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  <Tags></Tags>
  <!--Name: GDI Vehicle F/Titan-->
	<Includes>
		<Include
				type="all"
				source="ART:GUVehicleF_SKN.w3x" />
    <Include
        type="all"
        source="ART:GUVehicleF_SKNR.w3x" />
		<Include
			type="all"
				source="ART:GUVehicleF_ABTA.w3x" />
		<Include
			type="all"
				source="ART:GUVehicleF_ATKA.w3x" />
    <Include
			type="all"
				source="ART:GUVehicleF_ATKB.w3x" />
    <Include
			type="all"
				source="ART:GUVehicleF_ATKC.w3x" />
		<Include
			type="all"
				source="ART:GUVehicleF_BLDA.w3x" />								
		<Include
			type="all"
				source="ART:GUVehicleF_BATA.w3x" />
		<Include
			type="all"
				source="ART:GUVehicleF_BIDA.w3x" />
    <Include
      type="all"
        source="ART:GUVehicleF_BIFA.w3x" />
    <Include
      type="all"
        source="ART:GUVehicleF_BIFB.w3x" />
		<Include
			type="all"
				source="ART:GUVehicleF_AIDB.w3x" />
    <Include
      type="all"
        source="ART:GUVehicleF_AIDA.w3x" />
    <Include
      type="all"
        source="ART:GUVehicleF_AIFA.w3x" />
    <Include
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    <Include
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		<Include
			type="all"
				source="ART:GUVehicleFAdAr.w3x" />
		<Include
			type="all"
				source="ART:GUVehicleF_AAUG.xml" />			
		<Include
			type="all"
			source="ART:GUVehicleF_RUNA.w3x" />
		<Include
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			source="ART:GUVehicleF_RUND.w3x" />
		<Include
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		<Include
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		<Include
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			type="all"
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		<Include
			type="all"
			source="ART:GUVehicleF_FP.w3x" />
    <Include
			type="all"
				source="ART:GUVehicleF_D.xml" />
    <Include
			type="instance"
			source="ART:EXTireTrack.xml" />
		<Include
			type="all"
			source="ART:FXspotlight.w3x" />
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseVehicle.xml" />
	</Includes>
	<GameObject
		id="SteelTalonsTitan"
		inheritFrom="BaseVehicle"
		SelectPortrait="Portrait_SteelTalonsTitan"
		ButtonImage="Portrait_SteelTalonsTitan"
		Side="SteelTalons"
		EditorSorting="UNIT"
		TransportSlotCount="1"
		BuildCost="1300"
		BuildTime="13"
		CommandSet="SteelTalonsTitanCommandSet"
		CommandPoints="100" 
		KindOf="PRELOAD SELECTABLE CAN_ATTACK VALID_TARGET_FOR_C4 CAN_CAST_REFLECTIONS SCORE TRANSPORT VEHICLE CAN_BE_FAVORITE_UNIT"
		RadarPriority="UNIT"
		UnitCategory="VEHICLE"
		ProductionQueueType="VEHICLE"
		VoicePriority="186"
		EditorName="SteelTalonsTitan"
		WeaponCategory="CANNON"
		Description="Desc:SteelTalonsTitan"
		WorldMapArmoryUpgradesAllowed="Upgrade_GDIArmoryRailgunTech Upgrade_AdaptiveArmor"
		TypeDescription="Type:SteelTalonsTitan">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:SteelTalonsTitan</DisplayName>
		<DisplayUpgrade
			id="Tag_DisplayUpgrade1">Upgrade_GDIArmoryRailgunTech</DisplayUpgrade>
		<DisplayUpgrade>Upgrade_AdaptiveArmor</DisplayUpgrade>
	
		<ArmorSet
			Armor="SteelTalonsTitanArmor"
			DamageFX="VehicleDamageFX" />
		<LocomotorSet
			Locomotor="TitanLocomotor"
			Condition="NORMAL"
			Speed="50.0" />
		<SkirmishAIInformation
			UnitBuilderStandardCombatUnit="true" />

		<Draws>
			<ScriptedModelDraw 
				id="ModuleTag_Draw" 
				ExtraPublicBone="B_SHELL01 B_PISTONLA B_FOOTL B_FOOTR FXMUZZLE01 FXMUZZLE02 FXMUZZLE03 MuzzleFlash_01 MuzzleFlash_02 MuzzleFlash_03 Turret B_Tilt"
				OkToChangeModelColor="true" 
				InitialRecoilSpeed="16.0" 
				MaxRecoilDistance="10.0" 
				RecoilDamping="2.0"
				RecoilSettleSpeed="3.0">
				<ModelConditionState 
					ParseCondStateType="PARSE_DEFAULT">
					<Model Name="GUVehicleF_SKN" />
					<WeaponFireFXBone WeaponSlotID="1" WeaponSlotType="PRIMARY_WEAPON" BoneName="FXMUZZLE" />
					<WeaponRecoilBone WeaponSlotID="1" WeaponSlotType="PRIMARY_WEAPON" BoneName="FXMuzzle" />
					<WeaponMuzzleFlash WeaponSlotID="1" WeaponSlotType="PRIMARY_WEAPON" BoneName="MuzzleFlash_" />
					<WeaponLaunchBone WeaponSlotID="1" WeaponSlotType="PRIMARY_WEAPON" BoneName="FXMUZZLE" />
					<Turret TurretNameKey="Turret" TurretPitch="B_Tilt" TurretID="1" />
				</ModelConditionState>
				<ModelConditionState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="USER_8">
					<Model Name="GUVehicleFAdAr" />
					<Texture Original="GUVehicleF" New="GUVehicleF_AAUG" />
				</ModelConditionState>
				<ModelConditionState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="USER_7">
					<Model Name="GUVehicleF_SKN" />
					<Texture Original="GUVehicleF" New="GUVehicleF_AAUG" />
				</ModelConditionState>
				<ModelConditionState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="REALLYDAMAGED">
					<Model Name="GUVehicleF_SKN" />
					<Texture Original="GUVehicleF" New="GUVehicleF_D" />
					<ParticleSysBone BoneName="VF_LLeg03" FXParticleSystemTemplate="GDIPredDamagedFire" FollowBone="true" />
					<ParticleSysBone BoneName="VF_LLeg03" FXParticleSystemTemplate="GDIPredDamagedFireDistortion" FollowBone="true" />
					<ParticleSysBone BoneName="VF_LLeg03" FXParticleSystemTemplate="GDIPredDamagedSmoke" FollowBone="true" />

        </ModelConditionState>


				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="GUVehicleF_SKNR" />
					<ParticleSysBone
						BoneName="VF_LLeg03"
						FXParticleSystemTemplate="GDIDebrisSmallFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="VF_LLeg03"
						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="VF_LLeg03"
						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						FollowBone="true" />
				</ModelConditionState>

				<ModelConditionState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="FORMATION_PREVIEW">
					<Model Name="GUVehicleF_FP" />
				</ModelConditionState>



        <AnimationState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="COMING_OUT_OF_FACTORY" 
					StateName="STATE_built"
					Flags="START_FRAME_FIRST">
          <Animation 
						AnimationName="GUVehicleF_BLDA" 
						AnimationBlendTime="0" 
						AnimationMode="ONCE_BACKWARDS" />
          <Script>
            CurDrawableHideSubObject("UGRailAccelerator_01")
            CurDrawableHideSubObject("UGRailAccelerator_Barrel")
          </Script>
        </AnimationState>

        <!-- START  RAIL GUN ACCELERATOR -->


        <AnimationState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="DYING USING_WEAPON_C">
          <Animation 
						AnimationName="GUVehicleF_DIEA" 
						AnimationMode="ONCE" />
          <Script>
            CurDrawableShowSubObject("UGRailAccelerator_01")
            CurDrawableShowSubObject("UGRailAccelerator_Barrel")
          </Script>
        </AnimationState>

        <AnimationState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="TURN_LEFT_HIGH_SPEED USING_WEAPON_C"
					Flags="MAINTAIN_FRAME_ACROSS_STATES">
          <Animation 
						AnimationName="GUVehicleF_RUNA" 
						AnimationMode="LOOP" 
						Distance="45" />
          <Script>
            CurDrawableShowSubObject("UGRailAccelerator_01")
            CurDrawableShowSubObject("UGRailAccelerator_Barrel")
          </Script>
        </AnimationState>
        <AnimationState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="TURN_RIGHT_HIGH_SPEED USING_WEAPON_C"
					Flags="MAINTAIN_FRAME_ACROSS_STATES">
          <Animation 
						AnimationName="GUVehicleF_RUNA" 
						AnimationMode="LOOP" 
						Distance="45" />
          <Script>
            CurDrawableShowSubObject("UGRailAccelerator_01")
            CurDrawableShowSubObject("UGRailAccelerator_Barrel")
          </Script>
        </AnimationState>
        <AnimationState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="TURN_LEFT USING_WEAPON_C">
          <Animation 
						AnimationName="GUVehicleF_TRNL" 
						AnimationMode="LOOP" />
          <Script>
            CurDrawableShowSubObject("UGRailAccelerator_01")
            CurDrawableShowSubObject("UGRailAccelerator_Barrel")
          </Script>
        </AnimationState>
        <AnimationState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="TURN_RIGHT USING_WEAPON_C">
          <Animation 
						AnimationName="GUVehicleF_TRNR" 
						AnimationMode="LOOP" />
          <Script>
            CurDrawableShowSubObject("UGRailAccelerator_01")
            CurDrawableShowSubObject("UGRailAccelerator_Barrel")
          </Script>
        </AnimationState>

        <AnimationState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="MOVING REALLYDAMAGED USING_WEAPON_C"
					Flags="MAINTAIN_FRAME_ACROSS_STATES">
          <Animation AnimationName="GUVehicleF_RUND" AnimationMode="LOOP" Distance="45" />
          <FXEvent Frame="22" FireWhenSkipped="true" Effect="FX_GDITitFootprint" Bone="vf_rfoot2" />
          <FXEvent Frame="56" FireWhenSkipped="true" Effect="FX_GDITitFootprint" Bone="vf_lfoot2" />
          <Script>
            Prev = CurDrawablePrevAnimationState()
            if Prev == "STATE_built" then
            CurDrawableSetTransitionAnimState("TRANS_built")
            end
          </Script>
          <Script>
            CurDrawableShowSubObject("UGRailAccelerator_01")
            CurDrawableShowSubObject("UGRailAccelerator_Barrel")
          </Script>
        </AnimationState>

        <AnimationState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="MOVING DAMAGED USING_WEAPON_C"
					Flags="MAINTAIN_FRAME_ACROSS_STATES">
          <Animation AnimationName="GUVehicleF_RUND" AnimationMode="LOOP" Distance="45" />
          <FXEvent Frame="22" FireWhenSkipped="true" Effect="FX_GDITitFootprint" Bone="vf_rfoot2" />
          <FXEvent Frame="56" FireWhenSkipped="true" Effect="FX_GDITitFootprint" Bone="vf_lfoot2" />
          <Script>
            Prev = CurDrawablePrevAnimationState()
            if Prev == "STATE_built" then
            CurDrawableSetTransitionAnimState("TRANS_built")
            end
          </Script>
          <Script>
            CurDrawableShowSubObject("UGRailAccelerator_01")
            CurDrawableShowSubObject("UGRailAccelerator_Barrel")
          </Script>
        </AnimationState>
        <AnimationState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="MOVING USING_WEAPON_C" 
					Flags="MAINTAIN_FRAME_ACROSS_STATES">
          <Animation AnimationName="GUVehicleF_RUNA" AnimationMode="LOOP" Distance="45" />
          <FXEvent Frame="22" FireWhenSkipped="true" Effect="FX_GDITitFootprint" Bone="vf_rfoot2" />
          <FXEvent Frame="56" FireWhenSkipped="true" Effect="FX_GDITitFootprint" Bone="vf_lfoot2" />
          <Script>
            Prev = CurDrawablePrevAnimationState()
            if Prev == "STATE_built" then
            CurDrawableSetTransitionAnimState("TRANS_built")
            end
          </Script>
          <Script>
            CurDrawableShowSubObject("UGRailAccelerator_01")
            CurDrawableShowSubObject("UGRailAccelerator_Barrel")
          </Script>
        </AnimationState>

        <AnimationState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="USING_WEAPON_C FIRING_OR_PREATTACK_A" 
					FrameForPristineBonePositions="1">
          <Animation 
						AnimationName="GUVehicleF_ATKA" 
						AnimationMode="ONCE"
            AnimationPriority="3"
						UseWeaponTiming="true" />
          <Animation 
						AnimationName="GUVehicleF_ATKB" 
						AnimationMode="ONCE"
            AnimationPriority="2"
						UseWeaponTiming="true" />
          <Animation 
						AnimationName="GUVehicleF_ATKC" 
						AnimationMode="ONCE"
            AnimationPriority="1"
						UseWeaponTiming="true" />          
          <Script>
            Prev = CurDrawablePrevAnimationState()
            if Prev == "STATE_Selected" or Prev == "ATNB" or Prev == "STATE_Run" then
            CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
            end
          </Script>
          <Script>
            CurDrawableShowSubObject("UGRailAccelerator_01")
            CurDrawableShowSubObject("UGRailAccelerator_Barrel")
          </Script>
        </AnimationState>

        <AnimationState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="ATTACKING USING_WEAPON_C" 
					FrameForPristineBonePositions="1">
          <Animation 
						AnimationName="GUVehicleF_ATKA" 
						AnimationMode="MANUAL" />
          <Script>
            CurDrawableShowSubObject("UGRailAccelerator_01")
            CurDrawableShowSubObject("UGRailAccelerator_Barrel")
          </Script>
        </AnimationState>

        <!-- SELECTED -->
        <AnimationState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="SELECTED USING_WEAPON_C" 
					StateName="STATE_SelectedPose"
					Flags="RESTART_ANIM_WHEN_COMPLETE" >
					<Animation
						AnimationName="GUVehicleF_AIDA"
						AnimationMode="ONCE"
						AnimationBlendTime="15" />
					<Animation
						AnimationName="GUVehicleF_AIFC"
						AnimationMode="ONCE"
						AnimationBlendTime="10" />
					<Script>
            Prev = CurDrawablePrevAnimationState()
            if Prev == "STATE_bored" then
            CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end
    
          </Script>
          <Script>
            CurDrawableShowSubObject("UGRailAccelerator_01")
            CurDrawableShowSubObject("UGRailAccelerator_Barrel")
          </Script>
        </AnimationState>

        <!-- END RAIL GUN ACCELLERATOR -->

        <AnimationState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="DYING">
          <Animation 
						AnimationName="GUVehicleF_DIEA" 
						AnimationMode="ONCE" />
          <Script>
            CurDrawableHideSubObject("UGRailAccelerator_01")
            CurDrawableHideSubObject("UGRailAccelerator_Barrel")
          </Script>
        </AnimationState>

        <AnimationState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="TURN_LEFT_HIGH_SPEED"
					Flags="MAINTAIN_FRAME_ACROSS_STATES">
          <Animation 
						AnimationName="GUVehicleF_RUNA" 
						AnimationMode="LOOP" 
						Distance="45" />
          <Script>
            CurDrawableHideSubObject("UGRailAccelerator_01")
            CurDrawableHideSubObject("UGRailAccelerator_Barrel")
          </Script>
        </AnimationState>
        <AnimationState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="TURN_RIGHT_HIGH_SPEED"
					Flags="MAINTAIN_FRAME_ACROSS_STATES">
          <Animation 
						AnimationName="GUVehicleF_RUNA" 
						AnimationMode="LOOP" 
						Distance="45" />
          <Script>
            CurDrawableHideSubObject("UGRailAccelerator_01")
            CurDrawableHideSubObject("UGRailAccelerator_Barrel")
          </Script>
        </AnimationState>
        <AnimationState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="TURN_LEFT">
          <Animation 
						AnimationName="GUVehicleF_TRNL" 
						AnimationMode="LOOP" />
          <Script>
            CurDrawableHideSubObject("UGRailAccelerator_01")
            CurDrawableHideSubObject("UGRailAccelerator_Barrel")
          </Script>
        </AnimationState>
        <AnimationState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="TURN_RIGHT">
          <Animation 
						AnimationName="GUVehicleF_TRNR" 
						AnimationMode="LOOP" />
          <Script>
            CurDrawableHideSubObject("UGRailAccelerator_01")
            CurDrawableHideSubObject("UGRailAccelerator_Barrel")
          </Script>
        </AnimationState>

        <AnimationState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="MOVING REALLYDAMAGED"
					Flags="MAINTAIN_FRAME_ACROSS_STATES">
          <Animation AnimationName="GUVehicleF_RUND" AnimationMode="LOOP" Distance="45" />
          <FXEvent Frame="22" FireWhenSkipped="true" Effect="FX_GDITitFootprint" Bone="vf_rfoot2" />
          <FXEvent Frame="56" FireWhenSkipped="true" Effect="FX_GDITitFootprint" Bone="vf_lfoot2" />
          <Script>
            Prev = CurDrawablePrevAnimationState()
            if Prev == "STATE_built" then
            CurDrawableSetTransitionAnimState("TRANS_built")
            end
          </Script>
          <Script>
            CurDrawableHideSubObject("UGRailAccelerator_01")
            CurDrawableHideSubObject("UGRailAccelerator_Barrel")
          </Script>
        </AnimationState>

        <AnimationState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="MOVING DAMAGED"
					Flags="MAINTAIN_FRAME_ACROSS_STATES">
          <Animation AnimationName="GUVehicleF_RUND" AnimationMode="LOOP" Distance="45" />
          <FXEvent Frame="22" FireWhenSkipped="true" Effect="FX_GDITitFootprint" Bone="vf_rfoot2" />
          <FXEvent Frame="56" FireWhenSkipped="true" Effect="FX_GDITitFootprint" Bone="vf_lfoot2" />
          <Script>
            Prev = CurDrawablePrevAnimationState()
            if Prev == "STATE_built" then
            CurDrawableSetTransitionAnimState("TRANS_built")
            end
          </Script>
          <Script>
            CurDrawableHideSubObject("UGRailAccelerator_01")
            CurDrawableHideSubObject("UGRailAccelerator_Barrel")
          </Script>
        </AnimationState>
        <AnimationState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="MOVING" 
					Flags="MAINTAIN_FRAME_ACROSS_STATES">
          <Animation AnimationName="GUVehicleF_RUNA" AnimationMode="LOOP" Distance="45" />
          <FXEvent Frame="22" FireWhenSkipped="true" Effect="FX_GDITitFootprint" Bone="vf_rfoot2" />
          <FXEvent Frame="56" FireWhenSkipped="true" Effect="FX_GDITitFootprint" Bone="vf_lfoot2" />
          <Script>
            Prev = CurDrawablePrevAnimationState()
            if Prev == "STATE_built" then
            CurDrawableSetTransitionAnimState("TRANS_built")
            end
          </Script>
          <Script>
            CurDrawableHideSubObject("UGRailAccelerator_01")
            CurDrawableHideSubObject("UGRailAccelerator_Barrel")
          </Script>
        </AnimationState>



        <AnimationState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="USING_WEAPON_A FIRING_OR_PREATTACK_A" 
					FrameForPristineBonePositions="1">
          <Animation 
						AnimationName="GUVehicleF_ATKA" 
						AnimationMode="ONCE" 
						UseWeaponTiming="true" />
          <Script>
            CurDrawableHideSubObject("UGRailAccelerator_01")
            CurDrawableHideSubObject("UGRailAccelerator_Barrel")
          </Script>
        </AnimationState>

        <AnimationState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="ATTACKING" 
					FrameForPristineBonePositions="1">
          <Animation 
						AnimationName="GUVehicleF_ATKA" 
						AnimationMode="MANUAL" />
          <Script>
            CurDrawableHideSubObject("UGRailAccelerator_01")
            CurDrawableHideSubObject("UGRailAccelerator_Barrel")
          </Script>
        </AnimationState>

        <!-- SELECTED -->

        <AnimationState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="SELECTED DAMAGED" 
					Flags="RESTART_ANIM_WHEN_COMPLETE"
					StateName="STATE_Selected">
          <Animation 
						AnimationName="GUVehicleF_AIDA" 
						AnimationMode="ONCE" 
						AnimationPriority="85" 
						AnimationBlendTime="10"
						AnimationSpeedFactorMin="0.9" 
						AnimationSpeedFactorMax="1.1" />
          <Animation 
						AnimationName="GUVehicleF_AIDB" 
						AnimationMode="ONCE" 
						AnimationPriority="50" 
						AnimationBlendTime="10"
						AnimationSpeedFactorMin="0.9" 
						AnimationSpeedFactorMax="1.1" />
          <Script>
            Prev = CurDrawablePrevAnimationState()
            if Prev == "STATE_bored" then
            CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end
          </Script>
          <Script>
            CurDrawableHideSubObject("UGRailAccelerator_01")
            CurDrawableHideSubObject("UGRailAccelerator_Barrel")
          </Script>
        </AnimationState>
        
        
        <AnimationState 
					ParseCondStateType="PARSE_NORMAL" 
					ConditionsYes="SELECTED" 
					Flags="RESTART_ANIM_WHEN_COMPLETE"
					StateName="STATE_Selected">
          <Animation 
						AnimationName="GUVehicleF_AIDA" 
						AnimationMode="ONCE" 
						AnimationPriority="85" 
						AnimationBlendTime="10"
						AnimationSpeedFactorMin="0.9" 
						AnimationSpeedFactorMax="1.1" />
          <Animation 
						AnimationName="GUVehicleF_AIDB" 
						AnimationMode="ONCE" 
						AnimationPriority="50" 
						AnimationBlendTime="10"
						AnimationSpeedFactorMin="0.9" 
						AnimationSpeedFactorMax="1.1" />
          <Script>
            Prev = CurDrawablePrevAnimationState()
            if Prev == "STATE_bored" then
            CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end
          </Script>
          <Script>
            CurDrawableHideSubObject("UGRailAccelerator_01")
            CurDrawableHideSubObject("UGRailAccelerator_Barrel")
          </Script>
        </AnimationState>
        <!-- TRANSITIONS -->
        <AnimationState 
					ParseCondStateType="PARSE_TRANSITION" 
					StateName="TRANS_built">
          <Animation 	
            AnimationName="GUVehicleF_BLDA" 	
            AnimationBlendTime="0" 	
            AnimationMode="ONCE"></Animation>
          <Script>
            CurDrawableHideSubObject("UGRailAccelerator_01")
            CurDrawableHideSubObject("UGRailAccelerator_Barrel")
          </Script>
        </AnimationState>

        <AnimationState 
					ParseCondStateType="PARSE_TRANSITION" 
					StateName="TRANS_IdleToSelected">
          <Animation 
						AnimationName="GUVehicleF_BATA" 
						AnimationMode="ONCE" 
						AnimationBlendTime="15" 
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1" />
        </AnimationState>
        <AnimationState 
					ParseCondStateType="PARSE_TRANSITION" 
					StateName="TRANS_SelectedToIdle">
          <Animation 
						AnimationName="GUVehicleF_ABTA" 
						AnimationMode="ONCE" 
						AnimationBlendTime="15" 
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
        </AnimationState>


        <AnimationState 
					ParseCondStateType="PARSE_NORMAL" 
          ConditionsYes="REALLYDAMAGED" 
					StateName="STATE_bored" 
					AllowRepeatInRandomPick="true"
					Flags="RESTART_ANIM_WHEN_COMPLETE">
          <Animation 
						AnimationName="GUVehicleF_BIDA" 
						AnimationMode="ONCE" 
						AnimationBlendTime="15" 
						AnimationPriority="90"
						AnimationSpeedFactorMin="0.8" 
						AnimationSpeedFactorMax="1.2" />
          <Script>
            Prev = CurDrawablePrevAnimationState()
            if Prev == "STATE_Selected" or Prev == "ATNB" or Prev == "STATE_Run" then
            CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
            end
          </Script>
          <Script>
            CurDrawableHideSubObject("UGRailAccelerator_01")
            CurDrawableHideSubObject("UGRailAccelerator_Barrel")
          </Script>
        </AnimationState>



        <AnimationState 
					ParseCondStateType="PARSE_DEFAULT" 
					StateName="STATE_bored" 
					AllowRepeatInRandomPick="true"
					Flags="RESTART_ANIM_WHEN_COMPLETE">
          <Animation 
						AnimationName="GUVehicleF_BIDA" 
						AnimationMode="ONCE" 
						AnimationBlendTime="15" 
						AnimationPriority="40"
						AnimationSpeedFactorMin="0.8" 
						AnimationSpeedFactorMax="1.2" />
          <Animation 
            AnimationName="GUVehicleF_BIFA" 
            AnimationMode="ONCE" 
            AnimationBlendTime="15" 
            AnimationPriority="40"
            AnimationSpeedFactorMin="0.8" 
            AnimationSpeedFactorMax="1.2" />
          <Animation 
            AnimationName="GUVehicleF_BIFB" 
            AnimationMode="ONCE" 
            AnimationBlendTime="15" 
            AnimationPriority="30"
            AnimationSpeedFactorMin="0.8" 
            AnimationSpeedFactorMax="1.2" />
          <Script>
            Prev = CurDrawablePrevAnimationState()
            if Prev == "STATE_Selected" or Prev == "ATNB" or Prev == "STATE_Run" then
            CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
            end

          </Script>

          <Script>
            CurDrawableHideSubObject("UGRailAccelerator_01")
            CurDrawableHideSubObject("UGRailAccelerator_Barrel")
          </Script>
        </AnimationState>

			</ScriptedModelDraw>
		</Draws>



		<Behaviors>
			<WeaponSetUpdate id="ModuleTag_WeaponSetUpdate"> 
			<WeaponSlotTurret ID="1" AllowInterleavedFiring="false" InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE" WeaponChoiceCriteria="PREFER_MOST_DAMAGE"> <Weapon 	Ordering="PRIMARY_WEAPON" 	Template="TitanCannon" /> <Weapon 	Ordering="PRIMARY_WEAPON" 	Template="TitanCannonRailgun" 	ObjectStatus="WEAPON_UPGRADED_01" />
          			<TurretSettings 	MaxDeflectionAntiClockwise="180d" 	MaxDeflectionClockwise="180d" 	TurretTurnRate="200" 	TurretPitchRate="40" 	AllowsPitch="true" 	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" />
		<!-- <StealthDetectorUpdate id="ModuleTag_ScannerPack_01" DetectionRange="400" InitiallyDisabled="false" /> -->
			<SlowDeath id="ModuleTag_Death" SinkDelay="3s" SinkRate="1.5" DestructionDelay="7.5s"> 
				<!--
        <OCL Type="INITIAL"> 
					<OCL>OCL_GDIPitBullDebris</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_GDIVehicleExplodeNoScorch" />
			</FXListBehavior>
			<StatusBitsUpgrade 
				id="ModuleTag_VeterancyUpgrade" 
				StatusToSet="WEAPON_UPGRADED_03"> 
				<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</StatusBitsUpgrade>
			<SubObjectsUpgrade 
				id="ModuleTag_ShowRail" 
				ShowSubObjects="UGRail_01 UGRail_Barrel" 
				HideSubObjects="MUZZLEFLASH_01"> 
				<TriggeredBy>Upgrade_GDIArmoryRailgunTech</TriggeredBy>
			</SubObjectsUpgrade>
<!--			
			<SubObjectsUpgrade 
				id="ModuleTag_ShowDoubleGun" 
				ShowSubObjects="UGRAIL_01"> 
				<TriggeredBy>Upgrade_GDIArmoryDoubleGunsTech</TriggeredBy>
			</SubObjectsUpgrade>
-->			
			<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_AdaptiveArmorSubObject"
				ShowSubObjects="EMP">
				<TriggeredBy>Upgrade_AdaptiveArmor</TriggeredBy>
			</SubObjectsUpgrade>						
			<ModelConditionUpgrade
				id="ModuleTag_MammothAdaptiveArmorUpgrade"
				AddConditionFlags="USER_7">
				<TriggeredBy>Upgrade_AdaptiveArmor</TriggeredBy>
			</ModelConditionUpgrade>			
			<xi:include href="../../Includes/NodCallForTransportForVehicle.xml" />
			<UnpauseSpecialPowerUpgrade
				id="ModuleTag_AdaptiveArmorUnpause"
				SpecialPowerTemplate="SteelTalonsAdaptiveArmor"
				Permanent="true">
				<TriggeredBy>Upgrade_AdaptiveArmor</TriggeredBy>
			</UnpauseSpecialPowerUpgrade>
			<SpecialPower
				id="ModuleTag_AdaptiveArmorPower"
				SpecialPowerTemplate="SteelTalonsAdaptiveArmor"
				UpdateModuleStartsAttack="false"
				AttributeModifier="AttributeModifier_AdaptiveArmor" 
				AttributeModifierAffectsSelf="true"
				AttributeModifierRange="1"/>
				
		<!--	<WeaponFireSpecialAbilityUpdate
				id="ModuleTag_AdaptiveArmorUpdate"
				SpecialPowerTemplate="SteelTalonsAdaptiveArmor"
				SpecialWeapon="SteelTalonsAdaptiveArmorWeapon"
				UnpackTime=".2s"
				UnpackSound="GDI_AdaptiveArmor_Upgrade"
				PackTime=".2s"
				StartAbilityRange="100.0"
				BusyForDuration="0s"
				WhichSpecialWeapon="1" 
				WeaponSlotID="2"
				WeaponSlotType="SECONDARY_WEAPON" /> 			
		-->
    </Behaviors>
    <AI>
      <AIUpdate 
		id="ModuleTag_AI" 
		AutoAcquireEnemiesWhenIdle="YES" 
		AILuaEventsList="SteelTalonsTitanFunctions">
        <UnitAITargetChooserData CanPickDynamicTargets="false" SympathyRange="100.0" />
      </AIUpdate>
    </AI>
    <Body>
			<ActiveBody id="ModuleTag_02" MaxHealth="3800" />
		</Body>
		<ClientBehaviors>
			<AnimationSoundClientBehavior id="ModuleTag_ASCB">
				<!-- Titan has 20 frames of lead in before the impact --> 
				<Sound Sound="GDI_Titan_Footstep" Animation="GUVehicleF_RUNA" Frame="10 24" /> 
				<Sound Sound="GDI_Titan_Footstep" Animation="GUVehicleF_RUND" Frame="15 58" /> 
				<Sound Sound="GDI_Titan_Footstep" Animation="GUVehicleF_TRNL" Frame="11 27" /> 
				<Sound Sound="GDI_Titan_Footstep" Animation="GUVehicleF_TRNR" Frame="11 27" /> 
				<Sound Sound="GDI_Titan_Footstep" Animation="GUVehicleF_DIEA" Frame="69" /> 
				<Sound Sound="GDI_Titan_Servo" Animation="GUVehicleF_RUNA" Frame="7 21" /> 
				<Sound Sound="GDI_Titan_Servo" Animation="GUVehicleF_RUND" Frame="12 55" /> 
			</AnimationSoundClientBehavior>
			<ModelConditionAudioLoopClientBehavior id="ModuleTag_RailgunAccelerator">
				<ModelConditionSound Sound="GDI_RailgunAccelerator_EnergyStripeLoop" RequiredFlags="USING_WEAPON_C" />
				<ModelConditionSound Sound="GDI_AdaptiveArmor_Upgrade" RequiredFlags="USER_8" />
			</ModelConditionAudioLoopClientBehavior>
		</ClientBehaviors>
		<Geometry
			IsSmall="true">
      <Shape 
     Type= "BOX"
     MajorRadius = "26.0"
     MinorRadius = "21.0"
     Height = "40.0" 
     ContactPointGeneration="INFANTRY">
        <Offset
            x = "0.0"
            y = "0.0"
            z = "0.0" />
      </Shape>

    </Geometry>
		<AudioArrayVoice>
			<AudioEntry Sound="GDI_Titan_VoiceAttack" AudioType="voiceAttack" />
			<AudioEntry Sound="GDI_Titan_VoiceCreate" AudioType="voiceCreated" />
			<AudioEntry Sound="GDI_Titan_VoiceMove" AudioType="voiceMove" />
			<AudioEntry Sound="GDI_Titan_VoiceMoveAttack" AudioType="voiceAttackAfterMoving" />
			<AudioEntry Sound="GDI_Titan_VoiceRetreat" AudioType="voiceRetreatToCastle" />
			<AudioEntry Sound="GDI_Titan_VoiceSelectMS" AudioType="voiceSelect" />
			<AudioEntry Sound="GDI_Titan_VoiceSelectBattleMS" AudioType="voiceSelectBattle" />
		</AudioArrayVoice>
<!--
		<AudioArraySound>
			<AudioEntry Sound="GDI_Titan_MoveStart" AudioType="soundMoveStart" />
		</AudioArraySound>
-->
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="375"
			ShroudClearingRange="425" />
	<CrusherInfo
			CrusherLevel="3"
			CrushableLevel="3"
			CrushDecelerationPercent="40%" />
	</GameObject>
</AssetDeclaration>
