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		Side="ZOCOM"
		EditorSorting="UNIT"
		TransportSlotCount="1"
		BuildCost="313"
		BuildTime="3.1"
		CommandSet="EmptyCommandSet"
		KindOf="PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_INFANTRY"
		RadarPriority="UNIT"
		ThreatLevel="10"
		ProductionQueueType="INFANTRY"
		UnitCategory="INFANTRY"
		WeaponCategory="CANNON"
		VoicePriority="135"
		EditorName="ZOCOMZoneRaider"
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			DamageFX="InfantryDamageFX" />
		<LocomotorSet
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				RecoilDamping="2.0"
				RecoilSettleSpeed="3.0"
				ExtraPublicBone="MUZZLEFLASH">
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					<Model
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					<WeaponFireFXBone
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						WeaponSlotType="PRIMARY_WEAPON"
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					<WeaponFireFXBone
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					<Model
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					<WeaponFireFXBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="B_WEAPONA_FX" />
					<WeaponLaunchBone
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						BoneName="B_WEAPONA_FX" />
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				<AnimationState
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					ConditionsYes="INSIDE_GARRISON">
					<!-- no anim -->
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				<!-- IDLE STATES -->
        <AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					StateName="STATE_Idle"
					Flags="RESTART_ANIM_WHEN_COMPLETE">
         <!-- AllowRepeatInRandomPick="true" -->
          <Animation
						AnimationName="GUZnTrpr_BRDA"
						AnimationMode="ONCE"
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						AnimationPriority="6"
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						AnimationPriority="4"
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          <Animation
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						AnimationMode="ONCE"
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						AnimationPriority="10"
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						AnimationMode="ONCE"
            AnimationBlendTime="5"
						AnimationPriority="15"
            AnimationSpeedFactorMin="0.9"
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          <Animation
						AnimationName="GUZnTrpr_BRDC"
						AnimationMode="ONCE"
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						AnimationPriority="6"
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						AnimationSpeedFactorMax="1.1" />
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						AnimationMode="ONCE"
            AnimationBlendTime="5"
						AnimationPriority="15"
            AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1" />

          <Script>
            Prev = CurDrawablePrevAnimationState()
            if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle") end
            if Prev == "State_AboutToLand" then CurDrawableSetTransitionAnimState( "TRANS_AboutToHitGround_To_Idle" ) end
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				<!-- DYING -->
				<!--
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					ConditionsYes="FRONTCRUSHED">
					<Animation
						AnimationName="AUShkTrpr_CDTA"
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				<AnimationState
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				<AnimationState
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					<Animation
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						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Animation
						AnimationName="GUZNTRPR_DIEA"
						AnimationMode="ONCE" />
					<Animation
						AnimationName="GUZNTRPR_DIEB"
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						AnimationMode="ONCE" />
					<Animation
						AnimationName="GUZNTRPR_DIED"
						AnimationMode="ONCE" />
				</AnimationState>
				<!-- AIRBORNE - Jumpjet ability -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SPECIAL_WEAPON_ONE UNPACKING"
					StateName="State_JumpJetInitiate">
					<Animation
						AnimationName="GUZNTRPR_JET1"
						AnimationMode="ONCE" />
					<ParticleSysBone
						BoneName="Main_Thrstr_R"
						FXParticleSystemTemplate="GDIZTJumpStartDist"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="Main_Thrstr_R"
						FXParticleSystemTemplate="GDIZTJumpStartFire"
						FollowBone="true" />
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				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="ABOUT_TO_HIT"
					StateName="State_AboutToLand">
					<Animation
						AnimationName="GUZNTRPR_JET4"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SPECIAL_WEAPON_ONE PACKING"
					StateName="State_JumpJetJumping">
					<Animation
						AnimationName="GUZNTRPR_JET2"
						AnimationMode="ONCE" />
					<ParticleSysBone
						BoneName="MAIN_THRSTR"
						FXParticleSystemTemplate="GDIZTFireDust"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="MAIN_THRSTR"
						FXParticleSystemTemplate="GDIZTFireDist"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="MAIN_THRSTR"
						FXParticleSystemTemplate="GDIZTFireFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="ZT_SPINE2"
						FXParticleSystemTemplate="GDIZTJumpTrailFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="ZT_SPINE2"
						FXParticleSystemTemplate="GDIZTJumpTrailSmoke"
						FollowBone="true" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev == "State_AboutToLand" then CurDrawableSetTransitionAnimState( "TRANS_AboutToHitGround_To_Idle" ) end;
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="THROWN_PROJECTILE">
					<Animation
						AnimationName="GUZNTRPR_JET3"
						AnimationMode="ONCE"
						AnimationBlendTime="10"/>
					<ParticleSysBone
						BoneName="ZT_SPINE2"
						FXParticleSystemTemplate="GDIZTJumpTrailFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="ZT_SPINE2"
						FXParticleSystemTemplate="GDIZTJumpTrailSmoke"
						FollowBone="true" />					
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STUNNED_FLAILING"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="GUZNTRPR_FLYA"
						AnimationMode="LOOP" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING SPLATTED">
					<Animation
						AnimationName="GUZNTRPR_LNDA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STUNNED_STANDING_UP">
					<Animation
						AnimationName="GUZNTRPR_GTPA"
						AnimationMode="ONCE" />
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				<AnimationState
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					ConditionsYes="STUNNED">
					<Animation
						AnimationName="GUZNTRPR_LNDA"
						AnimationMode="ONCE" />
				</AnimationState>
				<!-- MOVING AND ATTACKING -->
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					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING FIRING_OR_PREATTACK_A"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="GUZNTRPR_RUNA"
						AnimationMode="LOOP"
						Distance="50" />
				</AnimationState>
				<!-- MOVING -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING"
					Flags="RANDOMSTART RESTART_ANIM_WHEN_COMPLETE">
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						AnimationMode="LOOP"
						Distance="50" /> -->
					<Animation
						AnimationName="GUZNTRPR_RUNB"
						AnimationMode="LOOP"
						Distance="50" />
					<Animation
						AnimationName="GUZNTRPR_RUNC"
						AnimationMode="LOOP"
						Distance="50" />
				</AnimationState>
				<!-- ATTACKING -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_OR_PREATTACK_A">
					<Animation
						AnimationName="GUZnTrpr_FIRC"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USING_WEAPON_A">
					<Animation
						AnimationName="GUZNTRPR_FIRC"
						AnimationMode="MANUAL" />
				</AnimationState>
				<!-- EMOTIONS -->
				<!-- CELEBRATING -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
          Flags="RESTART_ANIM_WHEN_COMPLETE"
					ConditionsYes="EMOTION_CELEBRATING">
					<Animation
						AnimationName="GUZNTRPR_CHRA"
						AnimationMode="ONCE"
            AnimationBlendTime="10"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
          <Animation
						AnimationName="GUZNTRPR_CHRC"
						AnimationMode="ONCE"
            AnimationBlendTime="10"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
				</AnimationState>
				<!-- SELECTED -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SELECTED"
          Flags="RESTART_ANIM_WHEN_COMPLETE"
					StateName="STATE_Selected">
					<Animation
						AnimationName="GUZnTrpr_IDLA"
						AnimationMode="ONCE"
            AnimationBlendTime="15"
            AnimationPriority="50"
            AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
          <Animation
						AnimationName="GUZnTrpr_IDLB"
						AnimationMode="ONCE"
            AnimationBlendTime="5"
            AnimationPriority="25"
            AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
          <Animation
						AnimationName="GUZnTrpr_IDLC"
						AnimationMode="ONCE"
            AnimationBlendTime="5"
            AnimationPriority="15"
            AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
          <Animation
						AnimationName="GUZnTrpr_IDLD"
						AnimationMode="ONCE"
            AnimationBlendTime="5"
            AnimationPriority="25"
            AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
          <Animation
						AnimationName="GUZnTrpr_IDLE"
						AnimationMode="ONCE"
            AnimationBlendTime="5"
            AnimationPriority="15"
            AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end
					</Script>
				</AnimationState>
				<!-- TRANSITIONS -->
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_AboutToHitGround_To_Idle">
					<Animation
						AnimationName="GUZNTRPR_JET5"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IdleToSelected">
					<Animation
						AnimationName="GUZNTRPR_ATNA"
						AnimationMode="ONCE"
            AnimationBlendTime="5"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1" />
          <Animation
						AnimationName="GUZNTRPR_ATNB"
						AnimationMode="ONCE"
            AnimationBlendTime="5"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1" />
					<Animation
						AnimationName="GUZNTRPR_ATNC"
						AnimationMode="ONCE"
            AnimationBlendTime="5"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_SelectedToIdle">
					<Animation
						AnimationName="GUZNTRPR_2BRD"
						AnimationMode="ONCE"
            AnimationBlendTime="18"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1" />
          <Animation
						AnimationName="GUZNTRPR_2BRDB"
						AnimationMode="ONCE"
            AnimationBlendTime="18"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.1" />
				</AnimationState>
			</ScriptedModelDraw>
			<SpotlightDraw
				id="ModuleTag_Spotlight"
				AttachToBoneInAnotherModule="Zt_Spine2"
				RefreshTime="2.0s"
				SweepTime="1.0s">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="FXspotlight" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<Model
						Name="" />
				</ModelConditionState>
			</SpotlightDraw>
		
		</Draws>
		<Behaviors>
			<WeaponSetUpdate
				id="ModuleTag_WeaponSetUpdate">
				<WeaponSlotHardpoint
					ID="1"
					AllowInterleavedFiring="false"
					InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
					WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="ZoneRaiderSonicRifle" />
				</WeaponSlotHardpoint>
				<WeaponSlotTurret
					ID="2"
					AllowInterleavedFiring="false"
					InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
					WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
					<Weapon
						Ordering="SECONDARY_WEAPON"
						Template="ZoneRaiderRocketPods" />
					<TurretSettings
						TurretTurnRate="180"
						TurretPitchRate="40"
						AllowsPitch="true"
						MinIdleScanTime="1.0s"
						MaxIdleScanTime="5.0s"
						MinIdleScanAngle="0.0"
						MaxIdleScanAngle="90.0">
						<TurretAITargetChooserData
							CanAcquireDynamicIfAssignedOutOfRange="true" />
					</TurretSettings>
				</WeaponSlotTurret>				
			</WeaponSetUpdate>
			<LaserState
				id="ModuleTag_LaserState"
				LaserId="0"></LaserState>
			<Physics
				id="ModuleTag_Physics" />
			<ProductionUpdate
				id="ModuleTag_Production" />
			<SpecialPower
				id="ModuleTag_JumpJets"
				SpecialPowerTemplate="SpecialPowerTriggerJumpJets"
				UpdateModuleStartsAttack="true"></SpecialPower>
			<WeaponFireSpecialAbilityUpdate
				SpecialWeapon="ZoneTrooperFireJumpJets"
				id="ModuleTag_JumpJetUpdate"
				SpecialPowerTemplate="SpecialPowerTriggerJumpJets"
				UnpackTime=".4s"
				UnpackSound="GDI_ZoneTrooper_JumpJetStart"
				PackTime=".4s"				
				BusyForDuration="3s"
				WhichSpecialWeapon="1"
				TriggerSound="ZoneTrooperJumpJetFire" />
			<BezierProjectile
				id="ModuleTag_Projectile"
				FirstHeightMin="50"
				FirstHeightMax="50"
				SecondHeightMin="50"
				SecondHeightMax="50"
				FirstPercentIndent="30"
				SecondPercentIndent="70"
				TumbleRandomly="true"
				CrushStyle="true"
				BounceCount="0"
				FinalStuckTime="1.766s"
				GroundHitFX="FX_ZoneTrooperJumpJetHitsGround"
				PreLandingStateTime="0.3s" />
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3s"
				SinkRate="2.4"
				DestructionDelay="4.5s">
				<DieMuxData
					DeathTypes="ALL" />
				<Sound
					Type="INITIAL"
					List="GDI_ZoneRaider_VoiceDie" />
			</SlowDeath>
			<SubObjectsUpgrade
				id="ModuleTag_ShowScanner"
				ShowSubObjects="UGSCANNER">
				<TriggeredBy>Upgrade_ZoneRaiderScannerPack</TriggeredBy>
			</SubObjectsUpgrade>

			<StatusBitsUpgrade
				id="ModuleTag_VeterancyUpgrade"
				StatusToSet="WEAPON_UPGRADED_03">
				<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</StatusBitsUpgrade>


			<!--Auto Injectors-->
			<AutoHealBehavior
				id="Upgrade_AutoInjectors_02"
				InitiallyActive="false"
				HealOnlyIfNotInCombat="true"
				HealOnlyIfNotUnderAttack="true"
				StartHealingDelay="5s"
				HealingAmount="10"
				HealingDelay="3s">
				<TriggeredBy>Upgrade_ZoneRaiderAutoInjectors</TriggeredBy>
			</AutoHealBehavior>
			<SubObjectsUpgrade
				id="ModuleTag_ShowInjectors"
				ShowSubObjects="UGINJECTOR">
				<TriggeredBy>Upgrade_ZoneRaiderAutoInjectors</TriggeredBy>
			</SubObjectsUpgrade>
			<AttributeModifierUpgrade
				id="Upgrade_AutoInjectors_01"
				AttributeModifier="ZoneTrooper_AutoInjectors">
				<TriggeredBy>Upgrade_ZoneRaiderAutoInjectors</TriggeredBy>
			</AttributeModifierUpgrade>
			<xi:include
				href="../../Includes/ZOCOMCallForTransport.xml" />
			<LargeGroupAudioUpdate
				id="LGAU">
				<Key>GDI_ZoneTrooper</Key>
			</LargeGroupAudioUpdate>
			<AudioLoopUpgrade id="Generic_Infantry_UpgradeZoneTrooperScannerPack" SoundToPlay="Generic_Infantry_Upgrade"> 
				<TriggeredBy>Upgrade_ZoneRaiderScannerPack</TriggeredBy> 
			</AudioLoopUpgrade> 
			<AudioLoopUpgrade id="Generic_Infantry_UpgradeZoneTrooperAutoInjectors" SoundToPlay="Generic_Infantry_Upgrade"> 
				<TriggeredBy>Upgrade_ZoneRaiderAutoInjectors</TriggeredBy> 
			</AudioLoopUpgrade> 
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="YES"
				AILuaEventsList="GDIZoneTrooperFunctions">
				<UnitAITargetChooserData
					SympathyRange="100.0" />
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_03"
				MaxHealth="240" />
		</Body>
		<ClientBehaviors>
			<AnimationSoundClientBehavior id="ModuleTag_ASCB">
				<Sound Sound="Bodyfall" Animation="GUZnTrpr_LNDA" Frame="7" />
				<Sound Sound="Bodyfall" Animation="GUZnTrpr_DIEA" Frame="66" />
				<Sound Sound="Bodyfall" Animation="GUZnTrpr_DIEB" Frame="34" />
				<Sound Sound="Bodyfall" Animation="GUZnTrpr_DIEC" Frame="78" />
				<Sound Sound="Bodyfall" Animation="GUZnTrpr_DIED" Frame="19" />
			</AnimationSoundClientBehavior>
			<ModelConditionAudioLoopClientBehavior id="ModuleTag_GDI_ZoneRaider_JumpJetLand">
				<ModelConditionSound Sound="GDI_ZoneRaider_JumpJetLand" RequiredFlags="ABOUT_TO_HIT" ExcludedFlags="DYING" />
			</ModelConditionAudioLoopClientBehavior>
		</ClientBehaviors>
<!-- no worky for either GUZNTRPR_JET5 or GUZNTRPR_JET4
		<ClientBehaviors>
			<AnimationSoundClientBehavior id="AnimationSound" >
				<Sound Sound="GDI_ZoneRaider_JumpJetLand" Animation="GUZNTRPR_JET5" Frame="0" />
			</AnimationSoundClientBehavior>				
		</ClientBehaviors>
-->
		<Geometry
			IsSmall="true">
			<Shape
				Type="CYLINDER"
				MajorRadius="7.0"
				MinorRadius="7.0"
				Height="13.0"></Shape>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry Sound="GDI_ZoneRaider_VoiceAttack" AudioType="voiceAttack" />
			<AudioEntry Sound="GDI_ZoneRaider_VoiceCreate" AudioType="voiceCreated" />
			<AudioEntry Sound="GDI_ZoneRaider_VoiceCreate" AudioType="voiceFullyCreated" />
			<AudioEntry Sound="GDI_ZoneRaider_VoiceGarrison" AudioType="voiceGarrison" />
			<AudioEntry Sound="GDI_ZoneRaider_VoiceMoveAttack" AudioType="voiceAttackAfterMoving" />
			<AudioEntry Sound="GDI_ZoneRaider_VoiceMove" AudioType="voiceGuard" />
			<AudioEntry Sound="GDI_ZoneRaider_VoiceMove" AudioType="voiceMove" />
			<AudioEntry Sound="GDI_ZoneRaider_VoiceRetreat" AudioType="voiceRetreatToCastle" />
			<AudioEntry Sound="GDI_ZoneRaider_VoiceSelectMS" AudioType="voiceSelect" />
			<AudioEntry Sound="GDI_ZoneRaider_VoiceSelectBattleMS" AudioType="voiceSelectBattle" />
			<NamedEntry Sound="GDI_ZoneRaider_VoiceMoveJump" Name="InitiateJumpJets" />
		</AudioArrayVoice>
<!--
GDI_ZoneRaider_VoiceSuppress
-->
<!--
		<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" />
		<CrusherInfo
			CrushableLevel="1" />
	</GameObject>
</AssetDeclaration>