﻿<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset">
  <GameObject id="NODCommando" KindOf="SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY PRELOAD STEALTH_GARRISON SCORE CAN_PLACE_CHARGE ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAPTURE PATH_THROUGH_INFANTRY UNIQUE_UNIT SKIRMISH_AI_DONT_GARRISON IGNORE_FORCE_MOVE SNIPER CAN_BE_FAVORITE_UNIT" Description="Desc:NODCommando" TypeDescription="Type:NODCommando" RadarPriority="UNIT" BuildCompletion="APPEARS_AT_RALLY_POINT" Side="NOD" EditorName="NODCommando" EditorSorting="UNIT" BuildTime="20" CommandSet="NODCommandoCommandSet" SelectPortrait="Portrait_NODCommando" ButtonImage="Portrait_NODCommando" VoicePriority="124" CommandPoints="100" ProductionQueueType="INFANTRY" UnitCategory="INFANTRY" WeaponCategory="GUN" UnitTypeIcon="CommandoIcon" BuildCost="2000" MaxSimultaneousOfType="1" TransportSlotCount="1">
    <DisplayName>Name:NODCommando</DisplayName>
    <GameDependency>
      <RequiredObject>NODSecretShrine</RequiredObject>
      <RequiredObject>NODTechAssemblyPlant</RequiredObject>
    </GameDependency>
    <ArmorSet Armor="NODCommandoArmor" DamageFX="InfantryDamageFX" />
    <LocomotorSet Speed="60" Locomotor="HumanLocomotor" />
    <LocomotorSet Speed="75" Condition="PANIC" Locomotor="HumanLocomotor" />
    <SkirmishAIInformation UnitBuilderStandardCombatUnit="True" />
    <Draws>
      <ScriptedModelDraw id="0x50DF2C46" MaxRecoilDistance="3" RecoilDamping="0.4" OkToChangeModelColor="True">
        <ModelConditionState ParseCondStateType="PARSE_DEFAULT">
          <Model Name="W3DContainer:NU_CMMNDO_SKN" />
          <WeaponFireFXBone BoneName="B_WEAPONA_FX" />
          <WeaponFireFXBone WeaponSlotType="TERTIARY_WEAPON" BoneName="B_WEAPONA_FX" />
          <WeaponLaunchBone BoneName="B_WEAPONA_FX" />
          <WeaponLaunchBone WeaponSlotType="TERTIARY_WEAPON" BoneName="B_WEAPONA_FX" />
        </ModelConditionState>
        <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FORMATION_PREVIEW">
          <Model Name="W3DContainer:FXCOMMANDO_FP" />
        </ModelConditionState>
        <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="INSIDE_GARRISON">
          <Model Name="W3DContainer:NUGAR_COMM" />
          <WeaponFireFXBone BoneName="B_WEAPONA_FX" />
          <WeaponFireFXBone WeaponSlotType="TERTIARY_WEAPON" BoneName="B_WEAPONA_FX" />
          <WeaponLaunchBone BoneName="B_WEAPONA_FX" />
          <WeaponLaunchBone WeaponSlotType="TERTIARY_WEAPON" BoneName="B_WEAPONA_FX" />
        </ModelConditionState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FORMATION_PREVIEW" />
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="INSIDE_GARRISON" />
        <AnimationState ParseCondStateType="PARSE_DEFAULT" StateName="STATE_Idle" Flags="RESTART_ANIM_WHEN_COMPLETE" AllowRepeatInRandomPick="True">
          <Animation AnimationName="NU_CMMNDO_BIDA" AnimationMode="ONCE" AnimationPriority="20" />
          <Animation AnimationName="NU_CMMNDO_BIFA" AnimationMode="ONCE" AnimationPriority="5" />
          <Animation AnimationName="NU_CMMNDO_BIFB" AnimationMode="ONCE" AnimationPriority="5" />
          <Animation AnimationName="NU_CMMNDO_BIFC" AnimationMode="ONCE" AnimationPriority="5" />
          <Animation AnimationName="NU_CMMNDO_BIFD" AnimationMode="ONCE" AnimationPriority="5" />
          <Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_stunned_flailing" then
						CurDrawableSetTransitionAnimState("STATE_stunned_landing")
						end
						if Prev == "STATE_Suppressed" then
						CurDrawableSetTransitionAnimState("TRANS_fromSuppressed")
						end
						if Prev == "STATE_SelectedPose" then
						CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
						end
					</Script>
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="STUNNED_FLAILING" StateName="STATE_stunned_flailing">
          <Animation AnimationName="NU_CMMNDO_FLYA" AnimationMode="LOOP" />
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" StateName="STATE_stunned_landing">
          <Animation AnimationName="NU_CMMNDO_LNDA" AnimationMode="ONCE" />
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FRONTCRUSHED">
          <Animation AnimationName="NU_CMMNDO_CDTA" AnimationMode="ONCE" />
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="BACKCRUSHED">
          <Animation AnimationName="NU_CMMNDO_CDTB" AnimationMode="ONCE" />
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="SUPPRESSED DYING" StateName="STATE_Suppressed">
          <Animation AnimationName="NU_CMMNDO_SDIA" AnimationMode="ONCE" />
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="COVER DYING" StateName="STATE_Cover">
          <Animation AnimationName="NU_CMMNDO_KDIA" AnimationMode="ONCE" />
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING">
          <Animation AnimationName="NU_CMMNDO_DIEA" AnimationMode="ONCE" />
          <Animation AnimationName="NU_CMMNDO_DIEB" AnimationMode="ONCE" />
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="SUPPRESSED MOVING" StateName="STATE_Suppressed">
          <Animation AnimationName="NU_CMMNDO_SMVA" AnimationMode="LOOP" />
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="SUPPRESSED USING_WEAPON_A" StateName="STATE_Suppressed">
          <Animation AnimationName="NU_CMMNDO_SATA" AnimationMode="LOOP" />
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="SUPPRESSED" StateName="STATE_Suppressed" Flags="RESTART_ANIM_WHEN_COMPLETE">
          <Animation AnimationName="NU_CMMNDO_SIDA" AnimationMode="ONCE" AnimationPriority="10" />
          <Animation AnimationName="NU_CMMNDO_SIFA" AnimationMode="ONCE" />
          <Animation AnimationName="NU_CMMNDO_SIFB" AnimationMode="ONCE" />
          <Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev ~= "STATE_Suppressed" and Prev ~= "TRANS_toSuppressed" then
						CurDrawableSetTransitionAnimState("TRANS_toSuppressed")
						end
					</Script>
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="COVER MOVING">
          <Animation AnimationName="NU_CMMNDO_CRNA" AnimationMode="LOOP" />
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="COVER USING_WEAPON_A" StateName="STATE_Cover">
          <Animation AnimationName="NU_CMMNDO_KAKA" AnimationMode="LOOP" AnimationBlendTime="7" />
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="COVER SELECTED" StateName="STATE_CoverAttention" Flags="RESTART_ANIM_WHEN_COMPLETE" AllowRepeatInRandomPick="True">
          <Animation AnimationName="NU_CMMNDO_KAIA" AnimationMode="ONCE" AnimationBlendTime="10" AnimationPriority="10" />
          <Animation AnimationName="NU_CMMNDO_KAFA" AnimationMode="ONCE" AnimationBlendTime="10" AnimationPriority="2" />
          <Animation AnimationName="NU_CMMNDO_KAFB" AnimationMode="ONCE" AnimationBlendTime="10" AnimationPriority="2" />
          <Animation AnimationName="NU_CMMNDO_KAFC" AnimationMode="ONCE" AnimationBlendTime="10" AnimationPriority="2" />
          <Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_Cover" then
						CurDrawableSetTransitionAnimState("TRANS_CoverToCoverAttention")
						end
					</Script>
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="COVER" StateName="STATE_Cover" Flags="RESTART_ANIM_WHEN_COMPLETE" AllowRepeatInRandomPick="True">
          <Animation AnimationName="NU_CMMNDO_KBIA" AnimationMode="ONCE" AnimationBlendTime="10" AnimationPriority="10" />
          <Animation AnimationName="NU_CMMNDO_KBFA" AnimationMode="ONCE" AnimationBlendTime="10" AnimationPriority="2" />
          <Animation AnimationName="NU_CMMNDO_KBFB" AnimationMode="ONCE" AnimationBlendTime="10" AnimationPriority="2" />
          <Animation AnimationName="NU_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 USING_WEAPON_A" Flags="RANDOMSTART">
          <Animation AnimationName="NU_CMMNDO_ATRA" AnimationMode="LOOP" />
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="USING_WEAPON_A">
          <Animation AnimationName="NU_CMMNDO_ATKA" AnimationMode="LOOP" AnimationBlendTime="7" AnimationPriority="75" />
          <Animation AnimationName="NU_CMMNDO_ATKA2" AnimationMode="LOOP" AnimationBlendTime="3" AnimationPriority="25" />
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING">
          <Animation AnimationName="NU_CMMNDO_RUNA" AnimationMode="LOOP" AnimationBlendTime="15" />
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="EMOTION_CELEBRATING">
          <Animation AnimationName="NU_CMMNDO_CHRA" AnimationMode="LOOP" />
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="SELECTED" StateName="STATE_SelectedPose" Flags="RESTART_ANIM_WHEN_COMPLETE" AllowRepeatInRandomPick="True">
          <Animation AnimationName="NU_CMMNDO_AIDA" AnimationMode="ONCE" AnimationBlendTime="15" AnimationPriority="10" />
          <Animation AnimationName="NU_CMMNDO_AIFA" AnimationMode="ONCE" AnimationBlendTime="15" />
          <Animation AnimationName="NU_CMMNDO_AIFB" AnimationMode="ONCE" AnimationBlendTime="15" />
          <Animation AnimationName="NU_CMMNDO_AIFC" AnimationMode="ONCE" AnimationBlendTime="15" AnimationPriority="3" />
          <Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_Idle" then
						CurDrawableSetTransitionAnimState("TRANS_IdleToSelected")
						end
					</Script>
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_TRANSITION" StateName="TRANS_IdleToSelected">
          <Animation AnimationName="NU_CMMNDO_BATA" AnimationMode="ONCE" />
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_TRANSITION" StateName="TRANS_SelectedToIdle">
          <Animation AnimationName="NU_CMMNDO_ABTA" AnimationMode="ONCE" />
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_TRANSITION" StateName="TRANS_toSuppressed">
          <Animation AnimationName="NU_CMMNDO_SDVA" AnimationMode="ONCE" />
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_TRANSITION" StateName="TRANS_fromSuppressed">
          <Animation AnimationName="NU_CMMNDO_SGTA" AnimationMode="ONCE" />
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_TRANSITION" StateName="TRANS_CoverAttentionToCover">
          <Animation AnimationName="NU_CMMNDO_KATA" AnimationMode="ONCE" />
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_TRANSITION" StateName="TRANS_CoverToCoverAttention">
          <Animation AnimationName="NU_CMMNDO_KBTA" AnimationMode="ONCE" />
        </AnimationState>
      </ScriptedModelDraw>
      <LaserDraw id="0x9FE06199" Texture1_VTile="0.5" Texture2_VTile="0.03" Texture1_VScrollRate="0.2" Texture2_VScrollRate="1" WeaponSlotID="1" LaserStateID="1">
        <FXShader ShaderName="Laser.fx">
          <Constants>
            <Texture Name="Texture1">
              <Value>FXObeliskLaser</Value>
            </Texture>
            <Texture Name="Texture2">
              <Value>FXLaserOverlay</Value>
            </Texture>
          </Constants>
        </FXShader>
        <ObjectStatusValidation ForbiddenStatus="WEAPON_UPGRADED_01" />
      </LaserDraw>
      <LaserDraw id="0x5FC0AD86" Texture1_VTile="0.5" Texture2_VTile="2" Texture1_VScrollRate="0.2" Texture2_VScrollRate="0.7" LaserWidth="20" WeaponSlotID="1" LaserStateID="1" UseDistortionShader="True">
        <FXShader ShaderName="Laser.fx">
          <Constants>
            <Texture Name="Texture1">
              <Value>FXAlienOverlay</Value>
            </Texture>
            <Texture Name="Texture2">
              <Value>FXAlienOverlay</Value>
            </Texture>
          </Constants>
        </FXShader>
        <ObjectStatusValidation RequiredStatus="WEAPON_UPGRADED_01" />
      </LaserDraw>
      <LaserDraw id="0x61DD4683" Texture1_VTile="0.5" Texture2_VTile="0.03" Texture1_VScrollRate="0.2" Texture2_VScrollRate="1" WeaponSlotID="1" LaserStateID="2">
        <FXShader ShaderName="Laser.fx">
          <Constants>
            <Texture Name="Texture1">
              <Value>FXObeliskLaser</Value>
            </Texture>
            <Texture Name="Texture2">
              <Value>FXLaserOverlay</Value>
            </Texture>
          </Constants>
        </FXShader>
        <ObjectStatusValidation ForbiddenStatus="WEAPON_UPGRADED_01" />
      </LaserDraw>
      <LaserDraw id="0xB3890E44" Texture1_VTile="0.5" Texture2_VTile="0.03" Texture1_VScrollRate="1" Texture2_VScrollRate="1" WeaponSlotID="1" LaserStateID="1">
        <FXShader ShaderName="Laser.fx">
          <Constants>
            <Texture Name="Texture1">
              <Value>FXObeliskLaserHeroic</Value>
            </Texture>
            <Texture Name="Texture2">
              <Value>FXLaserOverlay</Value>
            </Texture>
          </Constants>
        </FXShader>
        <ObjectStatusValidation RequiredStatus="WEAPON_UPGRADED_01" />
      </LaserDraw>
      <LaserDraw id="0x7E93E3AF" Texture1_VTile="0.5" Texture2_VTile="0.03" Texture1_VScrollRate="1" Texture2_VScrollRate="1" WeaponSlotID="1" LaserStateID="2">
        <FXShader ShaderName="Laser.fx">
          <Constants>
            <Texture Name="Texture1">
              <Value>FXObeliskLaserHeroic</Value>
            </Texture>
            <Texture Name="Texture2">
              <Value>FXLaserOverlay</Value>
            </Texture>
          </Constants>
        </FXShader>
        <ObjectStatusValidation RequiredStatus="WEAPON_UPGRADED_01" />
      </LaserDraw>
    </Draws>
    <Behaviors>
      <AttributeModifierPoolUpdate id="0x513BC476" />
      <SquishCollide id="0x8CCB269A" />
      <CrushDie id="0xD696466A">
        <DieMuxData DeathTypes="CRUSHED" />
      </CrushDie>
      <FXListBehavior id="0xBC2FBBCA">
        <DieMuxData DeathTypes="CRUSHED" />
        <Event FX="FX_InfantrySquished" />
      </FXListBehavior>
      <FireWeaponWhenDead id="0xDDED328F" DeathWeapon="CatalystInfantryDeathWeapon" InitiallyActive="True">
        <DieMuxData DeathTypes="CATALYST" />
      </FireWeaponWhenDead>
      <AutoHealBehavior id="0xC07BF5C0" HealingAmount="10" HealingDelay="0.5s" StartHealingDelay="1s">
        <TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
      </AutoHealBehavior>
      <AttributeModifierUpgrade id="0xAA36A1AA" AttributeModifier="Modifier_MultifunctionUpgradeCenterSpeed">
        <TriggeredBy>Upgrade_MultifunctionUpgradeCenterSpeed</TriggeredBy>
      </AttributeModifierUpgrade>
      <AttributeModifierUpgrade id="0x81C6F752" AttributeModifier="Modifier_MultifunctionUpgradeCenterDamage">
        <TriggeredBy>Upgrade_MultifunctionUpgradeCenterDamage</TriggeredBy>
      </AttributeModifierUpgrade>
      <AttributeModifierUpgrade id="0xE35F7EC4" AttributeModifier="Modifier_MultifunctionUpgradeCenterArmor">
        <TriggeredBy>Upgrade_MultifunctionUpgradeCenterArmor</TriggeredBy>
      </AttributeModifierUpgrade>
      <LevelUpUpgrade id="0xA92BDFEA" LevelsToGain="1" LevelCap="4">
        <TriggeredBy>Upgrade_ProductionVeterancy_VETERAN</TriggeredBy>
      </LevelUpUpgrade>
      <LevelUpUpgrade id="0x5C3F216A" LevelsToGain="2" LevelCap="4">
        <TriggeredBy>Upgrade_ProductionVeterancy_ELITE</TriggeredBy>
      </LevelUpUpgrade>
      <LevelUpUpgrade id="0x379F3CE2" LevelsToGain="3" LevelCap="4">
        <TriggeredBy>Upgrade_ProductionVeterancy_HEROIC</TriggeredBy>
      </LevelUpUpgrade>
      <TemporarilyDefectUpdate id="0x3473AFD2" DefectionFrameCount="300" />
      <WeaponSetUpdate id="0x720F4A50">
        <WeaponSlotHardpoint ID="1" InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE">
          <Weapon Template="NODCommandoLaserCarbine" />
          <Weapon Ordering="SECONDARY_WEAPON" Template="NODCommandoSatchelChargeDispatchWeapon" />
          <Weapon Ordering="TERTIARY_WEAPON" Template="NODCommandoLaserCarbineContained" />
        </WeaponSlotHardpoint>
      </WeaponSetUpdate>
      <LaserState id="0x14BDCE42" LaserId="1" />
      <LaserState id="0x6F459D49" LaserId="2" />
      <InvisibilityUpdate id="0x3BD7F2F5" Options="STARTS_ACTIVE" UpdatePeriod="0.2s" OpacityMin="30%">
        <InvisibilityNugget ForbiddenConditions="ATTACKING PREATTACK_A FIRING_A FIRING_OR_PREATTACK_A RELOADING_A PREATTACK_B FIRING_B FIRING_OR_PREATTACK_B RELOADING_B MOVING USING_WEAPON_A USING_WEAPON_B" ForbiddenConditionExceptions="MOVING MOVING_OUT_OF_THE_WAY" ForbiddenStatus="IS_FIRING_WEAPON USING_ABILITY IS_AIMING_WEAPON SPECIAL_ABILITY_PACKING_UNPACKING_OR_USING" EnteringStealthFX="FX_NODStealthTransitionOn" LeavingStealthFX="FX_NODStealthTransitionOff" />
      </InvisibilityUpdate>
      <StealthDetectorUpdate id="0x70ED959C" DetectionRange="100" />
      <SpecialPower id="0x41BB18BB" SpecialPowerTemplate="SpecialPower_PlaceSatchelCharge" UpdateModuleStartsAttack="True">
        <AttributeModifierAffects Rule="UNPARSED" />
        <RequirementsFilterMP Rule="UNPARSED" />
        <RequirementsFilterStrategic Rule="UNPARSED" />
      </SpecialPower>
      <WeaponFireSpecialAbilityUpdate id="0xF2F38E0A" SpecialPowerTemplate="SpecialPower_PlaceSatchelCharge" StartAbilityRange="15" UnpackTime="0.1s" Options="IGNORE_FACING_CHECK USE_OBJECT_GEOMETRY_FOR_WITHIN_RANGE_CHECK" FaceTarget="True" SpecialWeapon="NODCommandoSatchelChargeWeapon" WhichSpecialWeapon="1" BusyForDuration="0.1s" />
      <Physics id="0x6D41764B" />
      <ProductionUpdate id="0x749674DE" />
      <EmotionTrackerUpdate id="0x2C1462D7">
        <TauntAndPointExcluded />
        <AddEmotion>CheerIdle_Base</AddEmotion>
        <AddEmotion>CheerBusy_Base</AddEmotion>
      </EmotionTrackerUpdate>
      <SlowDeath id="0x73542D4A" SinkRate="2.4" SinkDelay="3s" DestructionDelay="4.5s">
        <Sound List="NOD_Commando_VoiceDie" />
        <DieMuxData DeathTypes="ALL" />
      </SlowDeath>
      <BezierProjectile id="0x3F02602F" FirstHeightMin="104" FirstHeightMax="104" SecondHeightMin="52" SecondHeightMax="52" FirstPercentIndent="20%" SecondPercentIndent="70%" FinalStuckTime="1.766s" PreLandingStateTime="0.3s" TumbleRandomly="True" CrushStyle="True" />
      <SuppressionUpdate id="0x3AE0061F" UpdateDelay="0.5s" Suppressability="1000" SuppressionDuration="1.5s" AttributeModifierSuppressed="Modifier_Test_Suppression" AttributeModifierForceMove="Modifier_Test_Suppression_ForceMove" />
      <FindCoverBehavior id="0x53580964" AttributeModifierInCover="Modifier_Cover" CoverScanRange="10" />
      <CreateAndEnterObjectSpecialPower id="0x6D44A823" SpecialPowerTemplate="SpecialPowerCallForTransportNOD" TriggerFX="FX_NodCallForTransportFlare" IdleWhenStartingPower="True" ChildModuleHandlesFX="True" OCL="OCL_NodCallForTransportInfantry" CreateLocation="CREATE_ABOVE_LOCATION">
        <AttributeModifierAffects Rule="UNPARSED" />
        <RequirementsFilterMP Rule="UNPARSED" />
        <RequirementsFilterStrategic Rule="UNPARSED" />
        <FXOffset x="25" />
      </CreateAndEnterObjectSpecialPower>
      <StancesBehavior id="0x54CA416E" StanceTemplate="Generic" />
      <SpecialPower id="0x9C918DD9" SpecialPowerTemplate="SpecialPowerCaptureControlPoint" UpdateModuleStartsAttack="True">
        <AttributeModifierAffects Rule="UNPARSED" />
        <RequirementsFilterMP Rule="UNPARSED" />
        <RequirementsFilterStrategic Rule="UNPARSED" />
      </SpecialPower>
      <CaptureSpecialAbilityUpdate id="0x89E11CB0" SpecialPowerTemplate="SpecialPowerCaptureControlPoint" StartAbilityRange="30" PreparationTime="10s" PackTime="1s" UnpackTime="2s" Options="DO_CAPTURE_FX" FaceTarget="True" />
      <StatusBitsUpgrade id="0xD305500E" StatusToSet="WEAPON_UPGRADED_01">
        <TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
      </StatusBitsUpgrade>
      <FlammableUpdate id="D40EA3B5" BurnedDelay="0s" AflameDuration="5s" AflameDamageAmount="3" AflameDamageDelay="0.5s" BurningSoundName="" FlameDamageLimit="20" FlameDamageExpiration="10s" RunToWaterDepth="0" RunToWaterSearchRadius="200" RunToWaterSearchIncrement="60" DamageType="SNIPER" SetBurnedStatus="True" SwapModelWhenAflame="False" SwapModelWhenQuenched="False" SwapTextureWhenAflame="True" SwapTextureWhenQuenched="True" BurnContained="False" RunToWater="True" PanicLocomotorWhileAflame="True" />
    </Behaviors>
    <AI>
      <AIUpdate id="0x12FA48BA" AutoAcquireEnemiesWhenIdle="YES" BurningDeathTime="5s">
        <UnitAITargetChooserData IdleScanDelay="0.01s" SympathyRange="100" TargetingCompareList="DefaultTargetingCompareList" />
      </AIUpdate>
    </AI>
    <Body>
      <ActiveBody id="0xB313F576" MaxHealth="500" BurningDeathFX="" BurningDeathBehavior="True" />
    </Body>
    <ClientBehaviors>
      <AnimationSoundClientBehavior id="0x7A2074AA">
        <Sound Sound="AudioEvent:Bodyfall" Animation="NU_CMMNDO_LNDA" Frame="5" />
      </AnimationSoundClientBehavior>
    </ClientBehaviors>
    <Geometry IsSmall="True">
      <Shape Type="CYLINDER" ContactPointGeneration="SQUAD_MEMBER" MajorRadius="7" Height="13" />
    </Geometry>
    <AudioArrayVoice>
      <AudioEntry Sound="AudioEvent:NOD_Commando_VoiceAttack" AudioType="voiceAttack" />
      <AudioEntry Sound="AudioEvent:NOD_Commando_VoiceAttackC4" AudioType="voiceAttackStructure" />
      <AudioEntry Sound="Multisound:NOD_Commando_VoiceCreateMS" AudioType="voiceCreated" />
      <AudioEntry Sound="AudioEvent:NOD_Commando_VoiceGarrison" AudioType="voiceGarrison" />
      <AudioEntry Sound="AudioEvent:NOD_Commando_VoiceMove" AudioType="voiceGuard" />
      <AudioEntry Sound="AudioEvent:NOD_Commando_VoiceMove" AudioType="voiceMove" />
      <AudioEntry Sound="AudioEvent:NOD_Commando_VoiceMoveAttack" AudioType="voiceAttackAfterMoving" />
      <AudioEntry Sound="AudioEvent:NOD_Commando_VoiceRetreat" AudioType="voiceRetreatToCastle" />
      <AudioEntry Sound="Multisound:NOD_Commando_VoiceSelectMS" AudioType="voiceSelect" />
      <AudioEntry Sound="Multisound:NOD_Commando_VoiceSelectBattleMS" AudioType="voiceSelectBattle" />
      <NamedEntry Sound="AudioEvent:NOD_Commando_VoiceAttackC4" Name="0xCA9F677D" />
      <NamedEntry Sound="AudioEvent:NOD_Commando_VoiceAttackC4" Name="0x0632A7AB" />
    </AudioArrayVoice>
    <EvaEvents EvaEventDieOwner="UnitLost" EvaEventDamagedOwner="UnitUnderAttack" EvaEventDamagedFromShroudedSourceOwner="UnitUnderAttackFromShroudedUnit" EvaEventDamagedByFireOwner="GenericUnitBeingBurned" EvaEventSecondDamageFarFromFirstScanRange="600" EvaEventSecondDamageFarFromFirstTimeoutMS="155" EvaEventAmbushed="UnitAmbushed" EvaEnemyObjectSightedEvent="EnemyCommandoDetected" EvaEventDetectedEnemy="EnemyStealthUnitDiscovered" EvaEventAvailableForProduction="NewConstructionOptions" EvaEventProductionStarted="UnitConstructionStarted" EvaEventBuildOnHold="BuildOnHold" EvaEventBuildCancelled="BuildCancelled" EvaEventPromotedOwner="UnitPromoted" />
    <ShadowInfo Type="DECAL" Texture="shadowi" SizeX="14" SizeY="14" />
    <VisionInfo VisionRange="350" ShroudClearingRange="400" />
    <CrusherInfo CrushableLevel="3" />
  </GameObject>
</AssetDeclaration>