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	<Tags></Tags>
	<Includes>
		<Include
			type="all"
			source="ART:GUHamhead_SKN.w3x" />
		<Include
			type="all"
			source="ART:GUHamhead_IDLA.w3x" />
    <Include
      type="all"
      source="ART:GUHamhead_ATKA.w3x" />
		<Include
			type="all"
			source="ART:GUHamhead_ACC.w3x" />
		<Include
			type="all"
			source="ART:GUHamhead_DEC.w3x" />
		<Include
			type="all"
			source="ART:GUHamhead_MOVA.w3x" />
		<Include
			type="all"
			source="ART:GUHamhead_TRL.w3x" />
		<Include
			type="all"
			source="ART:GUHamhead_TRR.w3x" />
		<Include
			type="all"
			source="ART:FXspotlight.w3x" />
		<Include
			type="all"
			source="ART:FXTracerGDI.xml" />
		<Include
			type="all"
			source="ART:FXTracerHeroic.xml" />
		<Include
			type="all"
			source="ART:NuVenom_K.xml" />
		<Include
			type="all"
			source="ART:NuVenomD_K.xml" />	
		<Include
			type="all"
			source="ART:GUHamhead_FP.w3x" />	
			
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseVehicle.xml" />
	</Includes>
	<GameObject
		id="GDIHammerhead"
		inheritFrom="BaseVehicle"
		SelectPortrait="Portrait_Gunship"
		ButtonImage="Portrait_Gunship"
		Side="GDI"
		EditorSorting="UNIT"
		TransportSlotCount="1"
		BuildCost="1500"
		BuildTime="15"
		CommandSet="GDIHammerheadCommandSet"
		CommandPoints="100" 
		KindOf="PRELOAD SELECTABLE TRANSPORT CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SCORE VEHICLE AIRCRAFT BEAM_TARGET_REFLECTOR PRODUCED_AT_HELIPAD ASSAULT_AIRCRAFT ATTACK_NEEDS_LINE_OF_SIGHT LINE_OF_SIGHT_IGNORES_BUILDINGS NO_COLLIDE CAN_BE_FAVORITE_UNIT HIDE_IF_FOGGED"
		RadarPriority="UNIT"
		BuildCompletion="APPEARS_AT_RALLY_POINT"
		ProductionQueueType="AIRCRAFT"
		UnitCategory="AIRCRAFT"
		VoicePriority="154"
		EditorName="GDIHammerhead"
		Description="Desc:GDIHammerhead"
		WorldMapArmoryUpgradesAllowed="Upgrade_GDIAPAmmo"
		TypeDescription="Type:GDIHammerhead">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:GDIHammerhead</DisplayName>
		<DisplayUpgrade>Upgrade_GDIAPAmmo</DisplayUpgrade>
		<ArmorSet
			Armor="NODVenomArmor"
			DamageFX="VehicleDamageFX" />
		<LocomotorSet
			Locomotor="BasicHelicopterTaxiLocomotor"
			Condition="TAXIING"
			Speed="30" />
		<LocomotorSet
			Locomotor="GDIHammerheadLocomotor"
			Condition="NORMAL"
			Speed="160" />
		<SkirmishAIInformation
			UnitBuilderStandardCombatUnit="true" />
		<Draws>
			<TruckDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true"
				InitialRecoilSpeed="0.1"
				MaxRecoilDistance="0.1"
				RecoilDamping="2.0"
				RecoilSettleSpeed="3.0"
				ExtraPublicBone="FXWEAPON01 FXWEAPON02 FXWEAPON03 FXWEAPON04 FX_Lfan FX_Rfan">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="GUHamhead_SKN" />
					<WeaponFireFXBone
						WeaponSlotID="1"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FXWeapon" />
					<WeaponRecoilBone
						WeaponSlotID="1"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FXWEAPON" />
					<WeaponMuzzleFlash
						WeaponSlotID="1"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FXWEAPON" />
					<WeaponLaunchBone
						WeaponSlotID="1"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FXWEAPON" />
					<WeaponFireFXBone
						WeaponSlotID="2"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FXWEAPON" />
					<WeaponRecoilBone
						WeaponSlotID="2"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FXWEAPON" />
					<WeaponMuzzleFlash
						WeaponSlotID="2"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FXWEAPON" />
					<WeaponLaunchBone
						WeaponSlotID="2"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FXWEAPON" />		
					<Turret
						TurretNameKey="BONE_GUNTURRET_R"
						TurretPitch="BONE_GUNTURRET_R"
						TurretID="1" />
					<Turret
						TurretNameKey="BONE_GUNTURRET_L"
						TurretPitch="BONE_GUNTURRET_L"
						TurretID="2" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<Model
						Name="GUHamhead_FP" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED USER_5">
					<Model
						Name="GUHamhead_SKN" />
					<ParticleSysBone
						BoneName="FX_JetL"
						FXParticleSystemTemplate="VenomDamagedSmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FX_Lfan"
						FXParticleSystemTemplate="OrcaDustDesert"
						FollowBone="true" />
          <ParticleSysBone
            BoneName="FX_Rfan"
            FXParticleSystemTemplate="OrcaDustDesert"
             FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED USER_5">
					<Model
						Name="GUHamhead_SKN" />
					<Texture
						Original="GUHamhead"
						New="GUHamheadD" />
					<ParticleSysBone
						BoneName="FX_JetL"
						FXParticleSystemTemplate="VenomDamagedFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FX_JetR"
						FXParticleSystemTemplate="VenomDamagedSmoke"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING USER_5">
					<Model
						Name="GUHamheadR" />
					<ParticleSysBone
						BoneName="FX_JetL"
						FXParticleSystemTemplate="GDIDebrisSmallFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FX_JetL"
						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FX_JetR"
						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					RetainSubObjects="true"
					ConditionsYes="USER_5">
					<Model
						Name="GUHamhead_SKN"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="GUHamhead_SKN" />
					<ParticleSysBone
						BoneName="FX_JetL"
						FXParticleSystemTemplate="Venomexhaust"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FX_JetR"
						FXParticleSystemTemplate="VenomExhaust"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FX_JetR"
						FXParticleSystemTemplate="VenomDamagedSmoke"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="GUHamhead_SKN" />
					<Texture
						Original="GUHamhead"
						New="GUHamheadD" />
					<ParticleSysBone
						BoneName="FX_JetL"
						FXParticleSystemTemplate="VenomExhaust"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FX_JetR"
						FXParticleSystemTemplate="VenomExhaust"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FX_JetL"
						FXParticleSystemTemplate="VenomDamagedFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FX_JetR"
						FXParticleSystemTemplate="VenomDamagedSmoke"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="GUHamheadR" />
					<ParticleSysBone
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate="GDIDebrisSmallFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						FollowBone="true" />
				</ModelConditionState>
				<!-- commenting out because this looks very lame while he's firing
				 -->
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					Flags="RESTART_ANIM_WHEN_COMPLETE">
					<Animation
						AnimationName="GUHamhead_IDLA"
						AnimationMode="ONCE"
						AnimationBlendTime="15" />
				</AnimationState>
        <AnimationState
          ParseCondStateType="PARSE_NORMAL"
          ConditionsYes="ATTACKING">
          <Animation
						AnimationName="GUHamhead_ATKA"
            AnimationMode="LOOP"/>
        </AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_LEFT_HIGH_SPEED">
					<Animation
						AnimationName="GUHamhead_TRL"
						AnimationMode="ONCE"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_RIGHT_HIGH_SPEED">
					<Animation
						AnimationName="GUHamhead_TRR"
						AnimationMode="ONCE"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_LEFT">
					<Animation
						AnimationName="GUHamhead_TRL"
						AnimationMode="ONCE"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_RIGHT">
					<Animation
						AnimationName="GUHamhead_TRR"
						AnimationMode="ONCE"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="ACCELERATE">
					<Animation
						AnimationName="GUHamhead_ACC"
						AnimationMode="ONCE"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DECELERATE">
					<Animation
						AnimationName="GUHamhead_DEC"
						AnimationMode="ONCE"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING">
					<Animation
						AnimationName="GUHamhead_MOVA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
				</AnimationState>
			</TruckDraw>
			<ScriptedModelDraw
				id="ModuleTag_Particles"
				OkToChangeModelColor="true"
				ExtraPublicBone="FX_Lfan FX_Rfan FX_JetL">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT"
					Skeleton="">
					<Model
						Name="" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="OVER_WATER">
					<Model
						Name="" />
					<ParticleSysBone
						BoneName="FX_JetL"
						FXParticleSystemTemplate="HammerJetWash"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_1">
					<Model
						Name="" />
					<ParticleSysBone
						BoneName="FX_Lfan"
						FXParticleSystemTemplate="HammerDustDesert"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FX_Rfan"
						FXParticleSystemTemplate="HammerDustRocksDesert"
						FollowBone="true" />
				</ModelConditionState>
			</ScriptedModelDraw>

			<ScriptedModelDraw
				id="ModuleTag_FX_Lfan"
				AttachToBoneInAnotherModule="FX_Lfan">
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="NONE">
					<Model
						Name="FXInvisBone" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="Hammerexhaust"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<Model
						Name="FXInvisBone" />
				</ModelConditionState>
			</ScriptedModelDraw>
			<ScriptedModelDraw
				id="ModuleTag_FX_Rfan"
				AttachToBoneInAnotherModule="FX_Rfan">
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="NONE">
					<Model
						Name="FXInvisBone" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="Hammerexhaust"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<Model
						Name="FXInvisBone" />
				</ModelConditionState>
			</ScriptedModelDraw>


			<SpotlightDraw
				id="ModuleTag_Spotlight"
				AttachToBoneInAnotherModule="TURRET"
				RefreshTime="2.0s"
				SweepTime="1.0s">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="FXspotlight" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<Model
						Name="GUHamhead_FP" />
				</ModelConditionState>
			</SpotlightDraw>
			<TracerModelDraw
				id="ModuleTag_TracerModelDraw"
				MinLength="50.0"
				MaxLength="50.0"
				Width="3.0"
				MinSpeed="30"
				MaxSpeed="30"
				SweepSpeed="1.0"
				SpreadAngle="2.0"
				MinTracersPerFrame=".2"
				MaxTracersPerFrame=".2"
				FrameLifeTime="35"
				WeaponSlotType="PRIMARY_WEAPON"
				Texture="FXTracerGDI"
				UseAdditiveBlending="true"
				TracerHitFx="FX_BulletHitGDI"
				TracerEmitFx="FX_GDI_HammerheadGunFire">
				<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 WEAPON_UPGRADED_01" />
			</TracerModelDraw>
			<TracerModelDraw
				id="ModuleTag_TracerModelDrawVeterancy"
				MinLength="50.0"
				MaxLength="50.0"
				Width="3.0"
				MinSpeed="30"
				MaxSpeed="30"
				SweepSpeed="1.0"
				SpreadAngle="2.0"
				MinTracersPerFrame=".3"
				MaxTracersPerFrame=".3"
				FrameLifeTime="35"
				WeaponSlotType="PRIMARY_WEAPON"
				Texture="FXTracerHeroic"
				UseAdditiveBlending="true"
				TracerHitFx="FX_BulletHitGDIHeroic"
				TracerEmitFx="FX_GDI_HammerheadGunFire">
				<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"
					ForbiddenStatus="WEAPON_UPGRADED_01" />
			</TracerModelDraw>
			<TracerModelDraw
				id="ModuleTag_TracerModelDrawAP"
				MinLength="50.0"
				MaxLength="50.0"
				Width="3.0"
				MinSpeed="30"
				MaxSpeed="30"
				SweepSpeed="1.0"
				SpreadAngle="2.0"
				MinTracersPerFrame=".2"
				MaxTracersPerFrame=".2"
				FrameLifeTime="35"
				WeaponSlotType="PRIMARY_WEAPON"
				Texture="FXTracerGDIAPAmmo"
				UseAdditiveBlending="true"
				TracerHitFx="FX_BulletHitGDIAP"
				TracerEmitFx="FX_GDI_HammerheadGunFireUpgraded">
				<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" 
					ForbiddenStatus="WEAPON_UPGRADED_03"/>
			</TracerModelDraw>
			<TracerModelDraw
				id="ModuleTag_TracerModelDrawAPVeterancy"
				MinLength="50.0"
				MaxLength="50.0"
				Width="3.0"
				MinSpeed="30"
				MaxSpeed="30"
				SweepSpeed="1.0"
				SpreadAngle="2.0"
				MinTracersPerFrame=".3"
				MaxTracersPerFrame=".3"
				FrameLifeTime="35"
				WeaponSlotType="PRIMARY_WEAPON"
				Texture="FXTracerGDIAPAmmoHeroic"
				UseAdditiveBlending="true"
				TracerHitFx="FX_BulletHitGDIAPHeroic"
				TracerEmitFx="FX_GDI_HammerheadGunFireUpgraded">
				<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"
					ForbiddenStatus="WEAPON_UPGRADED_02"/>
			</TracerModelDraw>				
		</Draws>
		<Behaviors>
			<WeaponSetUpdate
				id="ModuleTag_WeaponSetUpdate">
				<WeaponSlotTurret
					ID="1">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="GDIHammerheadChaingun" />
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="GDIHammerheadUpgradedChaingun"
						ObjectStatus="WEAPON_UPGRADED_01" />
					<TurretSettings
						TurretTurnRate="180"
						TurretPitchRate="180"
						AllowsPitch="true"
						MinimumPitch="-80d"
						PitchHeight="0%"
						MinIdleScanTime="1.0s"
						MaxIdleScanTime="5.0s"
						MinIdleScanAngle="0.0"
						MaxIdleScanAngle="90.0">
						<TurretAITargetChooserData
							CanAcquireDynamicIfAssignedOutOfRange="true" />
					</TurretSettings>
				</WeaponSlotTurret>
				<WeaponSlotTurret
					ID="2">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="GDIHammerheadChaingun" />
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="GDIHammerheadUpgradedChaingun"
						ObjectStatus="WEAPON_UPGRADED_01" />
					<TurretSettings
						TurretTurnRate="180"
						TurretPitchRate="180"
						AllowsPitch="true"
						MinimumPitch="-80d"
						PitchHeight="0%"
						MinIdleScanTime="1.0s"
						MaxIdleScanTime="5.0s"
						MinIdleScanAngle="0.0"
						MaxIdleScanAngle="90.0">
						<TurretAITargetChooserData
							CanAcquireDynamicIfAssignedOutOfRange="true" />
					</TurretSettings>
				</WeaponSlotTurret>
			</WeaponSetUpdate>
			
      <ModelConditionUpgrade
				id="ModuleTag_ShowThePlating"
				Permanent="true"
				AddConditionFlags="USER_1">
        <TriggeredBy>Upgrade_GDIFaction</TriggeredBy>
      </ModelConditionUpgrade>
      <ModelConditionUpgrade
				id="ModuleTag_ShowThePlatingSteelTalons"
				Permanent="true"
				AddConditionFlags="USER_1">
        <TriggeredBy>Upgrade_SteelTalonsFaction</TriggeredBy>
      </ModelConditionUpgrade>
      <ModelConditionUpgrade
				id="ModuleTag_ShowThePlatingZOCOM"
				Permanent="true"
				AddConditionFlags="USER_1">
        <TriggeredBy>Upgrade_ZOCOMFaction</TriggeredBy>
      </ModelConditionUpgrade>
			<HordeTransportContain
				id="ModuleTag_Contain"
				ObjectStatusOfContained="UNSELECTABLE ENCLOSED CAN_ATTACK"
				ContainMax="1"
				Slots="1"
				AllowEnemiesInside="false"
				AllowAlliesInside="true"
				AllowNeutralInside="false"
				AllowOwnPlayerInsideOverride="true"
				ShowPips="true"
				EnterSound="VehicleEnter"
				ExitSound="VehicleExit"
				KillPassengersOnDeath="true"
        ExtendedExitContainerChecks="true">
				<PassengerFilter
					Rule="ANY"
					Include="INFANTRY" />
				<DieMuxData
					DeathTypes="ALL" />
				<PassengerData
					BonePrefix="BONEGARRISON">
					<Filter
						Rule="NONE"
						Include="INFANTRY" />
				</PassengerData>
				<MemberTemplateStatusInfo
					ThingTemplate="GDISniperSquad"
					ObjectStatus="CAN_SPOT_FOR_BOMBARD" />
			</HordeTransportContain>
			<MoveToPositionAndEvacuateSpecialPower
				id="ModuleTag_MoveToPositionAndEvacuate"
				SpecialPowerTemplate="SpecialPowerMoveToPositionAndEvacuate" />			
			
			<Physics
				id="ModuleTag_Physics" />
			<ProductionUpdate
				id="ModuleTag_ProductionUpdate"
				MaxQueueEntries="1" />
			<StatusBitsUpgrade
				id="ModuleTag_UpgradeWeapon"
				StatusToSet="WEAPON_UPGRADED_01">
				<TriggeredBy>Upgrade_GDIAPAmmo</TriggeredBy>
			</StatusBitsUpgrade>

			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="0s"
				SinkRate="0.5"
				DestructionDelay="0.01s">
				<OCL
					Type="INITIAL">
					<OCL>OCL_GDIHammerheadInitialDebris</OCL>
				</OCL>
				<DieMuxData
					DeathTypes="ALL"
					DeathTypesForbidden="TOPPLED" />
				<FX Type="INITIAL">
					<FX>FX_GDI_Hammerhead_VoiceDie</FX>
				</FX>

			</SlowDeath>
			
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onDeath"
					FX="FX_GDIAirVehicleExplode" />
			</FXListBehavior>
			<ModelConditionUpgrade
				id="ModuleTag_AllFactionUpgrade"
				AddConditionFlags="USER_5">
				<TriggeredBy>Upgrade_AllFactionUpgrade</TriggeredBy>
			</ModelConditionUpgrade>
			
			
			<StatusBitsUpgrade
				id="ModuleTag_GDINoVeterancyUpgrade"
				StatusToSet="WEAPON_UPGRADED_02">
				<TriggeredBy>Upgrade_GDIFaction</TriggeredBy>
			</StatusBitsUpgrade>
			
			<StatusBitsUpgrade
				id="ModuleTag_SteelTalonsNoVeterancyUpgrade"
				StatusToSet="WEAPON_UPGRADED_02">
				<TriggeredBy>Upgrade_SteelTalonsFaction</TriggeredBy>
			</StatusBitsUpgrade>
			
			<StatusBitsUpgrade
				id="ModuleTag_ZOCOMNoVeterancyUpgrade"
				StatusToSet="WEAPON_UPGRADED_02">
				<TriggeredBy>Upgrade_SteelTalonsFaction</TriggeredBy>
			</StatusBitsUpgrade>
			
			<StatusBitsUpgrade
				id="ModuleTag_VeterancyUpgrade"
				StatusToSet="WEAPON_UPGRADED_03"
				StatusToClear="WEAPON_UPGRADED_02">
				<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</StatusBitsUpgrade>
			<AudioLoopUpgrade id="GDI_CommandPost_APammoUpgrade" SoundToPlay="GDI_CommandPost_APammoUpgrade">
				<TriggeredBy>Upgrade_GDIAPAmmo</TriggeredBy>
			</AudioLoopUpgrade>
		</Behaviors>
		<AI>
			
	<!--		<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="YES"
				AILuaEventsList="GDIGunshipFunctions">
				<UnitAITargetChooserData
					CanPickDynamicTargets="false"
					SympathyRange="100.0" />
			</AIUpdate>
	-->		
			<TransportHelicopterAIUpdate
				id="ModuleTag_06"
				AutoAcquireEnemiesWhenIdle="NO"
				FlyOffMapOnUnload="false"
				DelayAFterLoadingOrUnloading="1s">
				<UnitAITargetChooserData
					SympathyRange="100.0" />
			</TransportHelicopterAIUpdate>
			
	<!--		<JetAIUpdate
				id="ModuleTag_03"
				NeedsRunway="false"
				KeepsParkingSpaceWhenAirborne="false"
				AutoAcquireEnemiesWhenIdle="YES" >
				<UnitAITargetChooserData
					CanPickDynamicTargets="false"
					SympathyRange="100.0" />
				<LockonInfo />
			</JetAIUpdate>
	-->		
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_02"
				MaxHealth="2500" />
		</Body>
		<ClientBehaviors>
			<ModelConditionAudioLoopClientBehavior id="ModuleTag_GDI_Hammerhead_LandLiftIdleLoop">
				<ModelConditionSound Sound="GDI_Hammerhead_Rappel" RequiredFlags="RAPPELLING" />
				<ModelConditionSound Sound="GDI_Hammerhead_Land" RequiredFlags="LANDING" />
				<ModelConditionSound Sound="GDI_Hammerhead_Lift" RequiredFlags="TAKING_OFF" />
				<!-- <ModelConditionSound Sound="GDI_Hammerhead_IdleLoop" ExcludedFlags="MOVING DYING"/> -->
			</ModelConditionAudioLoopClientBehavior>
		</ClientBehaviors>
		<Geometry
			IsSmall="true">
			<Shape
				Type="BOX"
				MajorRadius="16.0"
				MinorRadius="9.0"
				Height="8"
				ContactPointGeneration="VEHICLE">
				<Offset
					z="5.0" />
			</Shape>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry Sound="GDI_Hammerhead_VoiceAttack" AudioType="voiceAttack" />
			<AudioEntry Sound="GDI_Hammerhead_VoiceCreateMS" AudioType="voiceCreated" />
			<AudioEntry Sound="GDI_Hammerhead_VoiceCreateMS" AudioType="voiceFullyCreated" />
			<AudioEntry Sound="GDI_Hammerhead_VoiceMove" AudioType="voiceMove" />
			<AudioEntry Sound="GDI_Hammerhead_VoiceMove" AudioType="voiceGuard" />
			<AudioEntry Sound="GDI_Hammerhead_VoiceMoveAttack" AudioType="voiceAttackAfterMoving" />
			<AudioEntry Sound="GDI_Hammerhead_VoiceRetreat" AudioType="voiceRetreatToCastle" />
			<AudioEntry Sound="GDI_Hammerhead_VoiceSelectBattleMS" AudioType="voiceSelectBattle" />
			<AudioEntry Sound="GDI_Hammerhead_VoiceSelectMS" AudioType="voiceSelect" />
			<NamedEntry Sound="GDI_Hammerhead_VoiceEvacuate" Name="InitiateMoveToPositionAndEvacuate" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry Sound="GDI_Hammerhead_IdleLoop" AudioType="soundAmbient" />
			<AudioEntry Sound="GDI_Hammerhead_MoveLoopMS" AudioType="soundMoveLoop" />
			<AudioEntry Sound="GDI_Hammerhead_MoveStart" AudioType="soundMoveStart" />
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="500" />
		<CrusherInfo
			CrusherLevel="2"
			CrushableLevel="2" />
	</GameObject>
</AssetDeclaration>
