<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
	<Tags></Tags>
	<Includes>
		<Include
			type="all"
			source="ART:AU_Devourer_SKN.w3x" />
		<Include
			type="all"
			source="ART:AU_Devourer_FP.w3x" />			
		<Include
			type="all"
			source="ART:AU_DevourerR.w3x" />
		<Include
			type="all"
			source="ART:FXAlienLaser.xml" />
		<Include
			type="all"
			source="ART:FXAlienLaserHeroic.xml" />
		<Include
			type="all"
			source="ART:FXAlienOverlay.xml" />
		<Include
			type="all"
			source="ART:FXTiberiumLaser.xml" />
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseVehicle.xml" />
		<!-- Includes for the Additive Shadow Decal  -->
		<Include
			type="all"
			source="ART:AUDronShipDecalIdle.xml" />
	</Includes>
	<GameObject
		id="AlienDevourerTank"
		inheritFrom="BaseVehicle"
		SelectPortrait="Portrait_ALIENDevourerTank"
		ButtonImage="Portrait_ALIENDevourerTank"
		Side="ALIEN"
		EditorSorting="UNIT"
		TransportSlotCount="1"
		BuildCost="1600"
		BuildTime="16"
		CommandSet="AlienDevourerTankCommandSet"
		CommandPoints="100" 
		KindOf="PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SCORE VEHICLE CAN_REVERSE_MOVE"
		RadarPriority="UNIT"
		ProductionQueueType="VEHICLE"
		UnitCategory="VEHICLE"
		WeaponCategory="CANNON"
		VoicePriority="204"
		EditorName="AlienDevourerTank"
		Description="Desc:AlienDevourerTank"
		TypeDescription="Type:AlienDevourerTank">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">NAME:ALIENDevourerTank</DisplayName>
		<GameDependency>
			<RequiredObject>AlienControlCenter</RequiredObject>
		</GameDependency>
		<ArmorSet
			Armor="AlienDevourerTankArmor"
			DamageFX="VehicleDamageFX" />
		<LocomotorSet
			Locomotor="AlienDevourerTankLocomotor"
			Condition="NORMAL"
			Speed="55" />
		<SkirmishAIInformation
			UnitBuilderStandardCombatUnit="true" />
		<Draws>
			<!-- standard laser -->
			<LaserDraw
				id="ModuleTag_LaserDraw1"
				Texture1_UTile="1"
				Texture1_VTile=".5"
				Texture1_UScrollRate="0"
				Texture1_VScrollRate=".2"
				Texture1_NumFrames="1"
				Texture1_FrameRate="30"
				Texture2_UTile="1"
				Texture2_VTile=".3"
				Texture2_UScrollRate="0"
				Texture2_VScrollRate=".7"
				Texture2_NumFrames="1"
				Texture2_FrameRate="30"
				LaserWidth="50"
				LaserStateID="1">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXAlienLaser</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXAlienLaser</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					ForbiddenStatus="WEAPON_UPGRADED_01 HAS_TIBERIUM_AMMO" />
			</LaserDraw>
			<!-- standard and veteran laser distortion -->
			<LaserDraw
				id="ModuleTag_LaserDistort1"
				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="2"
				Texture2_UScrollRate="0"
				Texture2_VScrollRate=".7"
				Texture2_NumFrames="1"
				Texture2_FrameRate="30"
				LaserWidth="65"
				LaserStateID="1">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXAlienOverlay</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXAlienOverlay</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					ForbiddenStatus="HAS_TIBERIUM_AMMO" />
			</LaserDraw>
			<!-- tiberium enriched laser -->
			<LaserDraw
				id="ModuleTag_LaserDraw2"
				Texture1_UTile="1"
				Texture1_VTile=".5"
				Texture1_UScrollRate="0"
				Texture1_VScrollRate=".2"
				Texture1_NumFrames="1"
				Texture1_FrameRate="30"
				Texture2_UTile="1"
				Texture2_VTile=".3"
				Texture2_UScrollRate="0"
				Texture2_VScrollRate=".7"
				Texture2_NumFrames="1"
				Texture2_FrameRate="30"
				LaserWidth="50"
				LaserStateID="2">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXTiberiumLaser</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXTiberiumLaser</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					RequiredStatus="HAS_TIBERIUM_AMMO" />
			</LaserDraw>
			<!-- tiberium enriched laser distortion -->
			<LaserDraw
				id="ModuleTag_LaserDistort2"
				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="2"
				Texture2_UScrollRate="0"
				Texture2_VScrollRate=".7"
				Texture2_NumFrames="1"
				Texture2_FrameRate="30"
				LaserWidth="65"
				LaserStateID="2">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXAlienOverlay</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXAlienOverlay</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					RequiredStatus="HAS_TIBERIUM_AMMO" />
			</LaserDraw>
			<!-- veteran laser -->
			<LaserDraw
				id="ModuleTag_LaserDrawHeroic"
				Texture1_UTile="1"
				Texture1_VTile=".5"
				Texture1_UScrollRate="0"
				Texture1_VScrollRate=".2"
				Texture1_NumFrames="1"
				Texture1_FrameRate="30"
				Texture2_UTile="1"
				Texture2_VTile=".3"
				Texture2_UScrollRate="0"
				Texture2_VScrollRate=".7"
				Texture2_NumFrames="1"
				Texture2_FrameRate="30"
				LaserWidth="50"
				LaserStateID="1">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXAlienLaserHeroic</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXAlienLaserHeroic</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					ForbiddenStatus="HAS_TIBERIUM_AMMO" 
					RequiredStatus="WEAPON_UPGRADED_01" />
			</LaserDraw>			
			<TruckDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true"
				LeftFrontTireBone="Tire01"
				RightFrontTireBone="Tire02"
				LeftRearTireBone="Tire03"
				RightRearTireBone="Tire04"
				TireRotationMultiplier="0.2"
				PowerslideRotationAddition="1.25">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="AU_Devourer_SKN" />
					<ShadowInfo
						Type="ADDITIVE_DECAL"
						SizeX="40"
						SizeY="30"
						OverrideLODVisibility="true"
						MaxHeight="200"
						UseHouseColor="true"
						Texture="AUDronShipDecalIdle" />
					<WeaponFireFXBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FX_Weapon_01" />
					<WeaponLaunchBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FX_Weapon_01" />
					<Turret
						TurretNameKey="AU_Devourer"
						TurretID="1" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<Model
						Name="AU_Devourer_FP" />
				</ModelConditionState>					
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="AU_Devourer_SKN" />
					<ParticleSysBone
						BoneName="FX_Fire"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="AU_Devourer_SKN" />
					<Texture
						Original="AU_Devourer"
						New="AU_Devourer_D" />
					<ParticleSysBone
						BoneName="FX_Fire"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FX_Fire"
						FXParticleSystemTemplate="AlienDamageFireGlow01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FX_Fire"
						FXParticleSystemTemplate="AlienDamageFireGlow02"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="AU_DevourerR" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING"
					Flags="START_FRAME_FIRST">
					<Animation
						AnimationName="AU_DevourerR"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="UNPACKING" >
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="CorrputerTibSuck"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="CorrupterTibSuck02"
						FollowBone="true" />
				</AnimationState>
			</TruckDraw>
			<!-- draw a nice 'combined' effect, PLACEHOLDER -->
			<ScriptedModelDraw
				id="ModuleTag_DrawFX">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT" />
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="COMBINED_PARENT USER_2">
					<ParticleSysBone
						BoneName="NONE"
						FollowBone="true"
						FXParticleSystemTemplate="NODTibInfusion" />
					<ParticleSysBone
						BoneName="NONE"
						FollowBone="true"
						FXParticleSystemTemplate="AUBuzzerCombine" />
					<ParticleSysBone
						BoneName="NONE"
						FollowBone="true"
						FXParticleSystemTemplate="AUBuzzerCombineGlow" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_2">
					<ParticleSysBone
						BoneName="NONE"
						FollowBone="true"
						FXParticleSystemTemplate="NODTibInfusion" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="COMBINED_PARENT">
					<ParticleSysBone
						BoneName="NONE"
						FollowBone="true"
						FXParticleSystemTemplate="AUBuzzerCombine" />
					<ParticleSysBone
						BoneName="NONE"
						FollowBone="true"
						FXParticleSystemTemplate="AUBuzzerCombineGlow" />						
				</ModelConditionState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<WeaponSetUpdate
				id="ModuleTag_WeaponSetUpdate">
				<WeaponSlotTurret
					ID="1">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="AlienDevourerBeamLaser" />
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="AlienDevourerBeamLaser_TiberiumEnhanced"
						ObjectStatus="HAS_TIBERIUM_AMMO" />
					<TurretSettings
						TurretTurnRate="200"
						TurretPitchRate="40"
						AllowsPitch="true"
						NaturalTurretAngle="0d"
						MinIdleScanTime="1.0s"
						MaxIdleScanTime="5.0s"
						MinIdleScanAngle="0.0"
						MaxIdleScanAngle="0.0">
						<TurretAITargetChooserData
							CanAcquireDynamicIfAssignedOutOfRange="true" />
					</TurretSettings>
				</WeaponSlotTurret>
			</WeaponSetUpdate>
			<SpecialPower
				id="ModuleTag_TiberiumThiefSpecialPower"
				SpecialPowerTemplate="SpecialPower_ConversionBeam"
				UpdateModuleStartsAttack="true" />
			<!-- Update for the trigger. This makes the unit move to within range -->
			<TiberiumThiefSpecialAbilityUpdate
				id="ModuleTag_TiberiumThiefSpecialAbilityUpdate"
				SpecialPowerTemplate="SpecialPower_ConversionBeam"
				UnpackTime="0.1s"
				UnpackSound="ALI_DevourerTank_ConversionBeamFire"
				PersistentPrepTime="10000s"
				StartAbilityRange="50"
				TiberiumStolenPerUpdate="10"
				DelayBetweenThefts="0.3s"
				TiberiumCapacity="100"
				ObjectStatusWhenNotEmpty="HAS_TIBERIUM_AMMO DOES_CONTAIN_TIBERIUM"
				ModelConditionWhenNotEmpty="USER_2"
				StartRechargeOnExit="true" />
			<Physics
				id="ModuleTag_Physics" />
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="5s"
				SinkRate="1.0"
				DestructionDelay="15s">
				<OCL
					Type="INITIAL">
					<OCL>OCL_ALIENDevourerDebris</OCL>
				</OCL>
				<Sound Type="INITIAL" List="ALI_DevourerTank_Die" />
				<DieMuxData
					DeathTypes="ALL"
					DeathTypesForbidden="TOPPLED" />
			</SlowDeath>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onDeath"
					FX="FX_ALIENVehicleExplodeScorch" />
			</FXListBehavior>
			<SweepingLaserState
				id="ModuleTag_SweepingLaserState"
				Radius="15.0"
				SweepFXList="FX_AlienLaserSweepHit"
				VeteranSweepFXList="FX_AlienLaserSweepHitHeroic"
				SweepFXTimeout="0.25s" 
				LaserId="1" />
			<LaserState
				id="ModuleTag_LaserState"
				LaserId="2" />
			<UncombineSpecialPower
				id="ModuleTag_SpecialPowerUncombine"
				SpecialPowerTemplate="SpecialPowerUncombineWithUnit" />
			<AISpecialPowerUpdate
				id="ModuleTag_AlienDevourerConversionAI"
				CommandButtonName="Command_DevourerTankConversionBeam"
				SpecialPowerAIType="SPECIAL_POWER_AOE_BUFF"
				SpecialPowerRadius="100" 
				MinimumCutoff="5" />
			<StatusBitsUpgrade
				id="ModuleTag_VeterancyUpgrade"
				StatusToSet="WEAPON_UPGRADED_01">
				<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</StatusBitsUpgrade>
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="YES"
				AILuaEventsList="Reaper17DevourerFunctions">
				<UnitAITargetChooserData
					CanPickDynamicTargets="false"
					SympathyRange="25.0" />
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="3200" />
		</Body>
		<Geometry
			IsSmall="true">
			<Shape
				Type="BOX"
				MajorRadius="20.0"
				MinorRadius="10.0"
				Height="20.0"
				ContactPointGeneration="VEHICLE" />
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="ALI_DevourerTank_SoundCreate"
				AudioType="voiceCreated" />
			<AudioEntry
				Sound="ALI_DevourerTank_SoundMove"
				AudioType="voiceMove" />
			<AudioEntry
				Sound="ALI_DevourerTank_SoundMove"
				AudioType="voiceGuard" />
			<AudioEntry
				Sound="ALI_DevourerTank_SoundAttack"
				AudioType="voiceAttack" />
			<AudioEntry
				Sound="ALI_DevourerTank_SoundSelectMS"
				AudioType="voiceSelect" />
			<NamedEntry
				Sound="ALI_Buzzers_SoundSplit"
				Name="UncombineWithUnit" />
			<NamedEntry
				Sound="ALI_DevourerTank_SoundConversionBeam"
				Name="InitiateConversionBeam" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry
				Sound="ALI_DevourerTank_MoveStart"
				AudioType="soundMoveStart" />
			<!--			<AudioEntry Sound="ALI_DevourerTank_MoveLoop" AudioType="soundMoveLoop" /> -->
			<AudioEntry
				Sound="ALI_DevourerTank_IdleLoop"
				AudioType="soundAmbient" />
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="400" />
	</GameObject>
</AssetDeclaration>