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<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:NU_Buggy_SKN.w3x" />
		<Include
			type="all"
			source="ART:NU_Buggy_FP.w3x" />			
		<Include
			type="all"
			source="ART:NU_BuggyR_SKN.w3x" />
		<Include
			type="all"
			source="ART:NU_BuggyD.xml" />
		<Include
			type="all"
			source="ART:FXTracerNOD.xml" />
		<Include
			type="all"
			source="ART:FXTracerHeroic.xml" />			
		<Include
			type="all"
			source="ART:FXObeliskLaser.xml" />
		<Include
			type="all"
			source="ART:FXObeliskLaserHeroic.xml" />				
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseVehicle.xml" />
	</Includes>
	<GameObject
		id="NODScorpionBuggy"
		inheritFrom="BaseVehicle"
		SelectPortrait="Portrait_NODRaiderBuggy"
		ButtonImage="Portrait_NODRaiderBuggy"
		Side="NOD"
		EditorSorting="UNIT"
		TransportSlotCount="1"
		BuildCost="500"
		BuildTime="5"
		CommandSet="NODScorpionBuggyCommandSet"
		CommandPoints="100" 
		KindOf="PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SCORE VEHICLE CAN_REVERSE_MOVE CAN_BE_FAVORITE_UNIT"
		RadarPriority="UNIT"
		ProductionQueueType="VEHICLE"
		UnitCategory="VEHICLE"
		WeaponCategory="GUN"
		VoicePriority="172"
		EditorName="NODScorpionBuggy"
		Description="Desc:NODRaiderBuggy"
		TypeDescription="Type:NODRaiderBuggy"
		WorldMapArmoryUpgradesAllowed="Upgrade_NODTechCenterLaserCapacitor Upgrade_NODEmpBurst">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:NODRaiderBuggy</DisplayName>
		<DisplayUpgrade
			id="Tag_DisplayUpgrade1">Upgrade_NODTechCenterLaserCapacitor</DisplayUpgrade>
		<DisplayUpgrade>Upgrade_NODEmpBurst</DisplayUpgrade>
		<ArmorSet
			Armor="NODScorpionBuggyArmor"
			DamageFX="VehicleDamageFX" />
		<LocomotorSet
			Locomotor="NODScorpionBuggyLocomotor"
			Condition="NORMAL"
			Speed="130.0" />
		<SkirmishAIInformation
			UnitBuilderStandardCombatUnit="true" />
		<Draws>
			<TruckDraw
				id="ModuleTag_01"
				OkToChangeModelColor="true"
				TrackMarks="EXTireTrack2"
				TrackMarksOnlyWhenCorneringQuickly="true"
				TrackMarksLeftBone="Bone_TireLR"
				TrackMarksRightBone="Bone_TireRR"				
				LeftFrontTireBone="Bone_TireLF"
				RightFrontTireBone="Bone_TireRF"
				LeftRearTireBone="Bone_TireLR"
				RightRearTireBone="Bone_TireRR"
				TireRotationMultiplier="0.2"
				PowerslideRotationAddition="1.25"
				InitialRecoilSpeed="0.1"
				MaxRecoilDistance="0.1"
				RecoilDamping="2.0"
				RecoilSettleSpeed="3.0"
				ExtraPublicBone="FX_Weapon01">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="NU_Buggy_SKN" />
					<WeaponFireFXBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FX_Weapon01" />
					<WeaponRecoilBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FX_Weapon01" />
					<WeaponMuzzleFlash
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FX_Weapon01" />
					<WeaponLaunchBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FX_Weapon01" />
					<WeaponFireFXBone
						WeaponSlotType="SECONDARY_WEAPON"
						BoneName="FX_Weapon01" />
					<WeaponLaunchBone
						WeaponSlotType="SECONDARY_WEAPON"
						BoneName="FX_Weapon01" />
					<Turret
						TurretNameKey="Turret"
						TurretPitch="Turret_Pitch"
						TurretID="1" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<Model
						Name="NU_Buggy_FP" />
				</ModelConditionState>				
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="NU_Buggy_SKN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="NU_Buggy_SKN" />
					<Texture
						Original="NU_Buggy"
						New="NU_BuggyD" />
					<ParticleSysBone
						BoneName="TIRE03"
						FXParticleSystemTemplate="GDIPitbullDamagedSmoke"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="NU_BuggyR_SKN" />
					<ParticleSysBone
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate="GDIDebrisSmallFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						FollowBone="true" />
				</ModelConditionState>
			
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_LEFT">
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="GDIWheelDustLight"
						FollowBone="true" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_RIGHT">
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="GDIWheelDustLight"
						FollowBone="true" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING">
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="GDIWheelDustLight"
						FollowBone="true" />
				</AnimationState>
				<!--			<LeftTread>"TreadsL"</LeftTread>
				<RightTread>"TreadsR"</RightTread>
-->
			</TruckDraw>
			<TracerModelDraw
				id="ModuleTag_TracerModelDraw"
				MinLength="50.0"
				MaxLength="50.0"
				Width="3.0"
				MinSpeed="30"
				MaxSpeed="30"
				SweepSpeed="1.0"
				SpreadAngle="2.0"
				MinTracersPerFrame=".08"
				MaxTracersPerFrame=".12"
				FrameLifeTime="35"
				WeaponSlotType="PRIMARY_WEAPON"
				Texture="FXTracerNOD"
				UseAdditiveBlending="true"
				TracerHitFx="FX_BulletHitNOD">
				<HeadColor
					r="1.0"
					g="1.0"
					b="1.0"
					a="1.0" />
				<TailColor
					r="0.0"
					g="0.0"
					b="0.0"
					a="0.0" />
				<ObjectStatusValidation
					ForbiddenStatus="WEAPON_UPGRADED_02 WEAPON_UPGRADED_01" />							
			</TracerModelDraw>
			<LaserDraw
				id="ModuleTag_LaserDraw"
				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="5"
				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_02" />
			</LaserDraw>
			
<!-- Veterancy -->

			<TracerModelDraw
				id="ModuleTag_TracerModelDraw_Veterancy"
				MinLength="50.0"
				MaxLength="50.0"
				Width="3.0"
				MinSpeed="30"
				MaxSpeed="30"
				SweepSpeed="1.0"
				SpreadAngle="2.0"
				MinTracersPerFrame=".08"
				MaxTracersPerFrame=".12"
				FrameLifeTime="35"
				WeaponSlotType="PRIMARY_WEAPON"
				Texture="FXTracerHeroic"
				UseAdditiveBlending="true"
				TracerHitFx="FX_BulletHitNODHeroic">
				<HeadColor
					r="1.0"
					g="1.0"
					b="1.0"
					a="1.0" />
				<TailColor
					r="0.0"
					g="0.0"
					b="0.0"
					a="0.0" />
				<ObjectStatusValidation
					RequiredStatus="WEAPON_UPGRADED_02"
					ForbiddenStatus="WEAPON_UPGRADED_01" />
			</TracerModelDraw>
			<LaserDraw
				id="ModuleTag_LaserDraw_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="5"
				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_02" />						
			</LaserDraw>
						
			<ScriptedModelDraw
				id="ModuleTag_DrawEMPFX"
				AttachToBoneInAnotherModule="emp">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="FXInvisBone" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"/>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="UNPACKING">
				
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="BuggyEMPBlast02"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="BuggyEMPBlast03"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="BuggyEMPCard02"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="BuggyEMPCard03"
						FollowBone="true" />		
				</AnimationState>
			</ScriptedModelDraw>
				
		</Draws>
		<Behaviors>
			<WeaponSetUpdate
				id="ModuleTag_WeaponSetUpdate">
				<WeaponSlotTurret
					ID="1">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="NODScorpionBuggyGatling" />
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="NODScorpionBuggyGatlingLaser"
						ObjectStatus="WEAPON_UPGRADED_01" />
					<TurretSettings
						TurretTurnRate="180"
						TurretPitchRate="40"
						AllowsPitch="true"
						MinimumPitch="-10d"
						PitchHeight="90%"
						MinIdleScanTime="1.0s"
						MaxIdleScanTime="5.0s"
						MinIdleScanAngle="0.0"
						MaxIdleScanAngle="90.0">
						<TurretAITargetChooserData
							CanAcquireDynamicIfAssignedOutOfRange="true" />
					</TurretSettings>
				</WeaponSlotTurret>
			</WeaponSetUpdate>
			<Physics
				id="ModuleTag_04" />
			<ProductionUpdate
				id="ModuleTag_08" />
			<SubObjectsUpgrade
				id="ModuleTag_EMPBurstSubObject"
				ShowSubObjects="EMP">
				<TriggeredBy>Upgrade_NODEmpBurst</TriggeredBy>
			</SubObjectsUpgrade>
			<UnpauseSpecialPowerUpgrade
				id="ModuleTag_EmpBurstUnpause"
				SpecialPowerTemplate="EmpBurst"
				Permanent="true">
				<TriggeredBy>Upgrade_NODEmpBurst</TriggeredBy>
			</UnpauseSpecialPowerUpgrade>
			<SpecialPower
				id="ModuleTag_EmpBurst"
				SpecialPowerTemplate="EmpBurst"
				UpdateModuleStartsAttack="true" />
			<WeaponFireSpecialAbilityUpdate
				id="ModuleTag_EmpBurstUpdate"
				SpecialPowerTemplate="EmpBurst"
				SpecialWeapon="NODBuggyEmpBurst"
				UnpackTime=".5s"
				UnpackSound="NOD_RaiderBuggy_EMPblast"
				PackTime=".5s"
				StartAbilityRange="100.0"
				BusyForDuration="1s"
				WhichSpecialWeapon="1" />
			<LaserState
				id="ModuleTag_LaserState"
				LaserId="1" />
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3s"
				SinkRate="1.0"
				DestructionDelay="7s">
				<OCL
					Type="INITIAL">
					<OCL>OCL_NODScorpionBuggyDebris</OCL>
				</OCL>
				<DieMuxData
					DeathTypes="ALL"
					DeathTypesForbidden="TOPPLED" />
				<Sound Type="INITIAL" List="NOD_Generic_VoiceDieMS" />
			</SlowDeath>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onDeath"
					FX="FX_GDIVehicleExplodeNoScorch" />
			</FXListBehavior>
			<AISpecialPowerUpdate
				id="ModuleTag_NODBuggyEmpPulse"
				CommandButtonName="Command_FireEmpBurst"
				SpecialPowerAIType="SPECIAL_POWER_RANGED_AOE_ATTACK" />
			<StatusBitsUpgrade
				id="ModuleTag_UpgradeWeapon"
				StatusToSet="WEAPON_UPGRADED_01">
				<TriggeredBy>Upgrade_NODTechCenterLaserCapacitor</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="ModuleTag_VeterancyUpgrade"
				StatusToSet="WEAPON_UPGRADED_02">
				<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</StatusBitsUpgrade>	
			<xi:include
				href="../../Includes/NodCallForTransportForVehicle.xml" />
      <AudioLoopUpgrade 
				id="EMPUpgradeSound" 
				SoundToPlay="NOD_EMPcoils_Upgrade">
        <TriggeredBy>Upgrade_NODEmpBurst</TriggeredBy>
      </AudioLoopUpgrade>
      <AudioLoopUpgrade 
				id="LaserCapacitorUpgradeSound" 
				SoundToPlay="NOD_LaserCapacitor_Upgrade">
        <TriggeredBy>Upgrade_NODTechCenterLaserCapacitor</TriggeredBy>
      </AudioLoopUpgrade>
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_03"
				AutoAcquireEnemiesWhenIdle="YES"
				AILuaEventsList="NODScorpionBuggyFunctions">
				<UnitAITargetChooserData
					CanPickDynamicTargets="false"
					RotateToTargetWhenAiming="false"
					SympathyRange="100.0" />
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_02"
				MaxHealth="1600" />
		</Body>
		<!--
		<ClientBehaviors>
			<ModelConditionAudioLoopClientBehavior id="ModuleTag_ScorpionBuggyMachineGunFireLoop">
			<ModelConditionSound Sound="OrcaMachineGunFireLoopMS" RequiredFlags="USING_WEAPON_A" ExcludedFlags="DYING" />
			</ModelConditionAudioLoopClientBehavior>
		</ClientBehaviors>
-->
		<Geometry
			IsSmall="true">
			<Shape
				Type="BOX"
				MajorRadius="16.0"
				MinorRadius="10.0"
				Height="15.5"
				ContactPointGeneration="VEHICLE" />
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="NOD_RaiderBuggy_VoiceAttack"
				AudioType="voiceAttack" />
			<AudioEntry
				Sound="NOD_RaiderBuggy_VoiceCreate"
				AudioType="voiceCreated" />
			<AudioEntry
				Sound="NOD_RaiderBuggy_VoiceMove"
				AudioType="voiceGuard" />
			<AudioEntry
				Sound="NOD_RaiderBuggy_VoiceMove"
				AudioType="voiceMove" />
			<AudioEntry
				Sound="NOD_RaiderBuggy_VoiceMoveAttack"
				AudioType="voiceAttackAfterMoving" />
			<AudioEntry
				Sound="NOD_RaiderBuggy_VoiceRetreat"
				AudioType="voiceRetreatToCastle" />
			<AudioEntry
				Sound="NOD_RaiderBuggy_VoiceSelectMS"
				AudioType="voiceSelect" />
			<AudioEntry
				Sound="NOD_RaiderBuggy_VoiceSelectBattleMS"
				AudioType="voiceSelectBattle" />
			<NamedEntry
				Sound="NOD_RaiderBuggy_VoiceAttackEMP"
				Name="VoiceAttackEMP" />
		</AudioArrayVoice>
		<!--
	NOD_RaiderBuggy_VoiceSuppressMS
-->
		<AudioArraySound>
			<AudioEntry
				Sound="NOD_RaiderBuggy_MoveStart"
				AudioType="soundMoveStart" />
			<AudioEntry
				Sound="NOD_RaiderBuggy_IdleLoop"
				AudioType="soundAmbient" />
			<!-- <AudioEntry Sound="AudioEvent:MammothTankTurretMoveLoop" AudioType="soundTurretMoveLoop" /> -->
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="500" />
		<CrusherInfo
			CrusherLevel="0"
			CrushEqualLevelProps="true"
			CrushableLevel="2" />
	</GameObject>
</AssetDeclaration>