<?xml version="1.0" encoding="us-ascii"?>
<!-- THIS OBJECT IS NO LONGER USED.  PLEASE USE THE  V35 OX VEHICLE INSTEAD -->
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
	<Tags></Tags>
	<Includes>
		<Include type="instance" source="DATA:BaseObjects/BaseVehicle.xml" />
	</Includes>
	<GameObject
		id="GDIDropship"
		inheritFrom="BaseVehicle" 
		SelectPortrait="Portrait_GDIOx"
		ButtonImage="Portrait_GDIOx"
		Side="GDI"
		EditorSorting="UNIT"
		TransportSlotCount="0"
		BuildCost="10"
		BuildTime="1.0"
		CommandSet="EmptyCommandSet"
		KindOf="PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE SCORE AIRCRAFT PRODUCED_AT_HELIPAD VEHICLE"
		RadarPriority="UNIT"
		ThreatLevel="10"
		ProductionQueueType="AIRCRAFT"
		UnitCategory="AIRCRAFT"
		VoicePriority="52"
		EditorName="GDIDropship"
		Description="Desc:GDIDropship">
		<DisplayName>Name:GDIOx</DisplayName>
		<ArmorSet
			Armor="GDIDropshipArmor"
			DamageFX="VehicleDamageFX" />
		<LocomotorSet
			Locomotor="GDIDropshipLocomotor"
			Condition="NORMAL"
			Speed="160.0" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="GUDropShip_SKN" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="GUDropShip_IDLA"
						AnimationMode="LOOP" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DOOR_1_OPENING">
					<Animation
						AnimationName="GUDropShip_OPNA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DOOR_1_CLOSING">
					<Animation
						AnimationName="GUDropShip_CLSA"
						AnimationMode="ONCE" />
				</AnimationState>
				
				
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_LEFT_HIGH_SPEED">
					<Animation
						AnimationName="GUDropShip_HSTL"
						AnimationMode="ONCE"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_RIGHT_HIGH_SPEED">
					<Animation
						AnimationName="GUDropShip_HSTR"
						AnimationMode="ONCE"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_LEFT">
					<Animation
						AnimationName="GUDropShip_TRNL"
						AnimationMode="ONCE"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_RIGHT">
					<Animation
						AnimationName="GUDropShip_TRNR"
						AnimationMode="ONCE"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="ACCELERATE">
					<Animation
						AnimationName="GUDropShip_ACCL"
						AnimationMode="ONCE"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DECELERATE">
					<Animation
						AnimationName="GUDropShip_DECL"
						AnimationMode="ONCE"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING">
					<Animation
						AnimationName="GUDropShip_FLYA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<Physics
				id="ModuleTag_Physics" />
			<ProductionUpdate
				id="ModuleTag_Production" />
			<FlammableUpdate
				id="ModuleTag_Flammable"
				AflameDuration="5s"
				AflameDamageAmount="3"
				AflameDamageDelay=".5s" />
			<DestroyDie
				id="ModuleTag_Die">
				<DieMuxData
					DeathTypes="ALL" />
			</DestroyDie>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onDeath"
					FX="FX_TEMPLarge" />
			</FXListBehavior>
		</Behaviors>
		<AI>
			<JetAIUpdate
				id="ModuleTag_AI"
				NeedsRunway="false"
				KeepsParkingSpaceWhenAirborne="false"
				AutoAcquireEnemiesWhenIdle="YES">
				<LockonInfo />
			</JetAIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="220.0"/>
		</Body>
		<Geometry
			IsSmall="false">
			<Shape
				Type="BOX"
				MajorRadius="20.0"
				MinorRadius="3.0"
				Height="25.0"></Shape>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="AudioEvent:TEMP_PredatorVoiceSelect"
				AudioType="voiceSelect" />
			<AudioEntry
				Sound="AudioEvent:TEMP_PredatorVoiceSelect"
				AudioType="voiceMove" />
			<AudioEntry
				Sound="AudioEvent:TEMP_PredatorVoiceSelect"
				AudioType="voiceGuard" />
			<AudioEntry
				Sound="AudioEvent:TEMP_PredatorVoiceSelect"
				AudioType="voiceAttack" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry
				Sound="AudioEvent:FireHawkMoveStart"
				AudioType="soundMoveStart" />
			<AudioEntry
				Sound="AudioEvent:TEMP_FireHawkAmbientLoop"
				AudioType="soundAmbient" />
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="180"
			ShroudClearingRange="600" />
	</GameObject>
</AssetDeclaration>