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	<Tags></Tags>
	<Includes>
		<Include
			type="all"
			source="ART:NuRadr_SKN.w3x" />
		<Include
			type="all"
			source="ART:NuRadr_FP.w3x" />			
		<Include
			type="all"
			source="ART:NuRadrR_SKN.w3x" />
		<Include
			type="all"
			source="ART:NuRadr_IDLA.w3x" />
		<Include
			type="all"
			source="ART:NuRadr_TRNL.w3x" />
		<Include
			type="all"
			source="ART:NuRadr_TRNR.w3x" />
		<Include
			type="all"
			source="ART:NuRadr_HSTL.w3x" />
		<Include
			type="all"
			source="ART:NuRadr_HSTR.w3x" />
		<Include
			type="instance"
			source="ART:EXTnkTrack.xml" />
		<Include
			type="all"
			source="ART:NURadr_K.xml" />
		<Include
			type="all"
			source="ART:NURadrD_K.xml" />
		<Include
			type="all"
			source="ART:FXRailGunCoreDistortion.xml" />
		<Include
			type="all"
			source="ART:FXRailGunCoreMask.xml" />
		<Include
			type="all"
			source="ART:FXObeliskLaser.xml" />
		<Include
			type="all"
			source="ART:FXObeliskLaserHeroic.xml" />				
		<Include
			type="all"
			source="ART:FXLaserOverlay.xml" />
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseVehicle.xml" />
	</Includes>
	<GameObject
		id="NODRaiderTank"
		inheritFrom="BaseVehicle"
		SelectPortrait="Portrait_NODScorpionTank"
		ButtonImage="Portrait_NODScorpionTank"
		Side="NOD"
		EditorSorting="UNIT"
		TransportSlotCount="1"
		BuildCost="800"
		BuildTime="8"
		CommandSet="NODRaiderTankCommandSet"
		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="CANNON"
		VoicePriority="188"
		EditorName="NODRaiderTank"
		Description="Desc:NODScorpionTank"
		TypeDescription="Type:NODScorpionTank"
		WorldMapArmoryUpgradesAllowed="Upgrade_NODDozerBlades Upgrade_NODTechCenterLaserCapacitor">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:NODScorpionTank</DisplayName>
		<DisplayUpgrade
			id="Tag_DisplayUpgrade1">Upgrade_NODTechCenterLaserCapacitor</DisplayUpgrade>
		<DisplayUpgrade>Upgrade_NODDozerBlades</DisplayUpgrade>
		<ArmorSet
			Armor="NODRaiderTankArmor"
			DamageFX="VehicleDamageFX" />
		<ArmorSet
			Armor="NODRaiderTankArmorDozerBlades"
			DamageFX="VehicleDamageFX"
			Conditions="PLAYER_UPGRADE" />
		<LocomotorSet
			Locomotor="NODRaiderTankLocomotor"
			Condition="NORMAL"
			Speed="90.0" />
		<SkirmishAIInformation
			UnitBuilderStandardCombatUnit="true" />
		<Draws>
			<TankDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true"
				InitialRecoilSpeed="8.0"
				MaxRecoilDistance="4.0"
				RecoilDamping="2.0"
				RecoilSettleSpeed="2.0"
				ExtraPublicBone="FXTreadL FXTreadR FXTracksL FXTracksR Bone_Tail FXTracksB"
				TrackMarks="EXTnkTrack"
				TrackMarksLeftBone="FXTracksL"
				TrackMarksRightBone="FXTracksR"
				TreadAnimationRate="0.15"
				TreadDriveSpeedFraction="0.25"
				TreadPivotSpeedFraction="0.9">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT"
					RetainSubObjects="true">
					<Model
						Name="NuRadr_SKN" />
					<WeaponFireFXBone
						WeaponSlotID="1"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="TurretFX" />
					<WeaponRecoilBone
						WeaponSlotID="1"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="GUN" />
					<WeaponMuzzleFlash
						WeaponSlotID="1"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="MuzzleFlash_01" />
					<WeaponLaunchBone
						WeaponSlotID="1"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="TurretFX" />
					<WeaponFireFXBone
						WeaponSlotID="2"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="TurretMS" />
					<WeaponLaunchBone
						WeaponSlotID="2"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="TurretMS" />
					<Turret
						TurretNameKey="Bone_Turret"
						TurretPitch="GunPitch"
						TurretID="1" />
					<Turret
						TurretNameKey="Turret2"
						TurretPitch="Turret2_Gun"
						TurretID="2" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<Model
						Name="NuRadr_FP" />
				</ModelConditionState>					
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					RetainSubObjects="true"
					ConditionsYes="DAMAGED USER_5">
					<Model
						Name="NuRadr_SKN" />
					<Texture
						Original="NURadr"
						New="NURadr_K" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					RetainSubObjects="true"
					ConditionsYes="REALLYDAMAGED USER_5">
					<Model
						Name="NuRadr_SKN" />
					<Texture
						Original="NURadr"
						New="NURadrD_K" />
					<ParticleSysBone
						BoneName="FXTracksR"
						FXParticleSystemTemplate="NODDamagedSmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXTracksB"
						FXParticleSystemTemplate="NODDamagedFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXTracksB"
						FXParticleSystemTemplate="NODDamagedFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXTracksB"
						FXParticleSystemTemplate="NODDamagedSmoke"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING USER_5">
					<Model
						Name="NuRadrR_SKN" />
					<Texture
						Original="NURadrD"
						New="NURadrD_K" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					RetainSubObjects="true"
					ConditionsYes="USER_5">
					<Model
						Name="NuRadr_SKN"/>
					<Texture
						Original="NURadr"
						New="NURadr_K" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					RetainSubObjects="true"
					ConditionsYes="DAMAGED">
					<Model
						Name="NuRadr_SKN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					RetainSubObjects="true"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="NuRadr_SKN" />
					<Texture
						Original="NURadr"
						New="NURadrD" />							
					<ParticleSysBone
						BoneName="FXTracksR"
						FXParticleSystemTemplate="NODDamagedSmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXTracksB"
						FXParticleSystemTemplate="NODDamagedFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXTracksB"
						FXParticleSystemTemplate="NODDamagedFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXTracksB"
						FXParticleSystemTemplate="NODDamagedSmoke"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="NuRadrR_SKN" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<Animation
						AnimationName="NuRadr_IDLA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<!-- Circumvents blend issues when the arrow is being shown... -->
					<Script>
						CurDrawableShowSubObject("TreadsStop")
						CurDrawableHideSubObject("TreadsMove")
						CurDrawableHideSubObject("TreadsTurnLeft")
						CurDrawableHideSubObject("TreadsTurnRight")
					<!-- Temporarily hide the upgrades, because the don't work yet -->	
						CurDrawableHideSubObject("Gun_Upgrade01")
						CurDrawableHideSubObject("Turret2")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_LEFT_HIGH_SPEED">
					<Animation
						AnimationName="NuRadr_HSTL"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<!-- Circumvents blend issues when the arrow is being shown... -->
					<Script>
						CurDrawableHideSubObject("TreadsStop")
						CurDrawableHideSubObject("TreadsMove")
						CurDrawableShowSubObject("TreadsTurnLeft")
						CurDrawableHideSubObject("TreadsTurnRight")
					<!-- Temporarily hide the upgrades, because the don't work yet -->	
						CurDrawableHideSubObject("Gun_Upgrade01")
						CurDrawableHideSubObject("Turret2")
					</Script>
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="GDIWheelDustLight"
						FollowBone="true" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_RIGHT_HIGH_SPEED">
					<Animation
						AnimationName="NuRadr_HSTR"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<!-- Circumvents blend issues when the arrow is being shown... -->
					<Script>
						CurDrawableHideSubObject("TreadsStop")
						CurDrawableHideSubObject("TreadsMove")
						CurDrawableHideSubObject("TreadsTurnLeft")
						CurDrawableShowSubObject("TreadsTurnRight")
					<!-- Temporarily hide the upgrades, because the don't work yet -->	
						CurDrawableHideSubObject("Gun_Upgrade01")
						CurDrawableHideSubObject("Turret2")
					</Script>
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="GDIWheelDustLight"
						FollowBone="true" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_LEFT">
					<Animation
						AnimationName="NuRadr_TRNL"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<!-- Circumvents blend issues when the arrow is being shown... -->
					<Script>
						CurDrawableHideSubObject("TreadsStop")
						CurDrawableHideSubObject("TreadsMove")
						CurDrawableShowSubObject("TreadsTurnLeft")
						CurDrawableHideSubObject("TreadsTurnRight")
					<!-- Temporarily hide the upgrades, because the don't work yet -->	
						CurDrawableHideSubObject("Gun_Upgrade01")
						CurDrawableHideSubObject("Turret2")
					</Script>
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="GDIWheelDustLight"
						FollowBone="true" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_RIGHT">
					<Animation
						AnimationName="NuRadr_TRNR"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<!-- Circumvents blend issues when the arrow is being shown... -->
					<Script>
						CurDrawableHideSubObject("TreadsStop")
						CurDrawableHideSubObject("TreadsMove")
						CurDrawableHideSubObject("TreadsTurnLeft")
						CurDrawableShowSubObject("TreadsTurnRight")
					<!-- Temporarily hide the upgrades, because the don't work yet -->	
						CurDrawableHideSubObject("Gun_Upgrade01")
						CurDrawableHideSubObject("Turret2")
					</Script>
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="GDIWheelDustLight"
						FollowBone="true" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING">
					<Animation
						AnimationName="NuRadr_IDLA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<!-- Circumvents blend issues when the arrow is being shown... -->
					<Script>
						CurDrawableHideSubObject("TreadsStop")
						CurDrawableShowSubObject("TreadsMove")
						CurDrawableHideSubObject("TreadsTurnLeft")
						CurDrawableHideSubObject("TreadsTurnRight")
					<!-- Temporarily hide the upgrades, because the don't work yet -->	
						CurDrawableHideSubObject("Gun_Upgrade01")
						CurDrawableHideSubObject("Turret2")
					</Script>
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="GDIWheelDustLight"
						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>
				<LeftTread>"TreadsL"</LeftTread>
				<RightTread>"TreadsR"</RightTread>
				<ArticulationBone
					ArticulationBoneName="Bone_Tail"
					ArticulationHelperBoneName="FXTracksB" />
			</TankDraw>
			<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="10"
				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>
			<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>

<!-- Veterancy -->

			<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="10"
				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>			
		</Draws>
		<Behaviors>
			<WeaponSetUpdate
				id="ModuleTag_WeaponSetUpdate">
				<WeaponSlotTurret
					ID="1">
					<!-- This weapon is always around, but the weapon template itself prevents it
							 from being able to be fired once it's upgraded. -->
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="NODRaiderTankCannon" />
					<TurretSettings
						TurretTurnRate="360"
						TurretPitchRate="20"
						AllowsPitch="true"
						PitchHeight="99%"
						MinimumPitch="-20d"
						MinIdleScanTime="1.0s"
						MaxIdleScanTime="5.0s"
						MinIdleScanAngle="0.0"
						MaxIdleScanAngle="90.0">
						<TurretAITargetChooserData
							CanAcquireDynamicIfAssignedOutOfRange="true" />
					</TurretSettings>
				</WeaponSlotTurret>
				<WeaponSlotTurret
					ID="2">
					<!-- This weapon is always around, but the weapon template itself prevents it
							 from being able to be fired until it's upgraded. -->
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="NODRaiderTankCannonLaser"
						ObjectStatus="WEAPON_UPGRADED_01" />
					<TurretSettings
						TurretTurnRate="360"
						TurretPitchRate="20"
						AllowsPitch="true"
						PitchHeight="99%"
						MinimumPitch="-20d"
						MinIdleScanTime="1.0s"
						MaxIdleScanTime="5.0s"
						MinIdleScanAngle="0.0"
						MaxIdleScanAngle="90.0">
						<TurretAITargetChooserData />
					</TurretSettings>
				</WeaponSlotTurret>
			</WeaponSetUpdate>
			<Physics
				id="ModuleTag_04" />
			<ProductionUpdate
				id="ModuleTag_08" />
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3s"
				SinkRate="1.0"
				DestructionDelay="7s">
				<OCL
					Type="INITIAL">
					<OCL>OCL_GDIRaiderTankDebris</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_GDIMammothExplode" />
			</FXListBehavior>
			<AttributeModifierUpgrade
				id="ModuleTag_AttributeModifierUpgradeNODDozerBlades"
				AttributeModifier="Modifier_NODDozerBlades">
				<TriggeredBy>Upgrade_NODDozerBlades</TriggeredBy>
			</AttributeModifierUpgrade>
			<ArmorUpgrade
				id="ModuleTag_AttributeModifierUpgradeNODDozerBlades2"
				ArmorSetFlag="PLAYER_UPGRADE">
				<TriggeredBy>Upgrade_NODDozerBlades</TriggeredBy>
			</ArmorUpgrade>
			<SubObjectsUpgrade
				id="ModuleTag_ShowBlade"
				ShowSubObjects="DOZERBLADE">
				<TriggeredBy>Upgrade_NODDozerBlades</TriggeredBy>
			</SubObjectsUpgrade>
			<SubObjectsUpgrade
				id="ModuleTag_ShowRails"
				ShowSubObjects="Turret2 Turret2_Gun Gun_Upgrade"
				HideSubObjects="Gun">
				<TriggeredBy>Upgrade_NODTechCenterLaserCapacitor</TriggeredBy>
			</SubObjectsUpgrade>
			<StatusBitsUpgrade
				id="ModuleTag_UpgradeWeapon"
				StatusToSet="WEAPON_UPGRADED_01">
				<TriggeredBy>Upgrade_NODTechCenterLaserCapacitor</TriggeredBy>
			</StatusBitsUpgrade>
			<xi:include
				href="../../Includes/NodCallForTransportForVehicle.xml" />
			<LaserState
				id="ModuleTag_LaserState"
				LaserId="1" />
			<ModelConditionUpgrade
				id="ModuleTag_AllFactionUpgrade"
				AddConditionFlags="USER_5">
				<TriggeredBy>Upgrade_AllFactionUpgrade</TriggeredBy>
			</ModelConditionUpgrade>
			<StatusBitsUpgrade
				id="ModuleTag_VeterancyUpgrade"
				StatusToSet="WEAPON_UPGRADED_02">
				<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</StatusBitsUpgrade>
      <AudioLoopUpgrade 
				id="LaserCapacitorUpgradeSound" 
				SoundToPlay="NOD_LaserCapacitor_Upgrade">
        <TriggeredBy>Upgrade_NODTechCenterLaserCapacitor</TriggeredBy>
      </AudioLoopUpgrade>
      <AudioLoopUpgrade 
				id="DozerBladesUpgradeSound" 
				SoundToPlay="NOD_ScorpionTank_DozerBladeAvailable">
        <TriggeredBy>Upgrade_NODDozerBlades</TriggeredBy>
      </AudioLoopUpgrade>
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="YES"
				AILuaEventsList="NODRaiderTankFunctions">
				<UnitAITargetChooserData
					CanPickDynamicTargets="false"
					SympathyRange="100.0" />
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_02"
				MaxHealth="2400" />
		</Body>
		<Geometry
			IsSmall="true">
			<Shape
				Type="BOX"
				MajorRadius="20.0"
				MinorRadius="14.0"
				Height="12.0"
				ContactPointGeneration="VEHICLE">
				<Offset
					x="-7.0"
					y="0.0"
					z="0.0" />
			</Shape>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="NOD_ScorpionTank_VoiceAttack"
				AudioType="voiceAttack" />
			<AudioEntry
				Sound="NOD_ScorpionTank_VoiceCreate"
				AudioType="voiceCreated" />
			<AudioEntry
				Sound="NOD_ScorpionTank_VoiceMove"
				AudioType="voiceGuard" />
			<AudioEntry
				Sound="NOD_ScorpionTank_VoiceMove"
				AudioType="voiceMove" />
			<AudioEntry
				Sound="NOD_ScorpionTank_VoiceMoveAttack"
				AudioType="voiceAttackAfterMoving" />
			<AudioEntry
				Sound="NOD_ScorpionTank_VoiceRetreat"
				AudioType="voiceRetreatToCastle" />
			<AudioEntry
				Sound="NOD_ScorpionTank_VoiceSelectMS"
				AudioType="voiceSelect" />
			<AudioEntry
				Sound="NOD_ScorpionTank_VoiceSelectBattleMS"
				AudioType="voiceSelectBattle" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry
				Sound="NOD_ScorpionTank_MoveStart"
				AudioType="soundMoveStart" />
			<AudioEntry
				Sound="NOD_ScorpionTank_IdleLoop"
				AudioType="soundAmbient" />
			<AudioEntry
				Sound="VehicleCrush"
				AudioType="soundCrushing" />	
			<!-- <AudioEntry Sound="AudioEvent:MammothTankTurretMoveLoop" AudioType="soundTurretMoveLoop" /> -->
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="400" />
	</GameObject>
</AssetDeclaration>