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		<Include
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			source="ART:NUSilent_SIDA.w3x" />
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			source="ART:NUSilent_REDA.w3x" /> 		
		<Include
			type="all"
			source="ART:NUSilent_FLYA.w3x" />
		<Include
			type="all"
			source="ART:NUSilent_LNDA.w3x" />
		<Include
			type="all"
			source="ART:NUSilent_CHRA.w3x" />
		<Include
			type="all"
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		<Include
			type="all"
			source="ART:NUSilent_CHRC.w3x" />
		<Include
			type="all"
			source="ART:NUSilent_AIDA.w3x" />
		<Include
			type="all"
			source="ART:NUSilent_AIDB.w3x" />
		
		<!-- NON-CYBORG LOOKING RALLY ANIM --> 
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		<!-- NON-CYBORG LOOKING RALLY ANIM --> 
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		<!-- NON-CYBORG LOOKING RALLY ANIM --> 
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    <Include
			type="all"
			source="ART:NUSilent_ABTB.w3x" />
		<Include
			type="all"
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		<Include
			type="all"
			source="ART:GUGarGun.w3x" />
		<Include
			type="all"
			source="ART:FXFireStream.xml" />
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseInfantry.xml" />
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		id="NODCyborgInfantry"
		inheritFrom="BaseInfantry"
		SelectPortrait="Portrait_NODBlackHand"
		ButtonImage="Portrait_NODBlackHand"
		Side="NOD"
		EditorSorting="UNIT"
		TransportSlotCount="1"
		BuildCost="400"
		BuildTime="4"
		CommandSet="NODCyborgInfantryCommandSet"
		IsTrainable="true"
		KindOf="PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_INFANTRY "
		RadarPriority="UNIT"
		BuildCompletion="APPEARS_AT_RALLY_POINT"
		ProductionQueueType="INFANTRY"
		UnitCategory="INFANTRY"
		WeaponCategory="GUN"
		VoicePriority="134"
		EditorName="NODCyborgInfantry"
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		TypeDescription="Type:NODCyborgInfantry">
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			DamageFX="InfantryDamageFX" />
		<LocomotorSet
			Locomotor="HumanLocomotor"
			Condition="NORMAL"
			Speed="45" />
		<SkirmishAIInformation
			UnitBuilderStandardCombatUnit="true" />
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				InitialRecoilSpeed="0.1"
				MaxRecoilDistance="0.1"
				RecoilDamping="2.0"
				RecoilSettleSpeed="3.0"
				ExtraPublicBone="BONE_WEAPONA_FX">
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						BoneName="BONE_WEAPONA_FX" />
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						WeaponSlotType="SECONDARY_WEAPON"
						BoneName="BONE_FX_WEAPON" />
					<WeaponMuzzleFlash
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						WeaponSlotType="SECONDARY_WEAPON"
						BoneName="BONE_FX_WEAPON" />
					<WeaponFireFXBone
						WeaponSlotID="2"
						WeaponSlotType="SECONDARY_WEAPON"
						BoneName="BONE_FX_WEAPON" />
					<ParticleSysBone
						BoneName="BONE_FX_WEAPON"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="BONE_WEAPONA_FX"
						FollowBone="true" />
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				<ModelConditionState
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					<Model
						Name="GUGarGun" />
					<WeaponFireFXBone
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						BoneName="BONE01" />
					<WeaponLaunchBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="BONE01" />
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				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="INSIDE_GARRISON">
					<!-- no anim -->
				</AnimationState>				
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					Flags="RESTART_ANIM_WHEN_COMPLETE"
					AllowRepeatInRandomPick="true"
					StateName="STATE_Idle">
					<Animation
						AnimationName="NUSilent_BIDA"
						AnimationMode="ONCE"
						AnimationBlendTime="7"
						AnimationPriority="30"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
					<Animation
						AnimationName="NUSilent_BIDB"
						AnimationMode="ONCE"
						AnimationBlendTime="7"
						AnimationPriority="30"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
					<!-- <Animation
						AnimationName="NUSilent_BIDC"
						AnimationMode="ONCE"
						AnimationBlendTime="7"
						AnimationPriority="30"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" /> -->
					<Animation
						AnimationName="NUSilent_BIFA"
						AnimationMode="ONCE"
						AnimationBlendTime="7"
						AnimationPriority="5"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
					<Animation
						AnimationName="NUSilent_BIFB"
						AnimationMode="ONCE"
						AnimationBlendTime="7"
						AnimationPriority="5"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
			<!-- NO JUMPING JACKS OR STRETCHING		
					<Animation
						AnimationName="NUSilent_BIFC"
						AnimationMode="ONCE"
						AnimationBlendTime="7"
						AnimationPriority="5"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />	
			

					<Animation
						AnimationName="NUSilent_BIFD"
						AnimationMode="ONCE"
						AnimationBlendTime="7"
						AnimationPriority="5"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
			-->							
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_stunned_flailing" then
						CurDrawableSetTransitionAnimState("STATE_stunned_landing")
						end
						if Prev == "STATE_Selected" then
						CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STUNNED_FLAILING"
					StateName="STATE_stunned_flailing">
					<Animation
						AnimationName="NUSilent_FLYA"
						AnimationMode="LOOP" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					StateName="STATE_stunned_landing">
					<Animation
						AnimationName="NUSilent_LNDA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FRONTCRUSHED">
					<Animation
						AnimationName="NUSilent_CDTA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="BACKCRUSHED">
					<Animation
						AnimationName="NUSilent_CDTA"
						AnimationMode="ONCE" />
				</AnimationState>

				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Animation
						AnimNickName="DTA"
						AnimationName="NUSilent_DIEA"
						AnimationMode="ONCE" />
					<Animation
						AnimNickName="DTA"
						AnimationName="NUSilent_DIEB"
						AnimationMode="ONCE" />
					<Animation
						AnimNickName="DTA"
						AnimationName="NUSilent_DIEC"
						AnimationMode="ONCE" />

				</AnimationState>
				<!-- Redemption Animation -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_12">
					<Animation
						AnimationName="NUSilent_REDA"
						AnimationMode="ONCE" />
				</AnimationState>				
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING USING_WEAPON_A"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="NUSilent_ATRA"
						AnimationMode="LOOP"  />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING ATTACKING">
					<Animation
						AnimationName="NUSilent_RUNA"
						AnimationMode="LOOP" />
					<Animation
						AnimationName="NUSilent_RUNB"
						AnimationMode="LOOP" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_OR_PREATTACK_A">
					<Animation
						AnimationName="NUSilent_ATKA"
						AnimationMode="ONCE" />
				</AnimationState>
				    <AnimationState
				         ParseCondStateType="PARSE_NORMAL"
				         ConditionsYes="ATTACKING"
				         StateName="STATE_SelectedPose">
				         <Animation
				                AnimationName="NUSilent_ATKA"
				                AnimationMode="MANUAL" />
                		</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING USING_WEAPON_B USER_10"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="NUSilent_ATRB"
						AnimationMode="LOOP" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_OR_PREATTACK_B">
					<Animation
						AnimationName="NUSilent_ATKB"
						AnimationMode="LOOP" />
				</AnimationState>

				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="NUSilent_RUNA"
						AnimationMode="LOOP" />
          				<Animation
						AnimationName="NUSilent_RUNB"
						AnimationMode="LOOP" />
				</AnimationState>
<!-- EMP Blast -->			
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="UNPACKING">
					<Animation
						AnimationName="NUSilent_EMPA"
						AnimationMode="ONCE" />
				</AnimationState>			
			
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SELECTED"
					Flags="RESTART_ANIM_WHEN_COMPLETE"
					AllowRepeatInRandomPick="true"
					StateName="STATE_Selected">
					<Animation
						AnimationName="NUSilent_AIDA"
						AnimationMode="ONCE"
						AnimationBlendTime="7"
						AnimationPriority="30"/>
					<Animation
						AnimationName="NUSilent_AIDB"
						AnimationMode="ONCE"
						AnimationBlendTime="7"
						AnimationPriority="30"/>
					<Animation
						AnimationName="NUSilent_AIDC"
						AnimationMode="ONCE"
						AnimationBlendTime="7"
						AnimationPriority="5"/>
					
					<!-- NON-CYBORG LOOKING RALLY ANIM -->
					<!-- <Animation
						AnimationName="NUSilent_AIFA"
						AnimationMode="ONCE"
						AnimationBlendTime="7"
						AnimationPriority="10"/>
					-->
					
					<!-- NON-CYBORG LOOKING RALLY ANIM -->
					<!-- <Animation
						AnimationName="NUSilent_AIFB"
						AnimationMode="ONCE"
						AnimationBlendTime="7"
						AnimationPriority="10"/>
					-->
					
					<!-- NON-CYBORG LOOKING RALLY ANIM -->
					<!-- <Animation
						AnimationName="NUSilent_AIFC"
						AnimationMode="ONCE"
						AnimationBlendTime="7"
						AnimationPriority="5"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
					-->
						
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_Idle" then
						CurDrawableSetTransitionAnimState("TRANS_IdleToSelected")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IdleToSelected">
					<Animation
						AnimationName="NUSilent_BATA"
						AnimationMode="ONCE"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1" />
          				<Animation
						AnimationName="NUSilent_BATB"
						AnimationMode="ONCE"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_SelectedToIdle">
					<Animation
						AnimationName="NUSilent_ABTA"
						AnimationMode="ONCE"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1" />
        			<Animation
						AnimationName="NUSilent_ABTB"
						AnimationMode="ONCE"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1" />
				</AnimationState>
				
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IdleToFire">
					<Animation
						AnimationName="NUSilent_AATA"
						AnimationMode="ONCE"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1" />
				</AnimationState>

				
			</ScriptedModelDraw>
			
			<TracerModelDraw
				id="ModuleTag_TracerModelDraw"
				MinLength="50.0"
				MaxLength="50.0"
				Width="3.0"
				MinSpeed="30"
				MaxSpeed="30"
				SweepSpeed="1.0"
				SpreadAngle="2.0"
				MinTracersPerFrame=".08"
				MaxTracersPerFrame=".12"
				FrameLifeTime="35"
				WeaponSlotType="PRIMARY_WEAPON"
				Texture="FXTracerNOD"
				UseAdditiveBlending="true"
				TracerHitFx="FX_BulletHitNOD">
				<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_01 WEAPON_UPGRADED_03" />					
			</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=".08"
				MaxTracersPerFrame=".12"
				FrameLifeTime="35"
				WeaponSlotType="PRIMARY_WEAPON"
				Texture="FXTracerHeroic"
				UseAdditiveBlending="true"
				TracerHitFx="FX_BulletHitNODHeroic">
				<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>
			
			<ScriptedModelDraw
				id="ModuleTag_DrawEMPFX"
				AttachToBoneInAnotherModule="emp">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="FXInvisBone" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"/>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="UNPACKING">
					
				</AnimationState>
			</ScriptedModelDraw>			
			
		</Draws>
		<Behaviors>
			<WeaponSetUpdate>
				<WeaponSlotHardpoint
					ID="1"
					AllowInterleavedFiring="false"
					InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
					WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="NODCyborgMinigun" />
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="NODCyborgChargedParticleBeam"
						ObjectStatus="WEAPON_UPGRADED_01" />
				</WeaponSlotHardpoint>
			</WeaponSetUpdate>
			<SpecialPower
				id="ModuleTag_EMPBlast"
				SpecialPowerTemplate="EMPBlast"
				UpdateModuleStartsAttack="true" />
			<WeaponFireSpecialAbilityUpdate
				id="ModuleTag_EMPBlastUpdate"
				SpecialPowerTemplate="EMPBlast"
				SpecialWeapon="NODCyborgEMPCannon"
				TriggerSound="NOD_Awakened_EMPgunFire"
				UnpackTime="1.3s"
				PackTime="1.7s"
				StartAbilityRange="350.0"
				BusyForDuration="2s"
				WhichSpecialWeapon="1" 
				WeaponSlotType="SECONDARY_WEAPON"
				WeaponSlotID="2"/>
			<Physics
				id="ModuleTag_Physics" />
			<ProductionUpdate
				id="ModuleTag_ProductionUpdate" />
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3s"
				SinkRate="2.4"
				DestructionDelay="4.5s">
				<DieMuxData
					DeathTypes="ALL" />
				<Sound Type="INITIAL" List="NOD_Awakened_VoiceDie" />
			</SlowDeath>

<!--
Removed suppression update
-->

			<FindCoverBehavior
				id="ModuleTag_FCB"
				CoverScanRange="10.0"
				AttributeModifierInCover="Modifier_Cover" />
			<LargeGroupAudioUpdate
				id="LGAU">
				<Key>GDI_ZoneTrooper</Key>
			</LargeGroupAudioUpdate>
			
			<StatusBitsUpgrade
				id="ModuleTag_UpgradeWeapon"
				StatusToSet="WEAPON_UPGRADED_01">
				<TriggeredBy>Upgrade_NodTechCenterChargedParticleBeam</TriggeredBy>
			</StatusBitsUpgrade>
			
			<StatusBitsUpgrade
				id="ModuleTag_VeterancyUpgrade"
				StatusToSet="WEAPON_UPGRADED_03">
				<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</StatusBitsUpgrade>
			
			<SubObjectsUpgrade
				id="ModuleTag_ShowCPB"
				ShowSubObjects="WEAPON_PARTICLEBM">
				<TriggeredBy>Upgrade_NodTechCenterChargedParticleBeam</TriggeredBy>
			</SubObjectsUpgrade>
			
			<ModelConditionUpgrade
				id="ModuleTag_CPBUpgradeFlags"
				AddConditionFlags="USER_10">
				<TriggeredBy>Upgrade_NodTechCenterChargedParticleBeam</TriggeredBy>
			</ModelConditionUpgrade>
			
			
			<AudioLoopUpgrade 
				id="NOD_Awakened_ChargedParticleBeamGunAvailable" 
				SoundToPlay="NOD_Awakened_ChargedParticleBeamGunAvailable">
				<TriggeredBy>Upgrade_NodTechCenterChargedParticleBeam</TriggeredBy>
			</AudioLoopUpgrade> 
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_CyborgAI"
				AutoAcquireEnemiesWhenIdle="YES"
				AILuaEventsList="NodCyborgFunctions">
				<UnitAITargetChooserData
					SympathyRange="100.0" />
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_03"
				MaxHealth="750" />
		</Body>
		<ClientBehaviors>
			<AnimationSoundClientBehavior id="ModuleTag_ASCB">
				<Sound Sound="Bodyfall" Animation="NUSilent_LNDA" Frame="3" />
				<Sound Sound="Bodyfall" Animation="NUSilent_DIEA" Frame="26" />
				<Sound Sound="Bodyfall" Animation="NUSilent_DIEB" Frame="51" />
				<Sound Sound="Bodyfall" Animation="NUSilent_DIEC" Frame="17" />
			</AnimationSoundClientBehavior>
		</ClientBehaviors>
		<!-- <ClientBehaviors>
			<ModelConditionAudioLoopClientBehavior id="ModuleTag_NOD_BlackHand_FlameWeaponLoopMS">
				<ModelConditionSound Sound="NOD_BlackHand_FlameWeaponLoopMS" RequiredFlags="USING_WEAPON_A" ExcludedFlags="DYING" />
			</ModelConditionAudioLoopClientBehavior>
		</ClientBehaviors> -->
		<Geometry
			IsSmall="true">
			<Shape 
			     Type= "BOX"
			     MajorRadius = "9.0"
			     MinorRadius = "9.0"
			     Height = "18.0" >
			    <Offset
				x = "0.0"
				y = "0.0"
				z = "0.0" />
			</Shape>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry Sound="NOD_SilentOne_VoiceAttack" AudioType="voiceAttack" />
			<AudioEntry Sound="NOD_SilentOne_VoiceCreate" AudioType="voiceCreated" />
			<AudioEntry Sound="NOD_SilentOne_VoiceCreate" AudioType="voiceFullyCreated" />
			<AudioEntry Sound="NOD_SilentOne_VoiceGarrison" AudioType="voiceGarrison" />
			<AudioEntry Sound="NOD_SilentOne_VoiceMoveAttack" AudioType="voiceAttackAfterMoving" />
			<AudioEntry Sound="NOD_SilentOne_VoiceMove" AudioType="voiceMove" />
			<AudioEntry Sound="NOD_SilentOne_VoiceMove" AudioType="voiceGuard" />
			<AudioEntry Sound="NOD_SilentOne_VoiceRetreat" AudioType="voiceRetreatToCastle" />
			<AudioEntry Sound="NOD_SilentOne_VoiceSelectBattleMS" AudioType="voiceSelectBattle" />
			<AudioEntry Sound="NOD_SilentOne_VoiceSelectMS" AudioType="voiceSelect" />
			<NamedEntry Sound="NOD_SilentOne_VoiceAttackEMP" Name="VoiceAttackEMP" />
		</AudioArrayVoice>
		<!--
		<AudioArraySound>
			<AudioEntry Sound="AudioEvent:TEMP_PredatorMoveStart" AudioType="soundMoveStart" />
			<AudioEntry Sound="AudioEvent:PredatorAmbientLoop" AudioType="soundAmbient" />
		</AudioArraySound>
-->
		<ShadowInfo
			Type="DECAL"
			SizeX="14"
			SizeY="14"
			Texture="ShadowI" />
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="400"
			MaxVisionBonusPercent="300"
			VisionBonusTestRadius="200"
			VisionBonusPercentPerFoot="1" />
	</GameObject>
</AssetDeclaration>
