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	<Tags></Tags>
	<Includes>
		<Include
			type="all"
			source="ART:AUGWalker_SKN.w3x" />
		<Include
			type="all"
			source="ART:AUGWalker_ABTA.w3x" />
		<Include
			type="all"
			source="ART:AUGWalker_ABTB.w3x" />
		<Include
			type="all"
			source="ART:AUGWalker_AIDA.w3x" />
		<Include
			type="all"
			source="ART:AUGWalker_AIFA.w3x" />
		<Include
			type="all"
			source="ART:AUGWalker_ATKA.w3x" />
		<Include
			type="all"
			source="ART:AUGWalker_ATKB.w3x" />
		<Include
			type="all"
			source="ART:AUGWalker_BATA.w3x" />
		<Include
			type="all"
			source="ART:AUGWalker_BATB.w3x" />
		<Include
			type="all"
			source="ART:AUGWalker_BIDA.w3x" />
		<Include
			type="all"
			source="ART:AUGWalker_BIFA.w3x" />
		<Include
			type="all"
			source="ART:AUGWalker_BIFB.w3x" />
		<Include
			type="all"
			source="ART:AUGWalker_DIEA.w3x" />
		<Include
			type="all"
			source="ART:AUGWalker_DIEB.w3x" />
		<Include
			type="all"
			source="ART:AUGWalker_DIEC.w3x" />
		<Include
			type="all"
			source="ART:AUGWalker_TRNL.w3x" />
		<Include
			type="all"
			source="ART:AUGWalker_TRNR.w3x" />
		<Include
			type="all"
			source="ART:AUGWalker_WLKA.w3x" />
		<Include
			type="all"
			source="ART:AUGWalker_FP.w3x" />
		<Include
			type="all"
			source="ART:FXShldGunWalker.w3x" />			
		<Include
			type="all"
			source="ART:FXTracerAlien.xml" />
		<Include
			type="all"
			source="ART:FXTracerAlienHeroic.xml" />	
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseVehicle.xml" />
	</Includes>
	<GameObject
		id="AlienGunWalker"
		inheritFrom="BaseVehicle"
		SelectPortrait="Portrait_ALIENGunWalker"
		ButtonImage="Portrait_ALIENGunWalker"
		Side="ALIEN"
		EditorSorting="UNIT"
		TransportSlotCount="1"
		BuildCost="700"
		BuildTime="7"
		CommandSet="AlienGunWalkerCommandSet"
		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="GUN"
		VoicePriority="168"
		EditorName="AlienGunWalker"
		Description="Desc:AlienGunWalker"
		WorldMapArmoryUpgradesAllowed="Upgrade_AlienMinorForcefieldGenerator"
		TypeDescription="Type:AlienGunWalker">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">NAME:ALIENGunWalker</DisplayName>
		<DisplayUpgrade
			id="Tag_DisplayUpgrade1">Upgrade_AlienMinorForcefieldGenerator</DisplayUpgrade>
		<ArmorSet
			Armor="AlienGunWalkerArmor"
			DamageFX="InfantryAlienDamageFX" />
		<ArmorSet
			Armor="AlienGunWalkerArmorShieldBodyEnabled"
			DamageFX="VehicleDamageFX"
			Conditions="SHIELDBODY_ENABLED" />	
		<LocomotorSet
			Locomotor="AlienGunWalkerLocomotor"
			Condition="NORMAL"
			Speed="75" />
		<SkirmishAIInformation
			UnitBuilderStandardCombatUnit="true" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="AUGWalker_SKN" />
					<WeaponFireFXBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="B_Gun" />
					<WeaponLaunchBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="B_Gun" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<Model
						Name="AUGWalker_FP" />
				</ModelConditionState>				
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="AUGWalker_SKN" />
					<ParticleSysBone
						BoneName="B_BODY"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="AUGWalker_SKN" />
					<ParticleSysBone
						BoneName="B_BODY"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_BODY"
						FXParticleSystemTemplate="AlienDamageFireGlow01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_BODY"
						FXParticleSystemTemplate="AlienDamageFireGlow02"
						FollowBone="true" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<!-- no anim -->
				</AnimationState>				
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					StateName="STATE_bored"
					Flags="RESTART_ANIM_WHEN_COMPLETE">
					<Animation
						AnimationName="AUGWalker_BIDA"
						AnimationMode="ONCE"
						AnimationPriority="10"
						AnimationBlendTime="5"/>
					<Animation
						AnimationName="AUGWalker_BIFA"
						AnimationMode="ONCE"
						AnimationPriority="3"
						AnimationBlendTime="5"/>
					<Animation
						AnimationName="AUGWalker_BIFB"
						AnimationMode="ONCE"
						AnimationPriority="3"
						AnimationBlendTime="5"/>
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev == "STATE_Selected" or Prev == "ATNB" or Prev == "STATE_Run" then CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle") end;
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Animation
						AnimationName="AUGWalker_DIEA"
						AnimationMode="ONCE" />
					<Animation
						AnimationName="AUGWalker_DIEB"
						AnimationMode="ONCE" />
					<Animation
						AnimationName="AUGWalker_DIEC"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="AFFECTED_BY_EMP">
					<Animation
						AnimationName="AUGWalker_BIDA"
						AnimationMode="MANUAL"
						AnimationBlendTime="15"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING FIRING_OR_PREATTACK_A"
					StateName="STATE_Run"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="AUGWalker_WLKA"
						AnimationMode="LOOP"
						Distance="20"
						AnimationSpeedFactorMin="0.7"
						AnimationSpeedFactorMax="0.8"/>
				</AnimationState>
			    <AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="BACKING_UP MOVING"
					StateName="STATE_Run"
					Flags="START_FRAME_LAST RESTART_ANIM_WHEN_COMPLETE">
					<Animation
						AnimationName="AUGWalker_WLKA"
						AnimationMode="ONCE_BACKWARDS"
						Distance="20"
						AnimationSpeedFactorMin="0.7"
						AnimationSpeedFactorMax="0.8"/>
				</AnimationState>
		        <AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING"
					StateName="STATE_Run"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="AUGWalker_WLKA"
						AnimationMode="LOOP"
						Distance="20"
						AnimationSpeedFactorMin="0.7"
						AnimationSpeedFactorMax="0.8"/>
		        </AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_OR_PREATTACK_A AIM_HIGH"
					FrameForPristineBonePositions="5">
					<Animation
						AnimationName="AUGWalker_ATKB"
						AnimationMode="LOOP"
						UseWeaponTiming="true" />
				</AnimationState>
        <AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="ENGAGED AIM_HIGH">
          <Animation
						AnimationName="AUGWalker_ATKB"
						AnimationMode="MANUAL" />
        </AnimationState>
        <AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_OR_PREATTACK_A"
					FrameForPristineBonePositions="5">
          <Animation
						AnimationName="AUGWalker_ATKA"
						AnimationMode="LOOP"
						UseWeaponTiming="true" />
        </AnimationState>
        <AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="ENGAGED">
          <Animation
						AnimationName="AUGWalker_ATKA"
						AnimationMode="MANUAL" />
        </AnimationState>

        <AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_LEFT_HIGH_SPEED"
					StateName="STATE_Run">
					<Animation
						AnimationName="AUGWalker_TRNL"
						AnimationMode="LOOP"
						Distance="30" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_RIGHT_HIGH_SPEED"
					StateName="STATE_Run">
					<Animation
						AnimationName="AUGWalker_TRNR"
						AnimationMode="LOOP"
						Distance="30" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_LEFT"
					StateName="STATE_Run">
					<Animation
						AnimationName="AUGWalker_TRNL"
						AnimationMode="LOOP"
						Distance="20" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_RIGHT"
					StateName="STATE_Run">
					<Animation
						AnimationName="AUGWalker_TRNR"
						AnimationMode="LOOP"
						Distance="20" />
				</AnimationState>
				
				<!-- SELECTED -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SELECTED"
					StateName="STATE_Selected"
					Flags="RESTART_ANIM_WHEN_COMPLETE">
					<Animation	
						AnimNickName="ATNB"
						AnimationName="AUGWalker_AIDA"
						AnimationMode="ONCE"
						AnimationPriority="15"
						AnimationBlendTime="5"
						AnimationMustCompleteBlend="true" />
					<Animation
						AnimNickName="ATNB"
						AnimationName="AUGWalker_AIFA"
						AnimationMode="ONCE"
						AnimationPriority="5"
						AnimationBlendTime="5"
						AnimationMustCompleteBlend="true" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
							if Prev == "STATE_bored" then CurDrawableSetTransitionAnimState("TRANS_boredToAttention") end;
					</Script>
				</AnimationState>
				<!-- TRANSITIONS -->
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_boredToAttention">
					<Animation
						AnimationName="AUGWalker_BATA"
						AnimationMode="ONCE"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1"/>
						<Animation
						AnimationName="AUGWalker_BATB"
						AnimationMode="ONCE"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1"/>
				</AnimationState>
				
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_SelectedToIdle">
					<Animation
						AnimationName="AUGWalker_ABTA"
						AnimationMode="ONCE"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2"/>
				  <Animation
						AnimationName="AUGWalker_ABTB"
						AnimationMode="ONCE"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2"/>
				</AnimationState>
			</ScriptedModelDraw>
			<!-- draw a nice 'combined' effect, PLACEHOLDER -->
			<ScriptedModelDraw
				id="ModuleTag_DrawCombined">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT" />
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="COMBINED_PARENT">
					<ParticleSysBone
						BoneName="NONE"
						FollowBone="true"
						FXParticleSystemTemplate="AUBuzzerCombine" />
					<ParticleSysBone
						BoneName="NONE"
						FollowBone="true"
						FXParticleSystemTemplate="AUBuzzerCombineGlow" />						
				</ModelConditionState>
			</ScriptedModelDraw>
<!-- Forcefield Generator -->
			<ScriptedModelDraw
				id="ModuleTag_DrawForcefield"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT"></ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="" />
				</ModelConditionState>					
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_1">
					<Model
						Name="FXShldGunWalker" />
				</ModelConditionState>
			</ScriptedModelDraw>	
			<TracerModelDraw
				id="ModuleTag_TracerModelDrawAdd"
				MinLength="50.0"
				MaxLength="50.0"
				Width="8.0"
				MinSpeed="25"
				MaxSpeed="25"
				SweepSpeed="1.0"
				SpreadAngle="0.0"
				MinTracersPerFrame="0.08"
				MaxTracersPerFrame="0.08"
				FrameLifeTime="35"
				WeaponSlotType="PRIMARY_WEAPON"
				Texture="FXTracerAlien"
				UseAdditiveBlending="true"
				TracerHitFx="FX_AlienAutoCannonHit">
				<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_03" />						
			</TracerModelDraw>
			<TracerModelDraw
				id="ModuleTag_TracerModelDrawAddVeterancy"
				MinLength="50.0"
				MaxLength="50.0"
				Width="8.0"
				MinSpeed="25"
				MaxSpeed="25"
				SweepSpeed="1.0"
				SpreadAngle="0.0"
				MinTracersPerFrame="0.08"
				MaxTracersPerFrame="0.08"
				FrameLifeTime="35"
				WeaponSlotType="PRIMARY_WEAPON"
				Texture="FXTracerAlienHeroic"
				UseAdditiveBlending="true"
				TracerHitFx="FX_AlienAutoCannonHitHeroic">
				<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_03" />						
			</TracerModelDraw>
		</Draws>
		<Behaviors>
			<WeaponSetUpdate
				id="ModuleTag_WeaponSetUpdate">
				<WeaponSlotTurret
					ID="1"
					AllowInterleavedFiring="false"
					InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
					WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="AlienGunWalkerPlasmaAutoCannon" />
					<TurretSettings
						TurretTurnRate="720"
						TurretPitchRate="200"
						AllowsPitch="true"
						MaxDeflectionClockwise="10d"
						MaxDeflectionAntiClockwise="10d"
						MinIdleScanTime="1.0s"
						MaxIdleScanTime="5.0s"
						MinIdleScanAngle="0.0"
						MaxIdleScanAngle="0.0">
						<TurretAITargetChooserData
							CanPickTargetsOutOfTurretAngle="true"
							/>
					</TurretSettings>
				</WeaponSlotTurret>
			</WeaponSetUpdate>
			<Physics
				id="ModuleTag_Physics" />
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="5s"
				SinkRate="2.4"
				DestructionDelay="8s">
				<DieMuxData
					DeathTypes="ALL" />
				<Sound
					Type="INITIAL"
					List="ALI_GunWalker_SoundDie" />
			</SlowDeath>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onDeath"
					FX="FX_AlienInfantryDeathFX" />
			</FXListBehavior>
			<UncombineSpecialPower
				id="ModuleTag_SpecialPowerUncombine"
				SpecialPowerTemplate="SpecialPowerUncombineWithUnit" />
			<AimWeapon
				id="ModuleTag_AimWeapon"
				AimHighThreshold="0.5"/>
			<StatusBitsUpgrade
				id="ModuleTag_VeterancyUpgrade"
				StatusToSet="WEAPON_UPGRADED_03">
				<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</StatusBitsUpgrade>
			
<!-- Forcefield Generator -->
			<StatusBitsUpgrade
				id="ModuleTag_StatusBitUpgrade"
				StatusToSet="SHIELDBODY_ENABLED">
				<TriggeredBy>Upgrade_AlienMinorForcefieldGenerator</TriggeredBy>
			</StatusBitsUpgrade>
			<ShieldBodyUpdate
				id="ModuleTag_ShieldBodyUpdate" />
      	<!--	<AudioLoopUpgrade 
				id="ForceFieldUpgradeSound" 
				SoundToPlay="ALI_ForceField_Begin">
        	<TriggeredBy>Upgrade_AlienReactorForcefieldGenerator</TriggeredBy>
     		</AudioLoopUpgrade>
	-->
			<AudioLoopUpgrade id="ALI_AttenudatedForcefield_Upgrade" SoundToPlay="ALI_AttenudatedForcefield_Upgrade">
				<TriggeredBy>Upgrade_AlienMinorForcefieldGenerator</TriggeredBy>
			</AudioLoopUpgrade>     		
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="YES">
				<UnitAITargetChooserData
					CanPickDynamicTargets="false"
					SympathyRange="25.0" />
			</AIUpdate>
		</AI>
		<Body>
			<ShieldBody
				id="ModuleTag_Body"
				MaxHealth="2500"
				ShieldAmount="500"
				ShieldArmor="ForcefieldFilterDamageArmor"
				ShieldRechargeIdleTime="100s"
        ShieldEnabledFX="FX_AlienShieldEnabled" 
				ShieldTakeDamageFX="FX_AlienShieldHit"
        ShieldDepleteFX="FX_AlienShieldDeplete"
				ShieldActiveModelCondition="USER_1" />	
		</Body>
		<Geometry
			IsSmall="true">
			<Shape
				Type="BOX"
				MajorRadius="20.0"
				MinorRadius="10.0"
				Height="10.0"></Shape>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="ALI_GunWalker_SoundAttack"
				AudioType="voiceAttack" />
			<AudioEntry
				Sound="ALI_GunWalker_SoundCreate"
				AudioType="voiceCreated" />
			<AudioEntry
				Sound="ALI_GunWalker_SoundMove"
				AudioType="voiceGuard" />
			<AudioEntry
				Sound="ALI_GunWalker_SoundMove"
				AudioType="voiceMove" />
			<AudioEntry
				Sound="ALI_GunWalker_SoundSelect"
				AudioType="voiceSelect" />
			<NamedEntry
				Sound="ALI_Buzzers_SoundSplit"
				Name="UncombineWithUnit" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry Sound="ALI_GunWalker_MoveLoop" AudioType="soundMoveLoop" />
			<AudioEntry Sound="ALI_GunWalker_MoveStart" AudioType="soundMoveStart" />
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="400" />
	</GameObject>
</AssetDeclaration>
