<?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:GUMamm_SKN.w3x" />
		<Include
			type="all"
			source="ART:GUMamm_SKL.w3x" />
		<Include
			type="all"
			source="ART:GUMamm_FX.w3x" />
		<Include
			type="all"
			source="ART:GUMamm_CRSH1.w3x" />
		<Include
			type="all"
			source="ART:GUMamm_R.w3x" />
		<Include
			type="all"
			source="ART:GUMamm_FP.w3x" />
		<Include
			type="all"
			source="ART:GUMamm_K.xml" />
		<Include
			type="all"
			source="ART:GUMammD_K.xml" />
		<Include
			type="all"
			source="ART:FXRailGunCoreMask.xml" />
		<Include
			type="all"
			source="ART:FXRailGunCoreDistortion.xml" />
		<Include
			type="instance"
			source="ART:EXTnkTrack.xml" />
		<!--
		<Include type="all" source="ART:GUMamm_IDLA.w3x" />
		<Include type="all" source="ART:GUMamm_ATKA.w3x" />
		-->
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseVehicle.xml" />
	</Includes>
	<GameObject
		id="GDIMammoth"
		inheritFrom="BaseVehicle"
		SelectPortrait="Portrait_GDIMammothTank"
		ButtonImage="Portrait_GDIMammothTank"
		Side="GDI"
		EditorSorting="UNIT"
		TransportSlotCount="1"
		BuildCost="2500"
		BuildTime="25"
		CommandSet="GDIMammothCommandSet"
		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"
		ThreatLevel="10"
		ProductionQueueType="VEHICLE"
		UnitCategory="VEHICLE"
		WeaponCategory="CANNON"
		VoicePriority="220"
		EditorName="GDIMammoth"
		Description="Desc:GDIMammothTank"
		TypeDescription="Type:GDIMammothTank"
		WorldMapArmoryUpgradesAllowed="Upgrade_GDIArmoryRailgunTech">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:GDIMammothTank</DisplayName>
		<GameDependency>
			<RequiredObject>GDIArmory</RequiredObject>
		</GameDependency>
		<DisplayUpgrade
			id="Tag_DisplayUpgrade1">Upgrade_GDIArmoryRailgunTech</DisplayUpgrade>
		<ArmorSet
			Armor="GDIMammothTankArmor"
			DamageFX="VehicleDamageFX" />
		<LocomotorSet
			Locomotor="GDIMammothLocomotor"
			Condition="NORMAL"
			Speed="45.0" />
		<LocomotorSet
			Locomotor="GDIMammothLocomotor"
			Condition="NORMAL_UPGRADED"
			Speed="80.0" />
		<SkirmishAIInformation
			UnitBuilderStandardCombatUnit="true" />
		<Draws>
			<TankDraw
				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_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_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>
			<ScriptedModelDraw
				id="ModuleTag_FX"
				ExtraPublicBone="FXTracksLR FXTracksRR FXTracksLF FXTracksRF MUZZLEFX01 MUZZLEFX02">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="GUMamm_FX" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING">
					<ParticleSysBone
						BoneName="FXTracksLF"
						FXParticleSystemTemplate="TreadDust"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXTracksRF"
						FXParticleSystemTemplate="TreadDust"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXTracksRF"
						FXParticleSystemTemplate="TreadDirt"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXTracksLF"
						FXParticleSystemTemplate="TreadDirt"
						FollowBone="true" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<ParticleSysBone
						BoneName="FXHULKFIRE"
						FXParticleSystemTemplate="GDIMammothHulkFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXHULKFIRE"
						FXParticleSystemTemplate="GDIMammothHulkFireGlow"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXHULKFIRE"
						FXParticleSystemTemplate="GDIMammothHulkFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXHULKFIRE"
						FXParticleSystemTemplate="GDIMammothHulkSmoke"
						FollowBone="true" />
				</AnimationState>
			</ScriptedModelDraw>
			<LaserDraw
				id="ModuleTag_LaserDistort"
				UseDistortionShader="true"
				Texture1_UTile="1"
				Texture1_VTile=".5"
				Texture1_UScrollRate="0"
				Texture1_VScrollRate=".2"
				Texture1_NumFrames="1"
				Texture1_FrameRate="30"
				Texture2_UTile="1"
				Texture2_VTile=".01"
				Texture2_UScrollRate="0"
				Texture2_VScrollRate="1"
				Texture2_NumFrames="1"
				Texture2_FrameRate="1"
				LaserWidth="50">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXRailGunCoreDistortion</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXRailGunCoreMask</Value>
						</Texture>
					</Constants>
				</FXShader>
			</LaserDraw>
		</Draws>
		<Behaviors>
			<WeaponSetUpdate
				id="ModuleTag_WeaponSetUpdate">
				<WeaponSlotHierarchicalTurret
					ID="1"
					ParentID="3">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="GDIMammothTankRocketPods" />
					<TurretSettings
						TurretTurnRate="60"
						MaxDeflectionAntiClockwise="100d"
						MaxDeflectionClockwise="20d"
						MinIdleScanTime="1.0s"
						MaxIdleScanTime="5.0s"
						MinIdleScanAngle="0.0"
						MaxIdleScanAngle="90.0">
						<TurretAITargetChooserData
							CanAcquireDynamicIfAssignedOutOfRange="true" />
					</TurretSettings>
				</WeaponSlotHierarchicalTurret>
				<WeaponSlotHierarchicalTurret
					ID="2"
					ParentID="3">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="GDIMammothTankRocketPods" />
					<TurretSettings
						TurretTurnRate="60"
						MaxDeflectionAntiClockwise="20d"
						MaxDeflectionClockwise="100d"
						MinIdleScanTime="1.0s"
						MaxIdleScanTime="5.0s"
						MinIdleScanAngle="0.0"
						MaxIdleScanAngle="90.0">
						<TurretAITargetChooserData
							CanAcquireDynamicIfAssignedOutOfRange="true" />
					</TurretSettings>
				</WeaponSlotHierarchicalTurret>
				<WeaponSlotHierarchicalTurret
					ID="3">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="GDIMammothTankGun" />
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="MammothTankRailCannon"
						ObjectStatus="WEAPON_UPGRADED_01" />
					<TurretSettings
						TurretTurnRate="60"
						TurretPitchRate="20"
						AllowsPitch="true"
						MinimumPitch="-15d"
						MinIdleScanTime="1.0s"
						MaxIdleScanTime="5.0s"
						MinIdleScanAngle="0.0"
						MaxIdleScanAngle="90.0">
						<TurretAITargetChooserData
							CanAcquireDynamicIfAssignedOutOfRange="true" />
					</TurretSettings>
				</WeaponSlotHierarchicalTurret>
			</WeaponSetUpdate>
			<LaserState
				id="ModuleTag_LaserState"
				LaserId="0"></LaserState>
			<Physics
				id="ModuleTag_Physics" />
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3s"
				SinkRate="1.0"
				DestructionDelay="8s">
				<OCL
					Type="INITIAL">
					<OCL>OCL_GDIMammothTankDebris</OCL>
				</OCL>
				<DieMuxData
					DeathTypes="ALL"
					DeathTypesForbidden="TOPPLED" />
				<Sound
					Type="INITIAL"
					List="GDI_Generic_VoiceDieMS" />
			</SlowDeath>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onDeath"
					FX="FX_GDIMammothExplode" />
			</FXListBehavior>
			<ProductionUpdate
				id="ModuleTag_Production"
				MaxQueueEntries="1" />
			<AutoHealBehavior
				id="Upgrade_HeroicHeal_01"
				InitiallyActive="false"
				HealOnlyIfNotInCombat="true"
				HealOnlyIfNotUnderAttack="true"
				StartHealingDelay="5s"
				HealingAmount="10"
				HealingDelay="3s">
				<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</AutoHealBehavior>
			<StatusBitsUpgrade
				id="ModuleTag_UpgradeWeapon"
				StatusToSet="WEAPON_UPGRADED_01">
				<TriggeredBy>Upgrade_GDIArmoryRailgunTech</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="ModuleTag_UpgradeWeaponStatusSetForRGA"
				StatusToSet="RIDER2">
				<TriggeredBy>Upgrade_GDIArmoryRailgunTech</TriggeredBy>
			</StatusBitsUpgrade>			
			<SubObjectsUpgrade
				id="ModuleTag_ShowRails"
				ShowSubObjects="UGRAIL_01 UGRAIL_02">
				<TriggeredBy>Upgrade_GDIArmoryRailgunTech</TriggeredBy>
			</SubObjectsUpgrade>
			<StatusBitsUpgrade
				id="ModuleTag_VeterancyUpgrade"
				StatusToSet="WEAPON_UPGRADED_02">
				<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</StatusBitsUpgrade>		
			<ModelConditionUpgrade
				id="ModuleTag_AllFactionUpgrade"
				AddConditionFlags="USER_5">
				<TriggeredBy>Upgrade_AllFactionUpgrade</TriggeredBy>
			</ModelConditionUpgrade>
      <AudioLoopUpgrade 
				id="RailCannonUpgradeSound" 
				SoundToPlay="GDI_RailCannon_Upgrade">
        <TriggeredBy>Upgrade_GDIArmoryRailgunTech</TriggeredBy>
      </AudioLoopUpgrade>  
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="YES"
				AILuaEventsList="GDIMammothFunctions">
				<UnitAITargetChooserData
					CanPickDynamicTargets="false"
					SympathyRange="100.0" />
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="11500" />
		</Body>
		<ClientBehaviors>
			<ModelConditionAudioLoopClientBehavior id="ModuleTag_RailgunAccelerator">
				<ModelConditionSound Sound="GDI_RailgunAccelerator_EnergyStripeLoop" RequiredFlags="USING_WEAPON_C" />
			</ModelConditionAudioLoopClientBehavior>
		</ClientBehaviors>
		<Geometry
			IsSmall="false">
			<Shape
				Type="BOX"
				MajorRadius="32.0"
				MinorRadius="20.0"
				Height="18.0"
				ContactPointGeneration="VEHICLE">
				<Offset
					x="-3.0"
					y="0.0"
					z="0.0" />
			</Shape>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="GDI_MammothTank_VoiceAttack"
				AudioType="voiceAttack" />
			<AudioEntry
				Sound="GDI_MammothTank_VoiceCreate"
				AudioType="voiceCreated" />
			<AudioEntry
				Sound="GDI_MammothTank_VoiceSelectMS"
				AudioType="voiceSelect" />
			<AudioEntry
				Sound="GDI_MammothTank_VoiceMove"
				AudioType="voiceMove" />
			<AudioEntry
				Sound="GDI_MammothTank_VoiceMoveAttack"
				AudioType="voiceAttackAfterMoving" />
			<AudioEntry
				Sound="GDI_MammothTank_VoiceMove"
				AudioType="voiceGuard" />
			<AudioEntry
				Sound="GDI_MammothTank_VoiceRetreat"
				AudioType="voiceRetreatToCastle" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry
				Sound="AudioEvent:MammothMoveStart"
				AudioType="soundMoveStart" />
			<AudioEntry
				Sound="AudioEvent:MammothIdleLoop"
				AudioType="soundAmbient" />
			<!-- <AudioEntry Sound="AudioEvent:MammothTankTurretMoveLoop" AudioType="soundTurretMoveLoop" /> -->
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="400" />
		<CrusherInfo
			CrusherLevel="3"
			CrushableLevel="3"
			CrushDecelerationPercent="40%" />
	</GameObject>
</AssetDeclaration>