY02">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="FXInvisBone" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"/>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_3 MOVING">
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="AlienSpeedTrails"
						FollowBone="true" />
				</AnimationState>
			</ScriptedModelDraw>		
	-->
		</Draws>
		<Behaviors>			
			<ModelConditionUpgrade
				xai:joinAction="Replace"
				id="ModuleTag_BlinkPackModel"
				AddConditionFlags="USER_2">
				<TriggeredBy>Upgrade_Traveler59ShockTrooperBlinkPack</TriggeredBy>
			</ModelConditionUpgrade>
			<AttributeModifierUpgrade
				id="ModuleTag_AttributeModTraveler59AdvancedArticulators"
				AttributeModifier="AttributeModifier_AdvancedArticulators">
				<TriggeredBy>Upgrade_Traveler59AdvancedArticulators</TriggeredBy>
			</AttributeModifierUpgrade>			
			<ModelConditionUpgrade
				id="ModuleTag_AdvancedArticulatorsFX"
				AddConditionFlags="USER_3">
				<TriggeredBy>Upgrade_Traveler59AdvancedArticulators</TriggeredBy>
			</ModelConditionUpgrade>			
	<!--		<AudioLoopUpgrade 
				xai:joinAction="Replace"
				id="ShockTrooperBlinkPackUpgradeSound" SoundToPlay="ALI_ShockTrooper_BlinkPackUpgrade"> 
				<TriggeredBy>Upgrade_Traveler59ShockTrooperBlinkPack</TriggeredBy> 
			</AudioLoopUpgrade> 					
	-->
			<AudioLoopUpgrade id="ALI_AdvancedArticulators_Upgrade" SoundToPlay="ALI_AdvancedArticulators_Upgrade"> 
				<TriggeredBy>Upgrade_Traveler59AdvancedArticulators</TriggeredBy> 
			</AudioLoopUpgrade> 
		</Behaviors>
	</GameObject>
</AssetDeclaration>
