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		WeaponCategory="GUN"
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					ConditionsYes="FORMATION_PREVIEW">
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					ConditionsYes="INSIDE_GARRISON">
					<Model
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						BoneName="" />
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				<AnimationState
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					<!-- no anim -->
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				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STUNNED_FLAILING"
					StateName="STATE_stunned_flailing">
					<Animation
						AnimationName="GU_Cmmndo_FLYA"
						AnimationMode="LOOP" />
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				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					StateName="STATE_stunned_landing">
					<Animation
						AnimationName="GU_Cmmndo_LNDA"
						AnimationMode="ONCE" />
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				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FRONTCRUSHED">
					<Animation
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						AnimationMode="ONCE" />
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				<AnimationState
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					ConditionsYes="BACKCRUSHED">
					<Animation
						AnimationName="GU_Cmmndo_CDTB"
						AnimationMode="ONCE" />
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				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					Flags="RESTART_ANIM_WHEN_COMPLETE"
					StateName="STATE_bored">
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						AnimationPriority="50" />
					<Animation
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						AnimationPriority="15" />
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						AnimationPriority="3" />
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						AnimationPriority="25" />
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						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_Suppressed" then
						CurDrawableSetTransitionAnimState("TRANS_fromSuppressed")
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						if Prev == "STATE_SelectedPose" then
						CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
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						if Prev == "STATE_stunned_flailing" then
						CurDrawableSetTransitionAnimState("STATE_stunned_landing")
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				<AnimationState
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					ConditionsYes="COVER DYING"
					StateName="STATE_Cover">
					<Animation
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						AnimationMode="ONCE" />
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					ConditionsYes="DYING">
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					<Animation
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						AnimationMode="ONCE"
						AnimationPriority="50" />
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					ConditionsYes="SPECIAL_WEAPON_ONE UNPACKING"
					StateName="State_JumpJetInitiate">
					<Animation
						AnimationName="GU_Cmmndo_JMPA"
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					<ParticleSysBone
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						FXParticleSystemTemplate="GDIZTJumpStartDist"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="SPINE1"
						FXParticleSystemTemplate="GDIZTJumpStartFire"
						FollowBone="true" />
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						BoneName="SPINE1"
						FXParticleSystemTemplate="GDIZTFireDust"
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						FXParticleSystemTemplate="GDIZTFireDist"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="SPINE1"
						FXParticleSystemTemplate="GDIZTFireFire"
						FollowBone="true" />
					<ParticleSysBone
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						FXParticleSystemTemplate="GDIZTJumpTrailFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="SPINE"
						FXParticleSystemTemplate="GDIZTJumpTrailSmoke"
						FollowBone="true" />
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				<AnimationState
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					ConditionsYes="ABOUT_TO_HIT"
					StateName="State_AboutToLand">
					<Animation
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						AnimationMode="ONCE" />
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				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SPECIAL_WEAPON_ONE PACKING"
					StateName="State_JumpJetJumping">
					<Animation
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					<ParticleSysBone
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						FXParticleSystemTemplate="GDIZTFireDust"
						FollowBone="true" />
					<ParticleSysBone
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						FXParticleSystemTemplate="GDIZTFireDist"
						FollowBone="true" />
					<ParticleSysBone
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						FXParticleSystemTemplate="GDIZTFireFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="SPINE"
						FXParticleSystemTemplate="GDIZTJumpTrailFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="SPINE"
						FXParticleSystemTemplate="GDIZTJumpTrailSmoke"
						FollowBone="true" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="THROWN_PROJECTILE"
					StateName="JumpJet_Flying">
					<Animation
						AnimationName="GU_Cmmndo_FLYB"
						AnimationMode="ONCE"
						AnimationBlendTime="10" />
					<ParticleSysBone
						BoneName="SPINE"
						FXParticleSystemTemplate="GDIZTJumpTrailFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="SPINE"
						FXParticleSystemTemplate="GDIZTJumpTrailSmoke"
						FollowBone="true" />
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				<AnimationState
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					ConditionsYes="SUPPRESSED MOVING"
					StateName="STATE_Suppressed"
					Flags="RANDOMSTART">
					<Animation
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						AnimationMode="LOOP" />
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					StateName="STATE_Suppressed">
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						AnimationName="GU_Cmmndo_SATA"
						AnimationMode="LOOP" />
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					ConditionsYes="SUPPRESSED"
					Flags="RESTART_ANIM_WHEN_COMPLETE"
					StateName="STATE_Suppressed">
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						AnimationPriority="5" />
					<Animation
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						AnimationMode="ONCE"
						AnimationPriority="1" />
					<Animation
						AnimationName="GU_Cmmndo_SIFB"
						AnimationMode="ONCE"
						AnimationPriority="1" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev ~= "STATE_Suppressed" and Prev ~= "TRANS_toSuppressed" then
						CurDrawableSetTransitionAnimState("TRANS_toSuppressed")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_toSuppressed">
					<Animation
						AnimationName="GU_Cmmndo_SDVA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_fromSuppressed"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="GU_Cmmndo_SGTA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="COVER USING_WEAPON_A"
					StateName="STATE_Cover">
					<Animation
						AnimationName="GU_Cmmndo_KAKA"
						AnimationMode="LOOP" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="COVER MOVING"
					StateName="STATE_Cover">
					<Animation
						AnimationName="GU_Cmmndo_CRNA"
						AnimationMode="LOOP" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="COVER SELECTED"
					StateName="STATE_CoverAttention"
					Flags="RESTART_ANIM_WHEN_COMPLETE">
					<Animation
						AnimationName="GU_Cmmndo_KAIA"
						AnimationMode="ONCE"
						AnimationPriority="10" />
					<Animation
						AnimationName="GU_Cmmndo_KAFA"
						AnimationMode="ONCE"
						AnimationPriority="1" />
					<Animation
						AnimationName="GU_Cmmndo_KAFB"
						AnimationMode="ONCE"
						AnimationPriority="1" />
					<Animation
						AnimationName="GU_Cmmndo_KAFC"
						AnimationMode="ONCE"
						AnimationPriority="1" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_Cover" then
						CurDrawableSetTransitionAnimState("TRANS_CoverToCoverAttention")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="COVER"
					AllowRepeatInRandomPick="true"
					Flags="RESTART_ANIM_WHEN_COMPLETE"
					StateName="STATE_Cover">
					<Animation
						AnimationName="GU_Cmmndo_KBIA"
						AnimationMode="ONCE"
						AnimationPriority="10"
						AnimationBlendTime="10" />
					<Animation
						AnimationName="GU_Cmmndo_KBFA"
						AnimationMode="ONCE"
						AnimationPriority="2"
						AnimationBlendTime="10" />
					<Animation
						AnimationName="GU_Cmmndo_KBFC"
						AnimationMode="ONCE"
						AnimationPriority="2" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_CoverAttention" then
						CurDrawableSetTransitionAnimState("TRANS_CoverAttentionToCover")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING FIRING_A"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="GU_Cmmndo_ATRA"
						AnimationMode="LOOP"
						Distance="75" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="GU_Cmmndo_RUNA"
						AnimationMode="LOOP"
						Distance="75" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_A">
					<Animation
						AnimationName="GU_Cmmndo_ATKA"
						AnimationMode="LOOP" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="ENGAGED">
					<Animation
						AnimationName="GU_Cmmndo_AIDA"
						AnimationMode="LOOP" />
				</AnimationState>
				<!-- EMOTIONS -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="EMOTION_CELEBRATING"
					Flags="RESTART_ANIM_WHEN_COMPLETE">
					<Animation
						AnimationName="GU_Cmmndo_CHRA"
						AnimationMode="LOOP" />
					<Animation
						AnimationName="GU_Cmmndo_CHRB"
						AnimationMode="LOOP" />
				</AnimationState>
				<!-- SELECTED -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SELECTED"
					Flags="RESTART_ANIM_WHEN_COMPLETE"
					StateName="STATE_SelectedPose">
					<Animation
						AnimationName="GU_Cmmndo_AIDA"
						AnimationMode="ONCE"
						AnimationPriority="50"
						AnimationBlendTime="5" />
					<Animation
						AnimationName="GU_Cmmndo_AIFA"
						AnimationMode="ONCE"
						AnimationPriority="15"
						AnimationBlendTime="5" />
					<Animation
						AnimationName="GU_Cmmndo_AIFB"
						AnimationMode="ONCE"
						AnimationPriority="25"
						AnimationBlendTime="5" />
					<Animation
						AnimationName="GU_Cmmndo_AIFC"
						AnimationMode="ONCE"
						AnimationPriority="25"
						AnimationBlendTime="5" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_bored" then
						CurDrawableSetTransitionAnimState("TRANS_IdleToSelected")
						end
					</Script>
				</AnimationState>
				<!-- TRANSITIONS -->
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IdleToSelected">
					<Animation
						AnimationName="GU_Cmmndo_BATA"
						AnimationMode="ONCE"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_SelectedToIdle">
					<Animation
						AnimationName="GU_Cmmndo_ABTA"
						AnimationMode="ONCE"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_CoverAttentionToCover">
					<Animation
						AnimationName="GU_Cmmndo_KATA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_CoverToCoverAttention">
					<Animation
						AnimationName="GU_Cmmndo_KBTA"
						AnimationMode="ONCE" />
				</AnimationState>
			</ScriptedModelDraw>
			<TracerModelDraw
				id="ModuleTag_TracerModelDraw"
				MinLength="100.0"
				MaxLength="100.0"
				Width="5.0"
				MinSpeed="35"
				MaxSpeed="35"
				SweepSpeed="1.0"
				SpreadAngle="0.0"
				MinTracersPerFrame="0.33"
				MaxTracersPerFrame="0.33"
				FrameLifeTime="35"
				WeaponSlotType="PRIMARY_WEAPON"
				Texture="FXTracerGDISniper"
				UseAdditiveBlending="true"
				TracerHitFx="FX_GDISniperBulletHit">
				<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" />
			</TracerModelDraw>
			<TracerModelDraw
				id="ModuleTag_TracerModelDrawTertiary"
				MinLength="100.0"
				MaxLength="100.0"
				Width="5.0"
				MinSpeed="35"
				MaxSpeed="35"
				SweepSpeed="1.0"
				SpreadAngle="0.0"
				MinTracersPerFrame="0.33"
				MaxTracersPerFrame="0.33"
				FrameLifeTime="35"
				WeaponSlotType="TERTIARY_WEAPON"
				Texture="FXTracerGDISniper"
				UseAdditiveBlending="true"
				TracerHitFx="FX_GDISniperBulletHit">
				<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" />
			</TracerModelDraw>
			<TracerModelDraw
				id="ModuleTag_TracerModelDrawVeterancy"
				MinLength="100.0"
				MaxLength="100.0"
				Width="5.0"
				MinSpeed="35"
				MaxSpeed="35"
				SweepSpeed="1.0"
				SpreadAngle="0.0"
				MinTracersPerFrame="0.33"
				MaxTracersPerFrame="0.33"
				FrameLifeTime="35"
				WeaponSlotType="PRIMARY_WEAPON"
				Texture="FXTracerGDISniperHeroic"
				UseAdditiveBlending="true"
				TracerHitFx="FX_GDISniperBulletHitHeroic">
				<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_TracerModelDrawVeterancyTertiary"
				MinLength="100.0"
				MaxLength="100.0"
				Width="5.0"
				MinSpeed="35"
				MaxSpeed="35"
				SweepSpeed="1.0"
				SpreadAngle="0.0"
				MinTracersPerFrame="0.33"
				MaxTracersPerFrame="0.33"
				FrameLifeTime="35"
				WeaponSlotType="TERTIARY_WEAPON"
				Texture="FXTracerGDISniperHeroic"
				UseAdditiveBlending="true"
				TracerHitFx="FX_GDISniperBulletHitHeroic">
				<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>
		</Draws>
		<Behaviors>
			<ProductionUpdate
				id="ModuleTag_ProductionUpdate"
				GiveNoXP="true" />
			<WeaponSetUpdate
				id="ModuleTag_WeaponSetUpdate">
				<WeaponSlotHardpoint
					ID="1"
					AllowInterleavedFiring="false"
					InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
					WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="GDICommandoRailCarbine" />
					<Weapon
						Ordering="SECONDARY_WEAPON"
						Template="GDICommandoSatchelChargeDispatchWeapon" />
					<Weapon
						Ordering="TERTIARY_WEAPON"
						Template="GDICommandoRailCarbineContained" />
				</WeaponSlotHardpoint>
			</WeaponSetUpdate>
			<StealthDetectorUpdate
				id="ModuleTag_StealthDetect"
				DetectionRange="100" />
			<SpecialPowerDispatchSpecialPower
				id="ModuleTag_SatchelChargeDispatch"
				SpecialPowerTemplate="SpecialPower_GDICommandoJumpJet_Dispatch">
				<SpecialPower
					SpecialPowerTemplate="SpecialPowerTriggerJumpJets" />
				<SpecialPower
					SpecialPowerTemplate="SpecialPower_JumpJetPlaceSatchelCharge" />
			</SpecialPowerDispatchSpecialPower>
			<!-- Walk up and place non-sticky satchel charge (on buildings) -->
			<SpecialPower
				id="ModuleTag_SatchelCharge"
				SpecialPowerTemplate="SpecialPower_PlaceSatchelCharge"
				UpdateModuleStartsAttack="true" />
			<WeaponFireSpecialAbilityUpdate
				id="ModuleTag_SatchelChargeUpdate"
				SpecialPowerTemplate="SpecialPower_PlaceSatchelCharge"
				SpecialWeapon="GDICommandoSatchelChargeWeapon"
				UnpackTime="0s"
				PackTime="0s"
				StartAbilityRange="15.0"
				BusyForDuration="0.1s"
				WhichSpecialWeapon="1"
				WeaponSlotType="SECONDARY_WEAPON"
				WeaponSlotID="1"
				Options="USE_OBJECT_GEOMETRY_FOR_WITHIN_RANGE_CHECK IGNORE_FACING_CHECK" />
			<!-- Use jumpjet then walk up and place non-sticky satchel charge (on buildings) -->
			<SpecialPower
				id="ModuleTag_JumpJetPlaceSatchelCharge"
				SpecialPowerTemplate="SpecialPower_JumpJetPlaceSatchelCharge"
				UpdateModuleStartsAttack="true" />
			<WeaponFireSpecialAbilityUpdate
				SpecialWeapon="ZoneTrooperFireJumpJets"
				id="ModuleTag_JumpJetPlaceSatchelChargeUpdate"
				SpecialPowerTemplate="SpecialPower_JumpJetPlaceSatchelCharge"
				UnpackTime="0s"
				PackTime="0s"
				StartAbilityRange="300.0"
				BusyForDuration="4s"
				WhichSpecialWeapon="1"
				OffsetTargetLocationFromObject="true"
				WeaponSlotType="TERTIARY_WEAPON"
				WeaponSlotID="1"
				ChainedButton="Command_GDICommandoPlaceSatchelCharge" />
			<!-- Fire jump jets -->
			<SpecialPower
				id="ModuleTag_JumpJets"
				SpecialPowerTemplate="SpecialPowerTriggerJumpJets"
				UpdateModuleStartsAttack="true" />
			<WeaponFireSpecialAbilityUpdate
				SpecialWeapon="ZoneTrooperFireJumpJets"
				id="ModuleTag_JumpJetUpdate"
				SpecialPowerTemplate="SpecialPowerTriggerJumpJets"
				UnpackTime="0s"
				UnpackSound="GDI_Commando_JumpJetStart"
				PackTime="0s"
				StartAbilityRange="420.0"
				BusyForDuration="2.5s"
				WhichSpecialWeapon="1"
				WeaponSlotType="TERTIARY_WEAPON"
				WeaponSlotID="1"
				TriggerSound="GDI_Commando_JumpJetFireMS" />
			<BezierProjectile
				id="ModuleTag_Projectile"
				FirstHeightMin="104"
				FirstHeightMax="104"
				SecondHeightMin="52"
				SecondHeightMax="52"
				FirstPercentIndent="20"
				SecondPercentIndent="70"
				TumbleRandomly="true"
				CrushStyle="true"
				BounceCount="0"
				FinalStuckTime="1.766s"
				PreLandingStateTime="0.3s" />
			<Physics
				id="ModuleTag_Physics" />
			<EmotionTrackerUpdate
				id="Module_ETU">
				<TauntAndPointExcluded
					Rule="NONE" />
				<AddEmotion>CheerIdle_Base</AddEmotion>
				<AddEmotion>CheerBusy_Base</AddEmotion>
			</EmotionTrackerUpdate>
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="7s"
				SinkRate="2.4"
				DestructionDelay="8.5s">
				<DieMuxData
					DeathTypes="ALL" />
				<FX
					Type="INITIAL">
					<FX>FX_GDI_Commando_VoiceDie</FX>
				</FX>
				<!--
				<Sound
					Type="INITIAL"
					List="GDI_Commando_VoiceDie" />
-->
			</SlowDeath>
			<SuppressionUpdate
				id="ModuleTag_SuppressionUpdate"
				UpdateDelay="0.5s"
				Suppressability="1000"
				SuppressionDuration="1.5s"
				AttributeModifierSuppressed="Modifier_Test_Suppression"
				AttributeModifierForceMove="Modifier_Test_Suppression_ForceMove" />
			<FindCoverBehavior
				id="ModuleTag_FCB"
				CoverScanRange="10.0"
				AttributeModifierInCover="Modifier_Cover" />
			<AISpecialPowerUpdate
				id="ModuleTag_GDICommandoJetPackAI"
				CommandButtonName="Command_CommandoFireJumpJets"
				SpecialPowerAIType="SPECIAL_POWER_MOVEMENT"
				MinimumCutoff="200" />
			<xi:include
				href="../../Includes/GDICallForTransport.xml" />
			<StancesBehavior
				id="ModuleTag_Stance"
				StanceTemplate="Generic" />
			<StatusBitsUpgrade
				id="ModuleTag_VeterancyUpgrade"
				StatusToSet="WEAPON_UPGRADED_01">
				<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</StatusBitsUpgrade>
			<xi:include
				href="DATA:Includes/CaptureBehavior.xml"
				xpointer="xmlns(n=uri:ea.com:eala:asset) xpointer(/n:Behaviors/child::*)" />
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="YES">
				<UnitAITargetChooserData
					SympathyRange="100.0"
					IdleScanDelay="0.01s" />
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="500" />
		</Body>
		<ClientBehaviors>
			<AnimationSoundClientBehavior id="AnimationSound" >
				<Sound Sound="GDI_Commando_JumpJetLand" Animation="GU_Cmmndo_LNDB" Frame="8" />
				<Sound Sound="Bodyfall" Animation="GU_Cmmndo_LNDA" Frame="5" />
			</AnimationSoundClientBehavior>				
		</ClientBehaviors>
		<Geometry
			IsSmall="true">
			<Shape
				Type="CYLINDER"
				MajorRadius="7.0"
				Height="13.0"
				ContactPointGeneration="SQUAD_MEMBER" />
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="GDI_Commando_VoiceAttack"
				AudioType="voiceAttack" />
			<AudioEntry
				Sound="GDI_Commando_VoiceAttackC4"
				AudioType="voiceAttackStructure" />
			<AudioEntry
				Sound="GDI_Commando_VoiceCreateMS"
				AudioType="voiceCreated" />
			<AudioEntry
				Sound="GDI_Commando_VoiceGarrison"
				AudioType="voiceGarrison" />
			<AudioEntry
				Sound="GDI_Commando_VoiceMove"
				AudioType="voiceMove" />
			<AudioEntry
				Sound="GDI_Commando_VoiceMoveAttack"
				AudioType="voiceAttackAfterMoving" />
			<AudioEntry
				Sound="GDI_Commando_VoiceRetreat"
				AudioType="voiceRetreatToCastle" />
			<AudioEntry
				Sound="GDI_Commando_VoiceSelectMS"
				AudioType="voiceSelect" />
			<AudioEntry
				Sound="GDI_Commando_VoiceSelectBattleMS"
				AudioType="voiceSelectBattle" />
			<NamedEntry
				Sound="GDI_Commando_VoiceMoveJumpJet"
				Name="InitiateJumpJets" />
			<NamedEntry
				Sound="GDI_Commando_VoiceAttackC4"
				Name="InitiatePlaceSatchelCharge" />
			<NamedEntry
				Sound="GDI_Commando_VoiceAttackC4"
				Name="InitiatePlaceSatchelChargeSticky" />
			<NamedEntry
				Sound="GDI_Commando_VoiceAttackC4"
				Name="InitiateJumpJetPlaceSatchelCharge" />
			<NamedEntry
				Sound="GDI_Commando_VoiceAttackC4"
				Name="InitiateJumpJetPlaceSatchelChargeSticky" />
		</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" />
		<EvaEvents
			EvaEnemyObjectSightedEvent="EnemyCommandoDetected" />
		<CrusherInfo
			CrushableLevel="3"
			/>
			
	</GameObject>
</AssetDeclaration>
