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			<!-- TRIPOINT LASER DO NOT CHANGE IDS they are tied to the weapon template as well-->			
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						WeaponSlotType="PRIMARY_WEAPON"
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					<WeaponLaunchBone
						WeaponSlotID="13"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FX_LazerBlast3" />						
			<!-- FLAME -->						
					<WeaponFireFXBone
						WeaponSlotID="2"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FX_FTFireR" />
					<WeaponLaunchBone
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						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FX_FTFireR" />
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						TurretPitch="B_FTturretR"
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						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FX_FTFireL" />
					<Turret
						TurretNameKey="B_FTturretL"
						TurretPitch="B_FTturretL"
						TurretID="3" />							
			<!-- MACHINEGUN -->
					<WeaponFireFXBone
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						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FX_HvyMGFlashR" />
					<WeaponLaunchBone
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						WeaponSlotType="PRIMARY_WEAPON"
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						TurretPitch="B_HvyMGturretR"
						TurretID="4" />	
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						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FX_HvyMGFlashL" />
					<WeaponLaunchBone
						WeaponSlotID="5"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FX_HvyMGFlashL" />
					<Turret
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						TurretPitch="B_HvyMGturretL"
						TurretID="5" />						
			
			<!-- ROCKETPOD -->	
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						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FX_RocketPodR" />
					<WeaponLaunchBone
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						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FX_RocketPodR" />
					<Turret
						TurretNameKey="B_RocketPodturretR"
						TurretPitch="B_RocketPodturretR"
						TurretID="6" />	
					<WeaponFireFXBone
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						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FX_RocketPodL" />
					<WeaponLaunchBone
						WeaponSlotID="7"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FX_RocketPodL" />
					<Turret
						TurretNameKey="B_RocketPodturretL"
						TurretPitch="B_RocketPodturretL"
						TurretID="7" />	
			<!-- TIBERIUM -->						
					<WeaponFireFXBone
						WeaponSlotID="8"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FX_FTFireR" />
					<WeaponLaunchBone
						WeaponSlotID="8"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FX_FTFireR" />
					<Turret
						TurretNameKey="B_FTturretR"
						TurretPitch="B_FTturretR"
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						WeaponSlotType="PRIMARY_WEAPON"
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						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FX_FTFireL" />
					<Turret
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						TurretPitch="B_FTturretL"
						TurretID="9" />						
			<!-- RAGE -->
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						WeaponSlotID="10"
						WeaponSlotType="SECONDARY_WEAPON"
						BoneName="FX_RageGlow" />					
			
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			<!-- RAGE ANIMATION -->
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						CurDrawableHideSubObject("FX_FTpilotflameR")
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						CurDrawableHideSubObject("FTL")	
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						FXParticleSystemTemplate="RedeemerDamagedElectric"
						FollowBone="true" />
					<ParticleSysBone
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						FXParticleSystemTemplate="RedeemerDamagedElectricFlash"
						FollowBone="true" />
					<ParticleSysBone
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						FXParticleSystemTemplate="RedeemerDamagedSpurt"
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						FXParticleSystemTemplate="RedeemerDamagedElectricFlash"
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						FXParticleSystemTemplate="RedeemerDamagedSpurt"
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						FollowBone="true" />
					<ParticleSysBone
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						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
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						FXParticleSystemTemplate="GDIDebrisSmallFire"
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					<ParticleSysBone
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						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
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						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						FollowBone="true" />
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						FollowBone="true" />
					<ParticleSysBone
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						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						FollowBone="true" />
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						FXParticleSystemTemplate="RedeemerDamageBlueZap"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_Torso"
						FXParticleSystemTemplate="RedeemerExplodeBlueFlashes"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_Torso"
						FXParticleSystemTemplate="RedeemerExplodeBlueSpark"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_Torso"
						FXParticleSystemTemplate="RedeemerExplodeBlueZap"
						FollowBone="true" />
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					Flags="RESTART_ANIM_WHEN_COMPLETE"
					StateName="STATE_bored">
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						AnimationMode="ONCE"
						AnimationPriority="2"
						AnimationBlendTime="15" />
					<Animation
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						AnimationMode="ONCE"
						AnimationPriority="5"
						AnimationBlendTime="15" />
					<Animation
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						AnimationMode="ONCE"
						AnimationPriority="4"
						AnimationBlendTime="15" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_SelectedPose" then
						CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
						end
					</Script>
				</AnimationState>
			<!-- build animation handled in warmech facility xml-->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="COMING_OUT_OF_FACTORY"
					StateName="STATE_built">
					<Animation
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						AnimationBlendTime="15"
						AnimationMode="ONCE" />
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				<AnimationState
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					ConditionsYes="DYING">
					<Animation
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						AnimationMode="ONCE" 
						AnimationBlendTime="15"/>
					<Animation
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						AnimationMode="ONCE" 
						AnimationBlendTime="15"/>
					<Animation
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						AnimationMode="ONCE" 
						AnimationBlendTime="15"/>
				</AnimationState>
				<AnimationState
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					ConditionsYes="AFFECTED_BY_EMP">
					<Animation
						AnimationName="NURedeemer_BIDZ"
						AnimationMode="MANUAL"
						AnimationBlendTime="15" />
				</AnimationState>

				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_5"
					StateName="STATE_Getup">
					<Animation
						AnimationName="NUMegaUnit_GTPA"
						AnimationBlendTime="15"
						AnimationMode="ONCE" />
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				<AnimationState
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					ConditionsYes="USER_1"
					StateName="STATE_UpgradeAnimation">
					<Animation
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						AnimationMode="ONCE" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_Getup" then
						CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_2"
					StateName="STATE_UpgradeAnimation">
					<Animation
						AnimationName="NUMegaUnit_GRBA"
						AnimationMode="ONCE" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_Getup" then
						CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_3"
					StateName="STATE_UpgradeAnimation">
					<Animation
						AnimationName="NUMegaUnit_GRBB"
						AnimationMode="ONCE" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_Getup" then
						CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_4"
					StateName="STATE_UpgradeAnimation">
					<Animation
						AnimationName="NUMegaUnit_GRBC"
						AnimationMode="ONCE" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_Getup" then
						CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_LEFT_HIGH_SPEED"
					Flags="MAINTAIN_FRAME_ACROSS_STATES">
					<Animation
						AnimationName="NURedeemer_WLKA"
						AnimationMode="LOOP"
						Distance="80" />
					<Animation
						AnimationName="NURedeemer_WLKB"
						AnimationMode="LOOP"
						Distance="80" />
					<Animation
						AnimationName="NURedeemer_WLKC"
						AnimationMode="LOOP"
						Distance="80" />
					<FXEvent
						Frame="33"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot1" />
					<FXEvent
						Frame="18"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot2" />
					<FXEvent
						Frame="49"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot3" />
					<FXEvent
						Frame="38"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot4" />
					<FXEvent
						Frame="83"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot1" />
					<FXEvent
						Frame="68"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot2" />
					<FXEvent
						Frame="99"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot3" />
					<FXEvent
						Frame="88"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot4" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_RIGHT_HIGH_SPEED"
					Flags="MAINTAIN_FRAME_ACROSS_STATES">
					<Animation
						AnimationName="NURedeemer_WLKA"
						AnimationMode="LOOP"
						Distance="80" />
					<FXEvent
						Frame="33"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot1" />
					<FXEvent
						Frame="18"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot2" />
					<FXEvent
						Frame="49"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot3" />
					<FXEvent
						Frame="38"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot4" />
					<FXEvent
						Frame="83"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot1" />
					<FXEvent
						Frame="68"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot2" />
					<FXEvent
						Frame="99"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot3" />
					<FXEvent
						Frame="88"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot4" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_LEFT">
					<Animation
						AnimationName="NURedeemer_TRNL"
						AnimationMode="LOOP" />
					<FXEvent
						Frame="31"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot1" />
					<FXEvent
						Frame="17"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot2" />
					<FXEvent
						Frame="49"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot3" />
					<FXEvent
						Frame="38"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot4" />
					<FXEvent
						Frame="83"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot1" />
					<FXEvent
						Frame="68"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot2" />
					<FXEvent
						Frame="99"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot3" />
					<FXEvent
						Frame="88"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot4" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_RIGHT">
					<Animation
						AnimationName="NURedeemer_TRNR"
						AnimationMode="LOOP" />
					<FXEvent
						Frame="31"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot1" />
					<FXEvent
						Frame="18"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot2" />
					<FXEvent
						Frame="49"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot3" />
					<FXEvent
						Frame="38"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot4" />
					<FXEvent
						Frame="83"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot1" />
					<FXEvent
						Frame="68"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot2" />
					<FXEvent
						Frame="99"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot3" />
					<FXEvent
						Frame="88"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot4" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="ACCELERATE">
					<Animation
						AnimationName="NURedeemer_ACCL"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DECELERATE">
					<Animation
						AnimationName="NURedeemer_DECL"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING"
					Flags="">
          				<Animation
						AnimationName="NURedeemer_WLKA"
						AnimationMode="LOOP"
            					AnimationBlendTime="15"
            					Distance="80"/>
					<FXEvent
						Frame="33"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot1" />
					<FXEvent
						Frame="18"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot2" />
					<FXEvent
						Frame="49"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot3" />
					<FXEvent
						Frame="38"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot4" />
					<FXEvent
						Frame="83"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot1" />
					<FXEvent
						Frame="68"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot2" />
					<FXEvent
						Frame="99"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot3" />
					<FXEvent
						Frame="88"
						FireWhenSkipped="true"
						Effect="FX_NODRedeemerFootprint"
						Bone="b_foot4" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_built" then
						CurDrawableSetTransitionAnimState("TRANS_built")
						end
					</Script>						
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_OR_PREATTACK_A">
					<Animation
						AnimationName="NURedeemer_ATKA"
						AnimationMode="ONCE"
						AnimationBlendTime="15" />
				</AnimationState>				
		<!--		<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USING_WEAPON_A WEAPONSLOTID_01">
					<Animation
						AnimationName="NURedeemer_ATKA"
						AnimationMode="LOOP"
						AnimationBlendTime="0" />
				</AnimationState>				
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="ATTACKING USER_10">
					<Animation
						AnimationName="NURedeemer_ATKA"
						AnimationMode="LOOP"
						AnimationBlendTime="0" />
				</AnimationState>
		-->
				    <AnimationState
				         ParseCondStateType="PARSE_NORMAL"
				         ConditionsYes="ATTACKING"
				         StateName="STATE_SelectedPose">
				         <Animation
				                AnimationName="NURedeemer_ATKA"
				                AnimationMode="MANUAL" />
                		</AnimationState>

				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SELECTED"
					StateName="STATE_SelectedPose">
					<Animation
						AnimationName="NURedeemer_AIDA"
						AnimationMode="LOOP"
						AnimationBlendTime="15"
						AnimationPriority="40"/>
					<Animation
						AnimationName="NURedeemer_AIDB"
						AnimationMode="LOOP"
						AnimationBlendTime="15" 
						AnimationPriority="40"/>
					<Animation
						AnimationName="NURedeemer_AIDC"
						AnimationMode="LOOP"
						AnimationBlendTime="15" 
						AnimationPriority="20"/>						
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_bored" then
						CurDrawableSetTransitionAnimState("TRANS_IdleToSelected")
						end
					</Script>
				</AnimationState>

				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IdleToSelected">
					<Animation
						AnimationName="NURedeemer_BATA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_SelectedToIdle">
					<Animation
						AnimationName="NURedeemer_ABTA"
						AnimationMode="ONCE" />
				</AnimationState>

				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_built">
					<Animation
						AnimationName="NURedeemer_WLKA"
						AnimationBlendTime="15"
						AnimationMode="ONCE"></Animation>
				</AnimationState>
		
		
<!-- DRAW FLAMES -->				
			</ScriptedModelDraw>
			<ScriptedModelDraw
				id="ModuleTag_DrawFXLeft"
				AttachToBoneInAnotherModule="FX_FTFireL">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="FXInvisBone" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"></AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_A WEAPONSLOTID_03">
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankAdd"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankAdd02"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankStart"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankDistort"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankGround"
						FollowBone="true" />
				</AnimationState>
			</ScriptedModelDraw>
			<ScriptedModelDraw
				id="ModuleTag_DrawFXRight"
				AttachToBoneInAnotherModule="FX_FTFireR">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="FXInvisBone" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"></AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_A WEAPONSLOTID_02">
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankAdd"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankAdd02"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankStart"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankDistort"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankGround"
						FollowBone="true" />
				</AnimationState>
			</ScriptedModelDraw>			

			
		<!-- Hvy Machine Gun -->
			<TracerModelDraw
				id="ModuleTag_TracerModelDraw1"
				MinLength="50.0"
				MaxLength="50.0"
				Width="3.0"
				MinSpeed="30"
				MaxSpeed="30"
				SweepSpeed="1.0"
				SpreadAngle="2.0"
				MinTracersPerFrame="0.8"
				MaxTracersPerFrame="0.9"
				FrameLifeTime="35"
				Texture="FXTracerNODThick"
				UseAdditiveBlending="true"
				TracerHitFx="FX_BulletHitNOD"
				WeaponSlotID="4"
				WeaponSlotType="PRIMARY_WEAPON">
				<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_01" />					
			</TracerModelDraw>
			<TracerModelDraw
				id="ModuleTag_TracerModelDraw2"
				MinLength="50.0"
				MaxLength="50.0"
				Width="3.0"
				MinSpeed="30"
				MaxSpeed="30"
				SweepSpeed="1.0"
				SpreadAngle="2.0"
				MinTracersPerFrame="0.8"
				MaxTracersPerFrame="0.9"
				FrameLifeTime="35"
				Texture="FXTracerNODThick"
				UseAdditiveBlending="true"
				TracerHitFx="FX_BulletHitNOD"
				WeaponSlotID="5"
				WeaponSlotType="PRIMARY_WEAPON">
				<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_02" />					
			</TracerModelDraw>
			
	<!-- LASER 1 -->
			<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=".03"
				Texture2_UScrollRate="0"
				Texture2_VScrollRate="1"
				Texture2_NumFrames="1"
				Texture2_FrameRate="30"
				LaserWidth="20"
				WeaponSlotID="1"
				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>				
			</LaserDraw>
			<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=".01"
				Texture2_UScrollRate="0"
				Texture2_VScrollRate="1"
				Texture2_NumFrames="1"
				Texture2_FrameRate="1"
				LaserWidth="50"
				WeaponSlotID="1"
				LaserStateID="1">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXRailGunCoreDistortion</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXRailGunCoreMask</Value>
						</Texture>
					</Constants>
				</FXShader>
			</LaserDraw>
	<!-- LASER 2 -->
			<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=".03"
				Texture2_UScrollRate="0"
				Texture2_VScrollRate="1"
				Texture2_NumFrames="1"
				Texture2_FrameRate="30"
				LaserWidth="20"
				WeaponSlotID="12"
				LaserStateID="2">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXObeliskLaser</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXLaserOverlay</Value>
						</Texture>
					</Constants>
				</FXShader>				
			</LaserDraw>
			<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=".01"
				Texture2_UScrollRate="0"
				Texture2_VScrollRate="1"
				Texture2_NumFrames="1"
				Texture2_FrameRate="1"
				LaserWidth="50"
				WeaponSlotID="12"
				LaserStateID="2">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXRailGunCoreDistortion</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXRailGunCoreMask</Value>
						</Texture>
					</Constants>
				</FXShader>
			</LaserDraw>	
	<!-- LASER 3 -->	
			<LaserDraw
				id="ModuleTag_LaserDraw3"
				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="20"
				WeaponSlotID="13"
				LaserStateID="3">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXObeliskLaser</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXLaserOverlay</Value>
						</Texture>
					</Constants>
				</FXShader>				
			</LaserDraw>
			<LaserDraw
				id="ModuleTag_LaserDistort3"
				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"
				WeaponSlotID="13"
				LaserStateID="3">
				<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_LaserDraw1_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="20"
				WeaponSlotID="1"
				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_03" />					
			</LaserDraw>			
			<LaserDraw
				id="ModuleTag_LaserDraw2_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="20"
				WeaponSlotID="1"
				LaserStateID="2">
				<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_03" />					
			</LaserDraw>			
			<LaserDraw
				id="ModuleTag_LaserDraw3_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="20"
				WeaponSlotID="1"
				LaserStateID="3">
				<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_03" />					
			</LaserDraw>			
<!--	end laser vet		-->

<!-- DRAW TIB WEAPON -->	
			<StreamDraw
				id="ModuleTag_StreamDrawRight"
				UseDistortionShader="false"
				Velocity="200.0"
				ArcHeightFactor="0.0625"
				UVWorldSize="100.0"
				NumTubeSides="8"
				TubeRadius="1.5"
				HitFx="FX_BulletHitGDI"
				WeaponSlotID="8"
				StreamStateID="0">
				<FXShader
					ShaderName="Stream.fx"
					TechniqueIndex="1">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXTiberiumStream</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXTiberiumStream</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ParticleSystems>
					<ParticleSys>TiberiumLiquidStreamDrip</ParticleSys>
					<ParticleSys>TiberiumLiquidStreamDistort</ParticleSys>
					<ParticleSys>TiberiumLiquidStreamGas</ParticleSys>
					<ParticleSys>TiberiumLiquidStreamGas1</ParticleSys>
					<!--ParticleSys>TiberiumLiquidStreamGas2</ParticleSys--><!-- Dark Green Gas -->
				</ParticleSystems>
			</StreamDraw>
			<StreamDraw
				id="ModuleTag_StreamDrawLeft"
				UseDistortionShader="false"
				Velocity="200.0"
				ArcHeightFactor="0.0625"
				UVWorldSize="100.0"
				NumTubeSides="8"
				TubeRadius="1.5"
				HitFx="FX_BulletHitGDI"
				WeaponSlotID="9"
				StreamStateID="1">
				<FXShader
					ShaderName="Stream.fx"
					TechniqueIndex="1">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXTiberiumStream</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXTiberiumStream</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ParticleSystems>
					<ParticleSys>TiberiumLiquidStreamDrip</ParticleSys>
					<ParticleSys>TiberiumLiquidStreamDistort</ParticleSys>
					<ParticleSys>TiberiumLiquidStreamGas</ParticleSys>
					<ParticleSys>TiberiumLiquidStreamGas1</ParticleSys>
					<!--ParticleSys>TiberiumLiquidStreamGas2</ParticleSys--><!-- Dark Green Gas -->
				</ParticleSystems>
			</StreamDraw>

		</Draws>
		<Behaviors>

			<WeaponSetUpdate
				id="ModuleTag_WeaponSetUpdate">
				<WeaponSlotHardpoint
					ID="1"
					AllowInterleavedFiring="true"
					InterleavedStyle="INTERLEAVE_RANDOM">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="NODWarmechTriPointLaser1" />
				</WeaponSlotHardpoint>
				<WeaponSlotHardpoint
					ID="12"
					AllowInterleavedFiring="true"
					InterleavedStyle="INTERLEAVE_RANDOM">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="NODWarmechTriPointLaser2" />
				</WeaponSlotHardpoint>
				<WeaponSlotHardpoint
					ID="13"
					AllowInterleavedFiring="true"
					InterleavedStyle="INTERLEAVE_RANDOM">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="NODWarmechTriPointLaser3" />
				</WeaponSlotHardpoint>	
<!-- FLAMES -->				
				<WeaponSlotTurret
					ID="2">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="NODWarmechFlamer"
						Upgrade="Upgrade_RedeemerFlameThrowerRight" />
					<TurretSettings
						TurretTurnRate="200"
						TurretPitchRate="200"
						AllowsPitch="true"
						MinimumPitch="-90d"
						PitchHeight="90%"
						MinIdleScanTime="1.0s"
						MaxIdleScanTime="3.0s"
						MinIdleScanAngle="10.0"
						MaxIdleScanAngle="180.0">
						<TurretAITargetChooserData
							CanAcquireDynamicIfAssignedOutOfRange="true" />
					</TurretSettings>
				</WeaponSlotTurret>
				<WeaponSlotTurret
					ID="3">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="NODWarmechFlamer"
						Upgrade="Upgrade_RedeemerFlameThrowerLeft" />
					<TurretSettings
						TurretTurnRate="200"
						TurretPitchRate="200"
						AllowsPitch="true"
						MinimumPitch="-90d"
						PitchHeight="90%"
						MinIdleScanTime="1.0s"
						MaxIdleScanTime="3.0s"
						MinIdleScanAngle="10.0"
						MaxIdleScanAngle="180.0">
						<TurretAITargetChooserData
							CanAcquireDynamicIfAssignedOutOfRange="true" />
					</TurretSettings>
				</WeaponSlotTurret>				
<!-- GUNS -->				
				<WeaponSlotTurret
					ID="4">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="NODWarmechMachinegun"
						Upgrade="Upgrade_RedeemerHvyMachineGunRight" />
					<TurretSettings
						TurretTurnRate="200"
						TurretPitchRate="200"
						AllowsPitch="true"
						MinimumPitch="-90d"
						PitchHeight="90%"
						MinIdleScanTime="1.0s"
						MaxIdleScanTime="3.0s"
						MinIdleScanAngle="10.0"
						MaxIdleScanAngle="180.0">
						<TurretAITargetChooserData
							CanAcquireDynamicIfAssignedOutOfRange="true" />
					</TurretSettings>
				</WeaponSlotTurret>
				<WeaponSlotTurret
					ID="5">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="NODWarmechMachinegun"
						Upgrade="Upgrade_RedeemerHvyMachineGunLeft" />
					<TurretSettings
						TurretTurnRate="200"
						TurretPitchRate="200"
						AllowsPitch="true"
						MinimumPitch="-90d"
						PitchHeight="90%"
						MinIdleScanTime="1.0s"
						MaxIdleScanTime="3.0s"
						MinIdleScanAngle="10.0"
						MaxIdleScanAngle="180.0">
						<TurretAITargetChooserData
							CanAcquireDynamicIfAssignedOutOfRange="true" />
					</TurretSettings>
				</WeaponSlotTurret>				
<!-- ROCKETS -->				
				<WeaponSlotTurret
					ID="6">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="NODWarmechRocket"
						Upgrade="Upgrade_RedeemerRocketPodRight" />
					<TurretSettings
						TurretTurnRate="200"
						TurretPitchRate="200"
						AllowsPitch="true"
						MinimumPitch="-90d"
						PitchHeight="90%"
						MinIdleScanTime="1.0s"
						MaxIdleScanTime="3.0s"
						MinIdleScanAngle="10.0"
						MaxIdleScanAngle="180.0">
						<TurretAITargetChooserData
							CanAcquireDynamicIfAssignedOutOfRange="true" />
					</TurretSettings>
				</WeaponSlotTurret>				
				<WeaponSlotTurret
					ID="7">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="NODWarmechRocket"
						Upgrade="Upgrade_RedeemerRocketPodLeft" />
					<TurretSettings
						TurretTurnRate="200"
						TurretPitchRate="200"
						AllowsPitch="true"
						MinimumPitch="-90d"
						PitchHeight="90%"
						MinIdleScanTime="1.0s"
						MaxIdleScanTime="3.0s"
						MinIdleScanAngle="10.0"
						MaxIdleScanAngle="180.0">
						<TurretAITargetChooserData
							CanAcquireDynamicIfAssignedOutOfRange="true" />
					</TurretSettings>
				</WeaponSlotTurret>
<!-- TIB TROOPER WEAPON -->				
				<WeaponSlotTurret
					ID="8">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="NODWarmechTibWeaponRight"
						Upgrade="Upgrade_RedeemerTibTrooperRight" />
					<TurretSettings
						TurretTurnRate="200"
						TurretPitchRate="200"
						AllowsPitch="true"
						MinimumPitch="-90d"
						PitchHeight="90%"
						MinIdleScanTime="1.0s"
						MaxIdleScanTime="3.0s"
						MinIdleScanAngle="10.0"
						MaxIdleScanAngle="180.0">
						<TurretAITargetChooserData
							CanAcquireDynamicIfAssignedOutOfRange="true" />
					</TurretSettings>
				</WeaponSlotTurret>
				<WeaponSlotTurret
					ID="9">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="NODWarmechTibWeaponLeft"
						Upgrade="Upgrade_RedeemerTibTrooperLeft" />
					<TurretSettings
						TurretTurnRate="200"
						TurretPitchRate="200"
						AllowsPitch="true"
						MinimumPitch="-90d"
						PitchHeight="90%"
						MinIdleScanTime="1.0s"
						MaxIdleScanTime="3.0s"
						MinIdleScanAngle="10.0"
						MaxIdleScanAngle="180.0">
						<TurretAITargetChooserData
							CanAcquireDynamicIfAssignedOutOfRange="true" />
					</TurretSettings>
				</WeaponSlotTurret>
				
			</WeaponSetUpdate>			

      <!-- 
        This is causing ModelconditionUpgrade to be called twice (from HordeGarrisonContatinUpdate) 
          this is the Stealth problem, not sure about the others......
      -->
      <SlaughterHordeContain
        id="ModuleTag_Contain"
        ObjectStatusOfContained=""
        ContainMax="2"
        CashBackPercent="100" 
        MobileGarrison="true"
        ImmuneToClearBuildingAttacks="true" 
        AllowEnemiesInside="false"
        AllowAlliesInside="true"
        AllowNeutralInside="false"
        AllowOwnPlayerInsideOverride="true"
        ShowPips="true"
        EnterSound="VehicleEnter"
        ExitSound="VehicleExit"
        KillPassengersOnDeath="true">
        <CanAlwaysEnterObjectFilter
        	Rule="ANY"
          Relationship="SAME_PLAYER">
		<IncludeThing>NODMilitant</IncludeThing>		
		<IncludeThing>NODBlackHand</IncludeThing>
		<IncludeThing>NODMilitantRocket</IncludeThing>
		<IncludeThing>NODMilitantSquad</IncludeThing>		
		<IncludeThing>NODBlackHandSquad</IncludeThing>
		<IncludeThing>NODMilitantRocketSquad</IncludeThing>		
		<IncludeThing>NODSaboteur</IncludeThing>
		<IncludeThing>BlackHandConfessor</IncludeThing>		
		<IncludeThing>BlackHandBlackHand</IncludeThing>
		<IncludeThing>BlackHandMilitantRocket</IncludeThing>
		<IncludeThing>BlackHandConfessorSquad</IncludeThing>		
		<IncludeThing>BlackHandBlackHandSquad</IncludeThing>
		<IncludeThing>BlackHandMilitantRocketSquad</IncludeThing>		
		<IncludeThing>BlackHandSaboteur</IncludeThing>
		<IncludeThing>MOKCyborgInfantry</IncludeThing>		
		<IncludeThing>MarkedOfKaneTibTrooper</IncludeThing>
		<IncludeThing>MarkedOfKaneMilitantRocket</IncludeThing>
		<IncludeThing>MOKCyborgInfantrySquad</IncludeThing>		
		<IncludeThing>MarkedOfKaneTibTrooperSquad</IncludeThing>
		<IncludeThing>MarkedOfKaneMilitantRocketSquad</IncludeThing>		
		<IncludeThing>MarkedOfKaneSaboteur</IncludeThing>		
	</CanAlwaysEnterObjectFilter>
        <PassengerFilter
        	Rule="ANY"
          Relationship="SAME_PLAYER">
		  <IncludeThing>NODMilitant</IncludeThing>
		  <IncludeThing>NODBlackHand</IncludeThing>
		  <IncludeThing>NODMilitantRocket</IncludeThing>
		  <IncludeThing>NODMilitantSquad</IncludeThing>
		  <IncludeThing>NODBlackHandSquad</IncludeThing>
		  <IncludeThing>NODMilitantRocketSquad</IncludeThing>
		  <IncludeThing>NODSaboteur</IncludeThing>
		<IncludeThing>BlackHandConfessor</IncludeThing>		
		<IncludeThing>BlackHandBlackHand</IncludeThing>
		<IncludeThing>BlackHandMilitantRocket</IncludeThing>
		<IncludeThing>BlackHandConfessorSquad</IncludeThing>		
		<IncludeThing>BlackHandBlackHandSquad</IncludeThing>
		<IncludeThing>BlackHandMilitantRocketSquad</IncludeThing>		
		<IncludeThing>BlackHandSaboteur</IncludeThing>
		<IncludeThing>MOKCyborgInfantry</IncludeThing>		
		<IncludeThing>MarkedOfKaneTibTrooper</IncludeThing>
		<IncludeThing>MarkedOfKaneMilitantRocket</IncludeThing>
		<IncludeThing>MOKCyborgInfantrySquad</IncludeThing>		
		<IncludeThing>MarkedOfKaneTibTrooperSquad</IncludeThing>
		<IncludeThing>MarkedOfKaneMilitantRocketSquad</IncludeThing>		
		<IncludeThing>MarkedOfKaneSaboteur</IncludeThing>          
        </PassengerFilter>
        <DieMuxData
		DeathTypes="ALL" />
        <PassengerData
		BonePrefix="SUBBONE_">
          <Filter
      Rule="NONE"
      Include="INFANTRY"
      Relationship="SAME_PLAYER"/>
        </PassengerData>
        <MemberTemplateStatusInfo
			ThingTemplate="GDISniperSquad"
			ObjectStatus="CAN_SPOT_FOR_BOMBARD" />
	<UpgradeContainerOnContain
       		ID="Mills">
         	<UnitFilter>
        	    <IncludeThing>NODMilitant</IncludeThing>
              <IncludeThing>NODMilitantSquad</IncludeThing>
        	    	<IncludeThing>BlackHandConfessor</IncludeThing>
                <IncludeThing>BlackHandConfessorSquad</IncludeThing>
        	    	<IncludeThing>MOKCyborgInfantry</IncludeThing>
                <IncludeThing>MOKCyborgInfantrySquad</IncludeThing>                
          </UnitFilter>
         	<UpgradeList>Upgrade_RedeemerHvyMachineGunRight</UpgradeList>
         	<UpgradeList>Upgrade_RedeemerHvyMachineGunLeft</UpgradeList>
        </UpgradeContainerOnContain>
	<UpgradeContainerOnContain
       		ID="Flames">
         	<UnitFilter>
         	   	<IncludeThing>NODBlackHand</IncludeThing>
              <IncludeThing>NODBlackHandSquad</IncludeThing>
          	   	<IncludeThing>BlackHandBlackHand</IncludeThing>
              <IncludeThing>BlackHandBlackHandSquad</IncludeThing>
         	</UnitFilter>
         	<UpgradeList>Upgrade_RedeemerFlameThrowerRight</UpgradeList>
         	<UpgradeList>Upgrade_RedeemerFlameThrowerLeft</UpgradeList>
        </UpgradeContainerOnContain>   
	<UpgradeContainerOnContain
       		ID="TibTroopers">
         	<UnitFilter>
         	   	<IncludeThing>MarkedOfKaneTibTrooper</IncludeThing>
              <IncludeThing>MarkedOfKaneTibTrooperSquad</IncludeThing>
         	</UnitFilter>
         	<UpgradeList>Upgrade_RedeemerTibTrooperRight</UpgradeList>
         	<UpgradeList>Upgrade_RedeemerTibTrooperLeft</UpgradeList>
        </UpgradeContainerOnContain>         
	<UpgradeContainerOnContain
       		ID="Rockets">
         	<UnitFilter>
         	   	<IncludeThing>NODMilitantRocket</IncludeThing>
              <IncludeThing>NODMilitantRocketSquad</IncludeThing>
          	   	<IncludeThing>MarkedOfKaneMilitantRocket</IncludeThing>
               <IncludeThing>MarkedOfKaneMilitantRocketSquad</IncludeThing>             
         	   	<IncludeThing>BlackHandMilitantRocket</IncludeThing>
              <IncludeThing>BlackHandMilitantRocketSquad</IncludeThing>              
          </UnitFilter>
         	<UpgradeList>Upgrade_RedeemerRocketPodRight</UpgradeList>
         	<UpgradeList>Upgrade_RedeemerRocketPodLeft</UpgradeList>
        </UpgradeContainerOnContain> 
	<UpgradeContainerOnContain
       		ID="Regen">
         	<UnitFilter>
         	   	<IncludeThing>NODSaboteur</IncludeThing>
			<IncludeThing>MarkedOfKaneSaboteur</IncludeThing>          
			<IncludeThing>BlackHandSaboteur</IncludeThing>         	   	
         	</UnitFilter>
         	<UpgradeList>Upgrade_RedeemerRegenModuleRight</UpgradeList>
         	<UpgradeList>Upgrade_RedeemerRegenModuleLeft</UpgradeList>
        </UpgradeContainerOnContain>         
      </SlaughterHordeContain>

<!--	Use this to activate a garrisoning animation
			<ModelConditionUpgrade
				id="ModuleTag_BeamModel"
				AddTempConditionFlag="USER_1"
				TempConditionTime="2.8s">
				<TriggeredBy>Upgrade_RedeemerHvyMachineGunRight</TriggeredBy>
			</ModelConditionUpgrade>
-->
			
			<SubObjectsUpgrade
				id="ModuleTag_ShowHvyMachineGunRight"
				ShowSubObjects="HvyMGR HvyMGBarrelR">
				<TriggeredBy>Upgrade_RedeemerHvyMachineGunRight</TriggeredBy>
			</SubObjectsUpgrade>
			<StatusBitsUpgrade
				id="ModuleTag_ShowHvyMachineGunRightUpgrade"
				StatusToSet="WEAPON_UPGRADED_01">
				<TriggeredBy>Upgrade_RedeemerHvyMachineGunRight</TriggeredBy>
			</StatusBitsUpgrade>		
			<SubObjectsUpgrade
				id="ModuleTag_ShowHvyMachineGunLeft"
				ShowSubObjects="HvyMGL HvyMGBarrelL">
				<TriggeredBy>Upgrade_RedeemerHvyMachineGunLeft</TriggeredBy>
			</SubObjectsUpgrade>			
			<StatusBitsUpgrade
				id="ModuleTag_ShowHvyMachineGunLeftUpgrade"
				StatusToSet="WEAPON_UPGRADED_02">
				<TriggeredBy>Upgrade_RedeemerHvyMachineGunLeft</TriggeredBy>
			</StatusBitsUpgrade>
			
			<SubObjectsUpgrade
				id="ModuleTag_ShowFlamerLeft"
				ShowSubObjects="B_FTL FTL FX_FTpilotflameL">
				<TriggeredBy>Upgrade_RedeemerFlameThrowerLeft</TriggeredBy>
			</SubObjectsUpgrade>
			<SubObjectsUpgrade
				id="ModuleTag_ShowFlamerRight"
				ShowSubObjects="B_FTR FTR FX_FTpilotflameR">
				<TriggeredBy>Upgrade_RedeemerFlameThrowerRight</TriggeredBy>
			</SubObjectsUpgrade>			
			
			<SubObjectsUpgrade
				id="ModuleTag_ShowRocketPodLeft"
				ShowSubObjects="RocketPodL">
				<TriggeredBy>Upgrade_RedeemerRocketPodLeft</TriggeredBy>
			</SubObjectsUpgrade>
			<SubObjectsUpgrade
				id="ModuleTag_ShowRocketPodRight"
				ShowSubObjects="RocketPodR">
				<TriggeredBy>Upgrade_RedeemerRocketPodRight</TriggeredBy>
			</SubObjectsUpgrade>
			
			<SubObjectsUpgrade
				id="ModuleTag_ShowRegenModuleRight"
				ShowSubObjects="ModuleR ModuleBeacontR ModuleLightR">
				<TriggeredBy>Upgrade_RedeemerRegenModuleRight</TriggeredBy>
			</SubObjectsUpgrade>
			<SubObjectsUpgrade
				id="ModuleTag_ShowRegenModuleLeft"
				ShowSubObjects="ModuleL ModuleBeaconL ModuleLightL">
				<TriggeredBy>Upgrade_RedeemerRegenModuleLeft</TriggeredBy>
			</SubObjectsUpgrade>
			<SubObjectsUpgrade
				id="ModuleTag_ShowFlamerLeft"
				ShowSubObjects="B_FTL FTL">
				<TriggeredBy>Upgrade_RedeemerTibTrooperLeft</TriggeredBy>
			</SubObjectsUpgrade>
			<SubObjectsUpgrade
				id="ModuleTag_ShowFlamerRight"
				ShowSubObjects="B_FTR FTR">
				<TriggeredBy>Upgrade_RedeemerTibTrooperRight</TriggeredBy>
			</SubObjectsUpgrade>      
			<StreamState
				id="ModuleTag_StreamState_0"
				StreamId="0"></StreamState>	
			<StreamState
				id="ModuleTag_StreamState_1"
				StreamId="1"></StreamState>			
			
	<!--		<LaserState
				id="ModuleTag_LaserState1"
				LaserId="1" />
			<LaserState
				id="ModuleTag_LaserState12"
				LaserId="2" />
			<LaserState
				id="ModuleTag_LaserState13"
				LaserId="3" />	
	-->
	<!-- Sweeping Tri-Point laser because its cooler -->
			<SweepingLaserState
				id="ModuleTag_LaserState1"
				Radius="20.0"
				SweepFXList="FX_NodLaserSweep"
				SweepFXTimeout="1.25s" 
				LaserId="1" />
			<SweepingLaserState
				id="ModuleTag_LaserState2"
				Radius="20.0"
				SweepFXList="FX_NodLaserSweep"
				SweepFXTimeout="1.25s" 
				LaserId="2" />
			<SweepingLaserState
				id="ModuleTag_LaserState3"
				Radius="20.0"
				SweepFXList="FX_NodLaserSweep"
				SweepFXTimeout="1.25s" 
				LaserId="3" />				
			<Physics
				id="ModuleTag_Physics" />
			<ProductionUpdate
				id="ModuleTag_ProductionUpdate" />
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onDeath"
					FX="FX_NOD_RedeemerExplodeWithVoice" />
			</FXListBehavior>
			<CreateObjectDie
				id="ModuleTag_CreateObjectDie"
				CreationList="OCL_NODMetaUnitDebris">
				<DieMuxData
					DeathTypes="ALL" />
			</CreateObjectDie>
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="6.0s"
				SinkRate="2.0"
				DestructionDelay="12.0s">
				<DieMuxData
					DeathTypes="ALL" />
				<Sound Type="INITIAL" List="NOD_Generic_VoiceDieMS" />
			</SlowDeath>			
			<AISpecialPowerUpdate
				id="ModuleTag_NODAvatarCommandeer"
				CommandButtonName="Command_AvatarCommandeerGetInRange"
				SpecialPowerAIType="SPECIAL_POWER_BASIC_SELF_BUFF" />
			
			<SpecialPower
				id="ModuleTag_NodRageGenerator"
				SpecialPowerTemplate="NodRageGenerator"
				InitiateFX=""
				UpdateModuleStartsAttack="true" />
			<WeaponFireSpecialAbilityUpdate
				id="ModuleTag_NodRageGeneratorUpdate"
				SpecialPowerTemplate="NodRageGenerator"
				SpecialWeapon="NODWarmechRageGenerator"
				UnpackTime=".5s"
				PackTime=".5s"
				TriggerSound="NOD_Redeemer_RageGeneratorMS"
				StartAbilityRange="400.0"
				BusyForDuration="1s"
				WhichSpecialWeapon="1" 
				WeaponSlotID="10"
				WeaponSlotType="SECONDARY_WEAPON"/>
			<AISpecialPowerUpdate
				id="ModuleTag_NODRageGeneratorAIUpdate"
				CommandButtonName="Command_FireRageGenerator"
				SpecialPowerAIType="SPECIAL_POWER_RANGED_AOE_ATTACK" />	
			<AutoHealBehavior
				id="Upgrade_EngineerHeal_01"
				InitiallyActive="false"
				HealOnlyIfNotInCombat="false"
				HealOnlyIfNotUnderAttack="false"
				StartHealingDelay="0s"
				HealingAmount="60"
				HealingDelay="2s"
				HealFXList="FX_NODRedeemerUpgradeSabateurR">
				<TriggeredBy>Upgrade_RedeemerRegenModuleRight</TriggeredBy>
			</AutoHealBehavior>
			<AutoHealBehavior
				id="Upgrade_EngineerHeal_02"
				InitiallyActive="false"
				HealOnlyIfNotInCombat="false"
				HealOnlyIfNotUnderAttack="false"
				StartHealingDelay="0s"
				HealingAmount="60"
				HealingDelay="2s"
				HealFXList="FX_NODRedeemerUpgradeSabateurL">
				<TriggeredBy>Upgrade_RedeemerRegenModuleLeft</TriggeredBy>
			</AutoHealBehavior>				
			<StatusBitsUpgrade id="ModuleTag_VeterancyUpgrade" StatusToSet="WEAPON_UPGRADED_03"> 
				<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</StatusBitsUpgrade>
			<AudioLoopUpgrade id="ModuleTag_Upgrade_RedeemerHvyMachineGunLeftSound" SoundToPlay="NOD_Redeemer_GarrisonUpgrade">
				<TriggeredBy>Upgrade_RedeemerHvyMachineGunLeft</TriggeredBy>
			</AudioLoopUpgrade> 
			<AudioLoopUpgrade id="ModuleTag_Upgrade_RedeemerHvyMachineGunRightSound" SoundToPlay="NOD_Redeemer_GarrisonUpgrade">
				<TriggeredBy>Upgrade_RedeemerHvyMachineGunRight</TriggeredBy>
			</AudioLoopUpgrade> 
			<AudioLoopUpgrade id="ModuleTag_Upgrade_RedeemerRegenModuleLeftSound" SoundToPlay="NOD_Redeemer_GarrisonUpgrade">
				<TriggeredBy>Upgrade_RedeemerRegenModuleLeft</TriggeredBy>
			</AudioLoopUpgrade> 
			<AudioLoopUpgrade id="ModuleTag_Upgrade_RedeemerRegenModuleRightSound" SoundToPlay="NOD_Redeemer_GarrisonUpgrade">
				<TriggeredBy>Upgrade_RedeemerRegenModuleRight</TriggeredBy>
			</AudioLoopUpgrade> 
			<AudioLoopUpgrade id="ModuleTag_Upgrade_RedeemerRocketPodLeftSound" SoundToPlay="NOD_Redeemer_GarrisonUpgrade">
				<TriggeredBy>Upgrade_RedeemerRocketPodLeft</TriggeredBy>
			</AudioLoopUpgrade> 
			<AudioLoopUpgrade id="ModuleTag_Upgrade_RedeemerRocketPodRightSound" SoundToPlay="NOD_Redeemer_GarrisonUpgrade">
				<TriggeredBy>Upgrade_RedeemerRocketPodRight</TriggeredBy>
			</AudioLoopUpgrade> 
			<AudioLoopUpgrade id="ModuleTag_Upgrade_RedeemerTibTrooperLeftSound" SoundToPlay="NOD_Redeemer_GarrisonUpgrade">
				<TriggeredBy>Upgrade_RedeemerTibTrooperLeft</TriggeredBy>
			</AudioLoopUpgrade> 
			<AudioLoopUpgrade id="ModuleTag_Upgrade_RedeemerTibTrooperRightSound" SoundToPlay="NOD_Redeemer_GarrisonUpgrade">
				<TriggeredBy>Upgrade_RedeemerTibTrooperRight</TriggeredBy>
			</AudioLoopUpgrade> 
			<AudioLoopUpgrade id="ModuleTag_Upgrade_RedeemerFlameThrowerLeftSound" SoundToPlay="NOD_Redeemer_GarrisonUpgrade">
				<TriggeredBy>Upgrade_RedeemerFlameThrowerLeft</TriggeredBy>
			</AudioLoopUpgrade> 
			<AudioLoopUpgrade id="ModuleTag_Upgrade_RedeemerFlameThrowerRightSound" SoundToPlay="NOD_Redeemer_GarrisonUpgrade">
				<TriggeredBy>Upgrade_RedeemerFlameThrowerRight</TriggeredBy>
			</AudioLoopUpgrade> 
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="YES"
				AILuaEventsList="NODMetaUnitFunctions">
				<UnitAITargetChooserData/>
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="13500.0" />
		</Body>
		<ClientBehaviors>
			<ModelConditionAudioLoopClientBehavior id="ModuleTag_NOD_Redeemer_DieSparkSound">
				<ModelConditionSound Sound="NOD_Redeemer_DieSpark" RequiredFlags="DYING" />
			</ModelConditionAudioLoopClientBehavior>
			<AnimationSoundClientBehavior
				id="ModuleTag_ASCB">
				<Sound Sound="NOD_Redeemer_Spin" Animation="NURedeemer_BIDZ" Frame="92" />
				<Sound Sound="NOD_Redeemer_Bodyfall" Animation="NURedeemer_DIEA" Frame="125" />
				<Sound Sound="NOD_Redeemer_DieCreak" Animation="NURedeemer_DIEA" Frame="95" />
				<Sound Sound="NOD_Redeemer_Bodyfall" Animation="NURedeemer_DIEB" Frame="60 105" />
				<Sound Sound="NOD_Redeemer_Bodyfall" Animation="NURedeemer_DIEC" Frame="118" />
				<Sound Sound="NOD_Redeemer_DieCreak" Animation="NURedeemer_DIEA" Frame="73" />
				<Sound Sound="NOD_Redeemer_Footstep" Animation="NUMegaUnit_AIDA" Frame="139 168" />
				<Sound Sound="NOD_Redeemer_Footstep" Animation="NUMegaUnit_GRBA" Frame="18 59" />
				<Sound Sound="NOD_Redeemer_Footstep" Animation="NUMegaUnit_GRBB" Frame="17 60" />
				<Sound Sound="NOD_Redeemer_Footstep" Animation="NUMegaUnit_GRBC" Frame="17 60" />
				<Sound Sound="NOD_Redeemer_Footstep" Animation="NUMegaUnit_GRBD" Frame="18 59" />
				<Sound Sound="NOD_Redeemer_Footstep" Animation="NURedeemer_TRNL" Frame="25 50 75 100" />
				<Sound Sound="NOD_Redeemer_Footstep" Animation="NURedeemer_TRNR" Frame="25 50 75 100" />
				<Sound Sound="NOD_Redeemer_Footstep" Animation="NURedeemer_WLKA" Frame="25 50 75 100" />
				<Sound Sound="NOD_Redeemer_Footstep" Animation="NURedeemer_WLKB" Frame="25 50 75 100" />
				<Sound Sound="NOD_Redeemer_Footstep" Animation="NURedeemer_WLKC" Frame="25 50 75 100" />
				<Sound Sound="NOD_AvatarWarMech_Commandeer" Animation="NUMegaUnit_GRBA" Frame="50" />
				<Sound Sound="NOD_AvatarWarMech_Commandeer" Animation="NUMegaUnit_GRBB" Frame="53" />
				<Sound Sound="NOD_AvatarWarMech_Commandeer" Animation="NUMegaUnit_GRBC" Frame="48" />
				<Sound Sound="NOD_AvatarWarMech_Commandeer" Animation="NUMegaUnit_GRBD" Frame="54" />
				<Sound Sound="NOD_AvatarWarMech_GearMovement_Short" Animation="NUMegaUnit_GRBA" Frame="7 51" />
				<Sound Sound="NOD_AvatarWarMech_GearMovement_Long" Animation="NUMegaUnit_GRBA" Frame="14 34 66" />
				<Sound Sound="NOD_AvatarWarMech_GearMovement_Short" Animation="NUMegaUnit_GRBB" Frame="10 51" />
				<Sound Sound="NOD_AvatarWarMech_GearMovement_Long" Animation="NUMegaUnit_GRBB" Frame="11 37" />
				<Sound Sound="NOD_AvatarWarMech_GearMovement_Short" Animation="NUMegaUnit_GRBC" Frame="10 53" />
				<Sound Sound="NOD_AvatarWarMech_GearMovement_Long" Animation="NUMegaUnit_GRBC" Frame="12 35" />
				<Sound Sound="NOD_AvatarWarMech_GearMovement_Short" Animation="NUMegaUnit_GRBD" Frame="10 54" />
				<Sound Sound="NOD_AvatarWarMech_GearMovement_Long" Animation="NUMegaUnit_GRBD" Frame="24 42" />
				<Sound Sound="NOD_AvatarWarMech_GearMovement_Short" Animation="NURedeemer_AIDA" Frame="47 76 88" />
				<Sound Sound="NOD_AvatarWarMech_GearMovement_Long" Animation="NURedeemer_AIDA" Frame="47 103" />
			</AnimationSoundClientBehavior>
		</ClientBehaviors>
		<Geometry
			IsSmall="false">
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		</Geometry>
		<AudioArrayVoice>
			<AudioEntry Sound="NOD_Redeemer_VoiceAttack" AudioType="voiceAttack" />
			<AudioEntry Sound="NOD_Redeemer_VoiceCreateMS" AudioType="voiceCreated" />
			<AudioEntry Sound="NOD_Redeemer_VoiceMove" AudioType="voiceMove" />
			<AudioEntry Sound="NOD_Redeemer_VoiceMove" AudioType="voiceGuard" />
			<AudioEntry Sound="NOD_Redeemer_VoiceRetreat" AudioType="voiceRetreatToCastle" />
			<AudioEntry Sound="NOD_Redeemer_VoiceSelectMS" AudioType="voiceSelect" />
			<AudioEntry Sound="NOD_Redeemer_VoiceSelectBattleMS" AudioType="voiceSelectBattle" />
			<NamedEntry Sound="NOD_Redeemer_VoiceRage" Name="VoiceRageGenerator" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry Sound="NOD_Redeemer_MoveStart" AudioType="soundMoveStart" />
			<AudioEntry Sound="NOD_Redeemer_IdleLoop" AudioType="soundAmbient" />
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="450"
			ShroudClearingRange="500" />
		<CrusherInfo
			CrusherLevel="4"
			CrushableLevel="4"
			CrushDecelerationPercent="40%" />
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