<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset">
	<GameObject
		id="SteelTalonsBehemoth"
		KindOf="SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS TRANSPORT SIEGE_WEAPON PRELOAD SCORE VEHICLE VALID_TARGET_FOR_C4 CAN_BE_FAVORITE_UNIT CAN_FIRE_EVEN_IF_CONTAINED_ARE_NOT_IN_RANGE"
		Description="Desc:SteelTalonsBehemoth"
		TypeDescription="Type:SteelTalonsBehemoth"
		RadarPriority="UNIT"
		BuildCompletion="INVALID"
		FenceWidth="0"
		FenceXOffset="0"
		RemoveTerrainRadius="0"
		EmotionRange="0"
		PlacementViewAngle="0d"
		BuildFadeInOnCreateTimeSeconds="0.25s"
		FactoryExitWidth="0"
		FactoryExtraBibWidth="0"
		Side="SteelTalons"
		EditorName="SteelTalonsBehemoth"
		EditorSorting="UNIT"
		BountyValue="0"
		BuildTime="22"
		BuildFadeInOnCreateTime="0"
		EnergyProduction="0"
		EnergyBonus="0"
		CommandSet="SteelTalonsBehemothCommandSet"
		SelectPortrait="Portrait_SF1WalkerArtillery"
		ButtonImage="Portrait_SF1WalkerArtillery"
		VoicePriority="214"
		MinZIncreaseForVoiceMoveToHigherGround="-1"
		CrowdResponse=""
		CampnessValue="0"
		CampnessValueRadius="600"
		Scale="1"
		HealthBoxScale="1.5"
		HealthBoxHeightOffset="10"
		OcclusionDelay="0"
		LiveCameraPitch="0"
		FormationWidth="1"
		FormationDepth="1"
		InstanceScaleFuzziness="0"
		ThreatRadius="-1"
		RamPower="0"
		RamZMult="1"
		ShockwaveResistance="100"
		CommandPoints="100"
		CommandPointBonus="0"
		VoiceAttackChargeTimeout="0"
		MaxDistanceForEngaged="0"
		EngagedStateTimeout="0"
		ThreatLevel="10"
		SlopeLimitIndex="0"
		PathfindDiameter="-1"
		SupplyOverride="0"
		DisplayMeleeDamage="-1"
		DisplayRangedDamage="-1"
		HeroSortOrder="2147483647"
		FiringArc="360"
		CamouflageDetectionMultiplier="1"
		SelectionPriority="2147483647"
		ProductionQueueType="VEHICLE"
		BuildPlacementTypeFlag="INVALID"
		BuildOnRequiredObjectKindOf=""
		UnitCategory="VEHICLE"
		WeaponCategory="CANNON"
		HasFiredRecentlyTime="2s"
		UnitTypeIcon=""
		ReinvisibilityDelay="7s"
		CaptureTime="0s"
		BuildCost="2200"
		RefundValue="0"
		ThreatValue="0"
		MaxSimultaneousOfType="0"
		TransportSlotCount="1"
		IsTrainable="True"
		IsForbidden="False"
		IsPrerequisite="False"
		IsGrabbable="False"
		IsHarvestable="False"
		StructureRubbleHeight="0"
		ForceLuaRegistration="False"
		ShowHealthInSelectionDecal="False"
		KeepSelectableWhenDead="False"
		IsAutoBuilt="False"
		CanPathThroughGates="True"
		ShouldClearShotsOnIdle="False"
		BuildInProximityToSamePlayerStucture="True">
		<DisplayName>Name:SteelTalonsBehemoth</DisplayName>
		<GameDependency
			RequiredModelConditionsAny=""
			ForbiddenModelConditions=""
			RequiredObjectStatusAny="">
			<RequiredObject>SteelTalonsTechCenter</RequiredObject>
		</GameDependency>
		<ArmorSet
			Armor="GDIJuggernaughtArmor"
			DamageFX="VehicleDamageFX"
			Conditions="" />
		<LocomotorSet
			Speed="40"
			Condition="NORMAL"
			Locomotor="JuggernaughtLocomotor" />
		<SkirmishAIInformation
			BaseBuildingLocation="FRONT"
			ConquerMetricsOverrideDamageType="UNDEFINED"
			ConquerMetricsOverrideAntiMask="ANTI_GROUND"
			UnitBuilderStandardCombatUnit="True" />
		<Draws>
			<ScriptedModelDraw
				id="50DF2C46"
				RecoilDamping="3.2"
				MaxRecoilDistance="10"
				InitialRecoilSpeed="10"
				RecoilSettleSpeed="3"
				MinLODRequired="LOW"
				ProjectileBoneFeedbackEnabledSlots=""
				TrackMarks=""
				ExtraPublicBone="B_SHELL01 B_PISTONLA B_FOOTL B_FOOTR FXMUZZLE01 FXMUZZLE02 FXMUZZLE03 MuzzleFlash_01 MuzzleFlash_02 MuzzleFlash_03 BoneGarrison01 BoneGarrison02 BoneGarrison03 BoneGarrison04 BoneGarrison05 BoneGarrison06 BoneGarrison07 BoneGarrison08 BoneGarrison09 BoneGarrison10"
				DependencySharedModelFlags=""
				HighDetailLODThreshold="0"
				LowDetailLODThreshold="0"
				WadingParticleSys=""
				AlphaCameraFadeOuterRadius="0"
				AlphaCameraFadeInnerRadius="0"
				AlphaCameraAtInnerRadius="100%"
				StaticSortLevelWhileFading="-1"
				BirthFadeTime="0"
				OkToChangeModelColor="True"
				AnimationsRequirePower="True"
				UseYAxisForTurretRotation="True"
				TrackMarksOnlyWhenCorneringQuickly="False"
				UseProducerTexture="False"
				NoRotate="False"
				UseFiringArcRotation="False"
				Selectable="True"
				RandomTextureFixedRandomIndex="False"
				ParticlesAttachedToAnimatedBones="False"
				ParticleBonesCheckDrawable="False"
				ShadowForceDisable="False"
				SwitchModelLODMode="False"
				StaticModelLODMode="False"
				ShowShadowWhileContained="False"
				UseStandardModelNames="False"
				UseDefaultAnimation="False"
				BirthFadeAdditive="False"
				ZWriteDisableOverride="False"
				MultiPlayerOnly="False"
				AffectedByStealth="True"
				InvertStealthOpacity="False"
				HighDetailOnly="False"
				SetAnimsToLastFrameOnConstructionComplete="True">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT"
					PortraitImage=""
					ButtonImage=""
					RetainSubObjects="False">
					<Model
						Name="GUBEHEMOTH_SKN"
						ExtraMesh="False" />
					<WeaponFireFXBone
						WeaponSlotID="1"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FXMUZZLE" />
					<WeaponRecoilBone
						WeaponSlotID="1"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FXMuzzle" />
					<WeaponMuzzleFlash
						WeaponSlotID="1"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="MuzzleFlash_" />
					<WeaponLaunchBone
						WeaponSlotID="1"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FXMUZZLE" />
					<Turret
						TurretNameKey="Chassis"
						TurretArtAngle="0d"
						TurretPitch="Turret"
						TurretArtPitch="0d"
						TurretID="1" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED USER_6"
					PortraitImage=""
					ButtonImage=""
					RetainSubObjects="False">
					<Model
						Name="GUBEHEMOTH_SKND"
						ExtraMesh="False" />
					<Texture
						Original="GUBehemoth"
						New="GUBehemoth_D" />
					<ParticleSysBone
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						FXParticleSystemTemplate="GDIDebrisSmallFire"
						PersistID="0"
						FollowBone="True"
						OnlyIfOnWater="False"
						OnlyIfOnLand="False" />
					<ParticleSysBone
						BoneName="B_PISTONLA"
						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
						PersistID="0"
						FollowBone="True"
						OnlyIfOnWater="False"
						OnlyIfOnLand="False" />
					<ParticleSysBone
						BoneName="B_PISTONLA"
						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						PersistID="0"
						FollowBone="True"
						OnlyIfOnWater="False"
						OnlyIfOnLand="False" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING USER_6"
					PortraitImage=""
					ButtonImage=""
					RetainSubObjects="False">
					<Model
						Name="GUBEHEMOTH_SKNR"
						ExtraMesh="False" />
					<ParticleSysBone
						BoneName="B_PISTONLA"
						FXParticleSystemTemplate="GDIDebrisSmallFire"
						PersistID="0"
						FollowBone="True"
						OnlyIfOnWater="False"
						OnlyIfOnLand="False" />
					<ParticleSysBone
						BoneName="B_PISTONLA"
						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
						PersistID="0"
						FollowBone="True"
						OnlyIfOnWater="False"
						OnlyIfOnLand="False" />
					<ParticleSysBone
						BoneName="B_PISTONLA"
						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						PersistID="0"
						FollowBone="True"
						OnlyIfOnWater="False"
						OnlyIfOnLand="False" />
					<ParticleSysBone
						BoneName="B_SHELL01"
						FXParticleSystemTemplate="GDIDebrisSmallFire"
						PersistID="0"
						FollowBone="True"
						OnlyIfOnWater="False"
						OnlyIfOnLand="False" />
					<ParticleSysBone
						BoneName="B_SHELL01"
						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
						PersistID="0"
						FollowBone="True"
						OnlyIfOnWater="False"
						OnlyIfOnLand="False" />
					<ParticleSysBone
						BoneName="B_SHELL01"
						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						PersistID="0"
						FollowBone="True"
						OnlyIfOnWater="False"
						OnlyIfOnLand="False" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED"
					PortraitImage=""
					ButtonImage=""
					RetainSubObjects="False">
					<Model
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						ExtraMesh="False" />
					<ParticleSysBone
						BoneName="B_PISTONLA"
						FXParticleSystemTemplate="GDIDebrisSmallFire"
						PersistID="0"
						FollowBone="True"
						OnlyIfOnWater="False"
						OnlyIfOnLand="False" />
					<ParticleSysBone
						BoneName="B_PISTONLA"
						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
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						FollowBone="True"
						OnlyIfOnWater="False"
						OnlyIfOnLand="False" />
					<ParticleSysBone
						BoneName="B_PISTONLA"
						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						PersistID="0"
						FollowBone="True"
						OnlyIfOnWater="False"
						OnlyIfOnLand="False" />
				</ModelConditionState>
				<ModelConditionState
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					ConditionsYes="DYING"
					PortraitImage=""
					ButtonImage=""
					RetainSubObjects="False">
					<Model
						Name="GUBEHEMOTH_SKNR"
						ExtraMesh="False" />
					<ParticleSysBone
						BoneName="B_PISTONLA"
						FXParticleSystemTemplate="GDIDebrisSmallFire"
						PersistID="0"
						FollowBone="True"
						OnlyIfOnWater="False"
						OnlyIfOnLand="False" />
					<ParticleSysBone
						BoneName="B_PISTONLA"
						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
						PersistID="0"
						FollowBone="True"
						OnlyIfOnWater="False"
						OnlyIfOnLand="False" />
					<ParticleSysBone
						BoneName="B_PISTONLA"
						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						PersistID="0"
						FollowBone="True"
						OnlyIfOnWater="False"
						OnlyIfOnLand="False" />
					<ParticleSysBone
						BoneName="B_SHELL01"
						FXParticleSystemTemplate="GDIDebrisSmallFire"
						PersistID="0"
						FollowBone="True"
						OnlyIfOnWater="False"
						OnlyIfOnLand="False" />
					<ParticleSysBone
						BoneName="B_SHELL01"
						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
						PersistID="0"
						FollowBone="True"
						OnlyIfOnWater="False"
						OnlyIfOnLand="False" />
					<ParticleSysBone
						BoneName="B_SHELL01"
						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						PersistID="0"
						FollowBone="True"
						OnlyIfOnWater="False"
						OnlyIfOnLand="False" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW"
					PortraitImage=""
					ButtonImage=""
					RetainSubObjects="False">
					<Model
						Name="GUBEHEMOTH_FP"
						ExtraMesh="False" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_6"
					PortraitImage=""
					ButtonImage=""
					RetainSubObjects="False">
					<Model
						Name="GUBEHEMOTH_SKN"
						ExtraMesh="False" />
					<Texture
						Original="GUBehemoth"
						New="Asset not found in stream: [21E727DA:947F2803]" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_17"
					PortraitImage=""
					ButtonImage=""
					RetainSubObjects="False">
					<Model
						Name="GUBEHMBLDA_SKN"
						ExtraMesh="False" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="COMING_OUT_OF_FACTORY"
					PortraitImage=""
					ButtonImage=""
					RetainSubObjects="False">
					<Model
						Name="GUBEHMBLDA_SKN"
						ExtraMesh="False" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					StateName="STATE_bored"
					Flags="RESTART_ANIM_WHEN_COMPLETE"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="True"
					SimilarRestart="False">
					<Animation
						AnimationName="GUBEHEMOTH_BIDA"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="15"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="90"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
					<Animation
						AnimationName="GUBEHEMOTH_BIFA"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="15"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
					<Animation
						AnimationName="GUBEHEMOTH_BIFB"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="10"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="25"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
					<Animation
						AnimationName="GUBEHEMOTH_BIFC"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="10"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
					<Animation
						AnimationName="GUBEHEMOTH_BIFD"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="15"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="35"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_Selected" or Prev == "ATNB" or Prev == "STATE_Run" then
						CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_17"
					StateName="STATE_built"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="GUBEHMBLDA_BLDA"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="COMING_OUT_OF_FACTORY"
					StateName="STATE_built"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="GUBEHMBLDA_BLDA"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="0"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="GUBEHEMOTH_DIEB"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
					<Animation
						AnimationName="GUBEHEMOTH_DIEC"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
					<Animation
						AnimationName="GUBEHEMOTH_DIED"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="AFFECTED_BY_EMP"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="GUBEHEMOTH_BIDA"
						AnimationMode="MANUAL"
						Distance="0"
						AnimationBlendTime="15"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_5"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="GUBEHEMOTH_GTPA"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="0"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="UNPACKING SPECIAL_WEAPON_ONE"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="GUBEHEMOTH_ATKB1"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SPECIAL_WEAPON_ONE"
					Flags="START_FRAME_FIRST"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="GUBEHEMOTH_ATKB2"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="UNPACKING"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="GUBEHEMOTH_ATKA1"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="PACKING"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="GUBEHEMOTH_ATKA3"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DEPLOYED"
					Flags="START_FRAME_FIRST"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="GUBEHEMOTH_ATKA2"
						AnimationMode="MANUAL"
						Distance="0"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_LEFT_HIGH_SPEED"
					Flags="MAINTAIN_FRAME_ACROSS_STATES"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="GUBEHEMOTH_WLKA"
						AnimationMode="LOOP"
						Distance="45"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
					<FXEvent
						Frame="1"
						FrameStep="0"
						FrameStop="0"
						Effect="FX_GDIJuggernaughtFootprint"
						Bone="B_FOOTL"
						FireWhenSkipped="True" />
					<FXEvent
						Frame="25"
						FrameStep="0"
						FrameStop="0"
						Effect="FX_GDIJuggernaughtFootprint"
						Bone="B_FOOTR"
						FireWhenSkipped="True" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_RIGHT_HIGH_SPEED"
					Flags="MAINTAIN_FRAME_ACROSS_STATES"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="GUBEHEMOTH_WLKA"
						AnimationMode="LOOP"
						Distance="45"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
					<FXEvent
						Frame="1"
						FrameStep="0"
						FrameStop="0"
						Effect="FX_GDIJuggernaughtFootprint"
						Bone="B_FOOTL"
						FireWhenSkipped="True" />
					<FXEvent
						Frame="25"
						FrameStep="0"
						FrameStop="0"
						Effect="FX_GDIJuggernaughtFootprint"
						Bone="B_FOOTR"
						FireWhenSkipped="True" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_LEFT"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="GUBEHEMOTH_TRNL"
						AnimationMode="LOOP"
						Distance="0"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
					<FXEvent
						Frame="15"
						FrameStep="0"
						FrameStop="0"
						Effect="FX_GDIJuggernaughtFootprint"
						Bone="B_FOOTL"
						FireWhenSkipped="True" />
					<FXEvent
						Frame="30"
						FrameStep="0"
						FrameStop="0"
						Effect="FX_GDIJuggernaughtFootprint"
						Bone="B_FOOTR"
						FireWhenSkipped="True" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_RIGHT"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="GUBEHEMOTH_TRNR"
						AnimationMode="LOOP"
						Distance="0"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
					<FXEvent
						Frame="15"
						FrameStep="0"
						FrameStop="0"
						Effect="FX_GDIJuggernaughtFootprint"
						Bone="B_FOOTR"
						FireWhenSkipped="True" />
					<FXEvent
						Frame="30"
						FrameStep="0"
						FrameStop="0"
						Effect="FX_GDIJuggernaughtFootprint"
						Bone="B_FOOTL"
						FireWhenSkipped="True" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="ACCELERATE"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="GUBEHEMOTH_ACCL"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DECELERATE"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="GUBEHEMOTH_DECL"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING"
					Flags="MAINTAIN_FRAME_ACROSS_STATES"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="GUBEHEMOTH_WLKA"
						AnimationMode="LOOP"
						Distance="45"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
					<Animation
						AnimationName="GUBEHEMOTH_WLKB"
						AnimationMode="LOOP"
						Distance="45"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_built" then
						CurDrawableSetTransitionAnimState("TRANS_built")
						end
					</Script>
					<FXEvent
						Frame="1"
						FrameStep="0"
						FrameStop="0"
						Effect="FX_GDIJuggernaughtFootprint"
						Bone="B_FOOTL"
						FireWhenSkipped="True" />
					<FXEvent
						Frame="25"
						FrameStep="0"
						FrameStop="0"
						Effect="FX_GDIJuggernaughtFootprint"
						Bone="B_FOOTR"
						FireWhenSkipped="True" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SELECTED"
					StateName="STATE_Selected"
					Flags="RESTART_ANIM_WHEN_COMPLETE"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="GUBEHEMOTH_AIDA"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="10"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="85"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
					<Animation
						AnimationName="GUBEHEMOTH_AIFB"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="10"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="55"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
					<Animation
						AnimationName="GUBEHEMOTH_AIFC"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="10"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="50"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
					<Animation
						AnimationName="GUBEHEMOTH_AIFD"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="10"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="50"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
					<Animation
						AnimationName="GUBEHEMOTH_AIFA"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="10"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="5"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_bored" then
						CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IdleToSelected"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="GUBEHEMOTH_BATA"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="10"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
					<Animation
						AnimationName="GUBEHEMOTH_BATB"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="10"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_SelectedToIdle"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="GUBEHEMOTH_ABTA"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="10"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<AttributeModifierPoolUpdate
				id="513BC476" />
			<SquishCollide
				id="8CCB269A"
				CrushAnimTime="1s"
				CrushKillDelay="0.5s"
				UseDirectionCheck="True" />
			<FireWeaponWhenDead
				id="DDED328F"
				RequiresAllTriggers="False"
				RequiresAllConflictingTriggers="False"
				Permanent="False"
				WaypointMode="False"
				WaypointModeTerminal="True"
				DelayTime="0s"
				DeathWeapon="CatalystInfantryDeathWeapon"
				FocusFireKindOfFlag=""
				InitiallyActive="True"
				ActiveDuringConstruction="False"
				ContinueToBezierDestination="False">
				<DieMuxData
					ExemptStatus=""
					RequiredStatus=""
					DamageAmountRequired="-1"
					MinKillerAngle="0.9999999d"
					MaxKillerAngle="-0.9999999d"
					DeathTypes="CATALYST"
					DeathTypesForbidden="" />
			</FireWeaponWhenDead>
			<AutoHealBehavior
				id="C07BF5C0"
				RequiresAllTriggers="False"
				RequiresAllConflictingTriggers="False"
				Permanent="False"
				WaypointMode="False"
				WaypointModeTerminal="True"
				HealingAmount="100"
				HealingDelay="0.5s"
				StartHealingDelay="1s"
				Radius="0"
				KindOf=""
				HealFXList=""
				SpawnFXList=""
				RespawnMinimumDelay="0s"
				InitiallyActive="False"
				AffectsWholePlayer="False"
				AffectsContained="False"
				HealOnlyIfNotUnderAttack="False"
				HealOnlyIfNotInCombat="False"
				HealOnlyOthers="False"
				NonStackable="False"
				RespawnNearbyHordeMembers="False">
				<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</AutoHealBehavior>
			<AttributeModifierUpgrade
				id="AA36A1AA"
				RequiresAllTriggers="False"
				RequiresAllConflictingTriggers="False"
				Permanent="False"
				WaypointMode="False"
				WaypointModeTerminal="True"
				AttributeModifier="Modifier_MultifunctionUpgradeCenterSpeed">
				<TriggeredBy>Upgrade_MultifunctionUpgradeCenterSpeed</TriggeredBy>
			</AttributeModifierUpgrade>
			<AttributeModifierUpgrade
				id="81C6F752"
				RequiresAllTriggers="False"
				RequiresAllConflictingTriggers="False"
				Permanent="False"
				WaypointMode="False"
				WaypointModeTerminal="True"
				AttributeModifier="Modifier_MultifunctionUpgradeCenterDamage">
				<TriggeredBy>Upgrade_MultifunctionUpgradeCenterDamage</TriggeredBy>
			</AttributeModifierUpgrade>
			<AttributeModifierUpgrade
				id="E35F7EC4"
				RequiresAllTriggers="False"
				RequiresAllConflictingTriggers="False"
				Permanent="False"
				WaypointMode="False"
				WaypointModeTerminal="True"
				AttributeModifier="Modifier_MultifunctionUpgradeCenterArmor">
				<TriggeredBy>Upgrade_MultifunctionUpgradeCenterArmor</TriggeredBy>
			</AttributeModifierUpgrade>
			<StancesBehavior
				id="54CA416E"
				StanceTemplate="Generic" />
			<LevelUpUpgrade
				id="A92BDFEA"
				RequiresAllTriggers="False"
				RequiresAllConflictingTriggers="False"
				Permanent="False"
				WaypointMode="False"
				WaypointModeTerminal="True"
				LevelsToGain="1"
				LevelCap="4"
				DoFlash="True">
				<TriggeredBy>Upgrade_ProductionVeterancy_VETERAN</TriggeredBy>
			</LevelUpUpgrade>
			<LevelUpUpgrade
				id="5C3F216A"
				RequiresAllTriggers="False"
				RequiresAllConflictingTriggers="False"
				Permanent="False"
				WaypointMode="False"
				WaypointModeTerminal="True"
				LevelsToGain="2"
				LevelCap="4"
				DoFlash="True">
				<TriggeredBy>Upgrade_ProductionVeterancy_ELITE</TriggeredBy>
			</LevelUpUpgrade>
			<LevelUpUpgrade
				id="379F3CE2"
				RequiresAllTriggers="False"
				RequiresAllConflictingTriggers="False"
				Permanent="False"
				WaypointMode="False"
				WaypointModeTerminal="True"
				LevelsToGain="3"
				LevelCap="4"
				DoFlash="True">
				<TriggeredBy>Upgrade_ProductionVeterancy_HEROIC</TriggeredBy>
			</LevelUpUpgrade>
			<InvisibilityUpdate
				id="3BD7F2F5"
				Options=""
				UpdatePeriod="0.5s"
				BroadcastRange="0"
				OpacityMin="40%"
				OpacityMax="100%">
				<InvisibilityNugget
					ForbiddenConditions="PREATTACK_A FIRING_A FIRING_OR_PREATTACK_A RELOADING_A PREATTACK_B FIRING_B FIRING_OR_PREATTACK_B RELOADING_B PREATTACK_C FIRING_C FIRING_OR_PREATTACK_C RELOADING_C USING_WEAPON_A USING_WEAPON_B USING_WEAPON_C"
					ForbiddenConditionExceptions=""
					ForbiddenWeaponSets=""
					ForbiddenStatus="IS_FIRING_WEAPON USING_ABILITY IS_AIMING_WEAPON SPECIAL_ABILITY_PACKING_UNPACKING_OR_USING"
					CamouflageLevel="0"
					InvisibilityType="STEALTH"
					Options=""
					EnteringStealthFX=""
					LeavingStealthFX=""
					HintDetectableStates="IS_ATTACKING"
					NoStealthForAttackWindow="0s" />
				<RequiresUpgrade>Upgrade_CloakingFieldInvisibility</RequiresUpgrade>
			</InvisibilityUpdate>
			<StealthUpgrade
				id="F2B9DFBE"
				RequiresAllTriggers="False"
				RequiresAllConflictingTriggers="False"
				Permanent="False"
				WaypointMode="False"
				WaypointModeTerminal="True">
				<TriggeredBy>Upgrade_CloakingFieldInvisibility</TriggeredBy>
			</StealthUpgrade>
			<TemporarilyDefectUpdate
				id="3473AFD2"
				DefectionFrameCount="300" />
			<WeaponSetUpdate
				id="720F4A50">
				<WeaponSlotTurret
					ID="1"
					InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
					WeaponChoiceCriteria="PREFER_MOST_DAMAGE"
					AllowInterleavedFiring="False">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="SteelTalonsBehemothArtillery"
						Upgrade=""
						ObjectStatus=""
						IsPlayerUpgradePermanent="False" />
					<TurretSettings
						TurretTurnRate="50"
						TurretPitchRate="20"
						MinimumPitch="-15d"
						PitchHeight="50%"
						ControlledWeaponSlots=""
						MinIdleScanTime="0s"
						MaxIdleScanTime="0s"
						MinIdleScanAngle="0"
						MaxIdleScanAngle="0"
						MaxDeflectionClockwise="180d"
						MaxDeflectionAntiClockwise="180d"
						NaturalTurretAngle="0d"
						AllowsPitch="True"
						RecenterWhenOutOfTurnRange="True">
						<TurretAITargetChooserData
							IdleScanDelay="0.8s"
							ReacquireDelay="5s"
							StartupDelay="0s"
							SympathyRange="25"
							CheckVisionRange="False"
							CanPickDynamicTargets="True"
							RotateToTargetWhenAiming="True"
							CanAutoAcquireNonAutoAcquirable="False"
							TargetingCompareList="DefaultTurretTargetingCompareList"
							ActiveWhenPerformingSpecialAbility="False"
							CanAcquireDynamicIfAssignedOutOfRange="False"
							CanPickTargetsOutOfTurretAngle="False" />
					</TurretSettings>
				</WeaponSlotTurret>
			</WeaponSetUpdate>
			<FireWeaponUpdate
				id="1957388F"
				ActiveWhenDisabled=""
				HeroModeTrigger="False"
				ChargingModeTrigger="False"
				AliveOnly="False">
				<FireWeaponNugget
					WeaponName="BehemothBuildAnimationWeapon"
					FireDelay="0.1s"
					FireInterval="0s"
					OneShot="True" />
			</FireWeaponUpdate>
			<ProductionUpdate
				id="749674DE"
				MaxQueueEntries="99"
				NumDoorAnimations="0"
				DoorOpeningTime="0s"
				DoorOpeningTimeMetaUnit="0s"
				DoorWaitOpenTime="0s"
				DoorCloseTime="0s"
				ConstructionCompleteDuration="0"
				DisabledTypesToProcess=""
				UnitInvulnerableTime="0"
				SpecialPrepModelconditionTime="0"
				BonusForType=""
				SpeedBonusAudioLoop=""
				Type="INVALID"
				ProductionTimeDelayScalar="0s"
				GiveNoXP="True"
				VeteranUnitsFromVeteranFactory="False"
				SetBonusModelConditionOnSpeedBonus="False"
				SecondaryQueue="False"
				IgnorePreReqs="False" />
			<HordeTransportContain
				id="9DC593B0"
				ContainMax="2"
				EnterSound="Asset not found in stream: [844D7B9F:3BBC9ABA]"
				ExitSound="Asset not found in stream: [844D7B9F:FD5D6589]"
				DamagePercentToUnits="0%"
				PassengersTestCollisionHeight="-1000"
				NumberOfExitPaths="1"
				DoorOpenTime="1"
				ObjectStatusOfContained="CAN_ATTACK UNSELECTABLE ENCLOSED"
				ModifierRequiredTime="100"
				KillIfEmptyTime="0s"
				ModelConditionsWhenNotEmpty=""
				PassengersInTurret="False"
				AllowOwnPlayerInsideOverride="True"
				AllowAlliesInside="True"
				AllowEnemiesInside="False"
				AllowNeutralInside="False"
				ShowPips="True"
				CollidePickup="True"
				EjectPassengersOnDeath="True"
				KillPassengersOnDeath="True"
				HasObjectStatusOfContainedEntry="True"
				Enabled="True"
				Slots="2"
				ExitPitchRate="0"
				HealthRegenPercentPerSec="0"
				ExitDelay="0"
				TypeOneForWeaponSet=""
				TypeTwoForWeaponSet=""
				TypeOneForWeaponState=""
				TypeTwoForWeaponState=""
				TypeThreeForWeaponState=""
				GrabWeapon=""
				ConditionForEntry="TOPPLED"
				ThrowOutPassengersDelay="0"
				ThrowOutPassengersLandingWarhead=""
				EnterFadeTime="0"
				ExitFadeTime="0"
				ReleaseSnappyness="0.7"
				ScatterNearbyOnExit="True"
				OrientLikeContainerOnExit="False"
				DestroyRidersWhoAreNotFreeToExit="False"
				ForceOrientationContainer="True"
				CanGrabStructure="False"
				FireGrabWeaponOnVictim="True"
				ShouldThrowOutPassengers="False"
				FadePassengerOnEnter="False"
				FadePassengerOnExit="False"
				FadeReverse="False"
				ExtendedExitContainerChecks="False"
				FlyOffMapOnEmpty="False">
				<PassengerFilter
					Rule="ANY"
					Relationship=""
					Alignment="NONE"
					Include="INFANTRY"
					Exclude=""
					StatusBitFlags=""
					RejectStatusBitFlags=""
					AcceptModelCondition=""
					RejectModelCondition="" />
				<DieMuxData
					ExemptStatus=""
					RequiredStatus=""
					DamageAmountRequired="-1"
					MinKillerAngle="0.9999999d"
					MaxKillerAngle="-0.9999999d"
					DeathTypes="ALL"
					DeathTypesForbidden="" />
				<PassengerData
					BonePrefix="BoneGarrison">
					<Filter
						Rule="NONE"
						Relationship=""
						Alignment="NONE"
						Include="INFANTRY"
						Exclude=""
						StatusBitFlags=""
						RejectStatusBitFlags=""
						AcceptModelCondition=""
						RejectModelCondition="" />
				</PassengerData>
				<MemberTemplateStatusInfo
					ThingTemplate="GDISniperSquad"
					ObjectStatus="CAN_SPOT_FOR_BOMBARD" />
			</HordeTransportContain>
			<MoveToPositionAndEvacuateSpecialPower
				id="DBDCABC7"
				SpecialPowerTemplate="SpecialPowerMoveToPositionAndEvacuate"
				AntiCategory=""
				AntiFX=""
				AttributeModifier=""
				AttributeModifierRange="0"
				AttributeModifierFX=""
				WeatherDuration="0"
				InitiateFX=""
				TriggerFX=""
				SetModelCondition="TOPPLED"
				SetModelConditionTime="0s"
				GiveLevels="0"
				ChangeWeather="NORMAL"
				OnTriggerRechargeSpecialPower=""
				BurnDecayModifier="0"
				MaxDistanceFromCommandCenter="0"
				UpdateModuleStartsAttack="False"
				StartsPaused="False"
				ReEnableAntiCategory="False"
				AttributeModifierAffectsSelf="False"
				AttributeModifierWeatherBased="False"
				TargetEnemy="False"
				TargetAllSides="False"
				DisableDuringAnimDuration="False"
				IdleWhenStartingPower="False"
				AffectGood="False"
				AffectEvil="False"
				AffectAllies="True"
				AvailableAtStart="True"
				AdjustVictim="False"
				UseDistanceFromCommandCenter="False"
				ChildModuleHandlesFX="False">
				<AttributeModifierAffects
					Rule="UNPARSED"
					Relationship=""
					Alignment="NONE"
					Include=""
					Exclude=""
					StatusBitFlags=""
					RejectStatusBitFlags=""
					AcceptModelCondition=""
					RejectModelCondition="" />
				<RequirementsFilterMP
					Rule="UNPARSED"
					Relationship=""
					Alignment="NONE"
					Include=""
					Exclude=""
					StatusBitFlags=""
					RejectStatusBitFlags=""
					AcceptModelCondition=""
					RejectModelCondition="" />
				<RequirementsFilterStrategic
					Rule="UNPARSED"
					Relationship=""
					Alignment="NONE"
					Include=""
					Exclude=""
					StatusBitFlags=""
					RejectStatusBitFlags=""
					AcceptModelCondition=""
					RejectModelCondition="" />
			</MoveToPositionAndEvacuateSpecialPower>
			<Physics
				id="6D41764B"
				MaxXRotationVelocity="360"
				MaxYRotationVelocity="360"
				MaxZRotationVelocity="360"
				GravityMultiplier="1"
				ShockStunnedTimeLow="5"
				ShockStunnedTimeHigh="10"
				ShockStandingTime="5"
				FirstHeight="1.3"
				SecondHeight="1.3"
				FirstPercentIndent="33%"
				SecondPercentIndent="66%"
				BounceCount="2"
				BounceDistance="5"
				BounceFirstHeight="1.3"
				BounceSecondHeight="1.3"
				BounceFirstPercentIndent="33%"
				BounceSecondPercentIndent="66%"
				GroundHitFX=""
				GroundBounceFX=""
				FirstPercentHeight="33%"
				SecondPercentHeight="66%"
				CurveFlattenMinDist="0"
				TumbleRandomly="False"
				AllowBouncing="False"
				KillWhenRestingOnGround="False"
				OrientToFlightPath="False"
				IgnoreTerrainHeight="False" />
			<SubObjectsUpgrade
				id="0D4DFDE8"
				RequiresAllTriggers="False"
				RequiresAllConflictingTriggers="False"
				Permanent="False"
				WaypointMode="False"
				WaypointModeTerminal="True"
				ShowSubObjects="UGRAIL_01"
				FadeTimeInSeconds="0.5"
				WaitBeforeFadeInSeconds="0"
				RecolorHouse="False"
				SkipFadeOnCreate="False"
				HideSubObjectsOnRemove="False"
				UnHideSubObjectsOnRemove="False">
				<TriggeredBy>Upgrade_GDIArmoryRailgunTech</TriggeredBy>
			</SubObjectsUpgrade>
			<CreateObjectDie
				id="36031C5A"
				CreationList="SteelTalonsBehemothDieOCL">
				<DieMuxData
					ExemptStatus=""
					RequiredStatus=""
					DamageAmountRequired="-1"
					MinKillerAngle="0.9999999d"
					MaxKillerAngle="-0.9999999d"
					DeathTypes="ALL"
					DeathTypesForbidden="" />
			</CreateObjectDie>
			<DestroyDie
				id="A78F6D28">
				<DieMuxData
					ExemptStatus=""
					RequiredStatus=""
					DamageAmountRequired="-1"
					MinKillerAngle="0.9999999d"
					MaxKillerAngle="-0.9999999d"
					DeathTypes="ALL"
					DeathTypesForbidden="" />
			</DestroyDie>
			<FXListBehavior
				id="C74C39D8">
				<DieMuxData
					ExemptStatus=""
					RequiredStatus=""
					DamageAmountRequired="-1"
					MinKillerAngle="0.9999999d"
					MaxKillerAngle="-0.9999999d"
					DeathTypes="ALL"
					DeathTypesForbidden="" />
				<Event
					Index="onDeath"
					FX="FX_GDIMammothExplodeWithVoice"
					MinThreshold="0"
					MaxThreshold="0"
					Direction="Default"
					OrientToObject="True"
					ForceUseDoFXObj="False" />
			</FXListBehavior>
			<ModelConditionUpgrade
				id="081018FB"
				RequiresAllTriggers="False"
				RequiresAllConflictingTriggers="False"
				Permanent="False"
				WaypointMode="False"
				WaypointModeTerminal="True"
				AddConditionFlags="USER_6"
				RemoveConditionFlags=""
				AddTempConditionFlag="TOPPLED"
				TempConditionTime="0s">
				<TriggeredBy>Upgrade_AllFactionUpgrade</TriggeredBy>
			</ModelConditionUpgrade>
		</Behaviors>
		<AI>
			<DeployStyleAIUpdate
				id="12FA48BA"
				AutoAcquireEnemiesWhenIdle="YES"
				StopChaseDistance="500"
				HoldGroundCloseRangeDistance="0"
				AILuaEventsList="GDIJuggernaughtFunctions"
				MinCowerTime="0s"
				MaxCowerTime="0s"
				RampageTime="0s"
				BurningDeathTime="0s"
				TimeToEjectPassengersOnRampage="0"
				ComboLocomotorSet="NORMAL"
				ComboLocoAttackDistance="80"
				IdleTargetTime="0s"
				MaxCombineChildren="1"
				SpawnOffsetRadius="0"
				StandGround="False"
				CanAttackWhileContained="False"
				RampageRequiresAflame="False"
				FadeOnPortals="False"
				UnpackTime="1s"
				PackTime="1s"
				DeployedAttributeModifierName=""
				ResetTurretBeforePacking="False"
				TurretsFunctionOnlyWhenDeployed="False"
				TurretsMustCenterBeforePacking="False"
				MustDeployToAttack="True"
				CannotUndeploy="False">
				<UnitAITargetChooserData
					IdleScanDelay="0.8s"
					ReacquireDelay="5s"
					StartupDelay="0s"
					SympathyRange="25"
					CheckVisionRange="False"
					CanPickDynamicTargets="False"
					RotateToTargetWhenAiming="False"
					CanAutoAcquireNonAutoAcquirable="False"
					TargetingCompareList="DefaultTargetingCompareList" />
			</DeployStyleAIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="B313F576"
				MaxHealth="5500"
				MaxHealthDamaged="0"
				MaxHealthReallyDamaged="0"
				InitialHealth="-1"
				RecoveryTime="0"
				DodgePercent="0"
				EnteringDamagedTransitionTime="0s"
				EnteringReallyDamagedTransitionTime="0s"
				GrabFX=""
				GrabDamage="200"
				HealingBuffFX=""
				DamagedAttributeModifier=""
				ReallyDamagedAttributeModifier=""
				CheerRadius="200"
				BurningDeathFX=""
				SecondChanceUpgrade=""
				SecondChanceHeal="0"
				UseDefaultDamageSettings="True"
				RemoveUpgradesOnDeath="False"
				BurningDeathBehavior="False" />
		</Body>
		<ClientBehaviors>
			<AnimationSoundClientBehavior
				id="7A2074AA"
				MaxUpdateRangeCap="0">
				<Sound
					Sound="Asset not found in stream: [844D7B9F:F62015B0]"
					Animation="GUBEHEMOTH_ABTA"
					Frame="27 65" />
				<Sound
					Sound="Asset not found in stream: [844D7B9F:F62015B0]"
					Animation="GUBEHEMOTH_AIFA"
					Frame="112" />
				<Sound
					Sound="Asset not found in stream: [844D7B9F:F62015B0]"
					Animation="GUBEHEMOTH_ATKA1"
					Frame="12" />
				<Sound
					Sound="Asset not found in stream: [844D7B9F:F62015B0]"
					Animation="GUBEHEMOTH_ATKA3"
					Frame="14" />
				<Sound
					Sound="Asset not found in stream: [844D7B9F:F62015B0]"
					Animation="GUBEHEMOTH_ATKB1"
					Frame="13" />
				<Sound
					Sound="Asset not found in stream: [844D7B9F:F62015B0]"
					Animation="Asset not found in stream: [EA57BBDF]"
					Frame="11" />
				<Sound
					Sound="Asset not found in stream: [844D7B9F:F62015B0]"
					Animation="GUBEHEMOTH_BATA"
					Frame="28 44" />
				<Sound
					Sound="Asset not found in stream: [844D7B9F:F62015B0]"
					Animation="GUBEHEMOTH_BATB"
					Frame="37 51" />
				<Sound
					Sound="Asset not found in stream: [844D7B9F:F62015B0]"
					Animation="GUBEHEMOTH_BIFA"
					Frame="118" />
				<Sound
					Sound="Asset not found in stream: [844D7B9F:F62015B0]"
					Animation="GUBEHEMOTH_BIFB"
					Frame="30 88 294" />
				<Sound
					Sound="Asset not found in stream: [844D7B9F:F62015B0]"
					Animation="GUBEHEMOTH_BIFC"
					Frame="41 90" />
				<Sound
					Sound="Asset not found in stream: [844D7B9F:F62015B0]"
					Animation="GUBEHEMOTH_BIFD"
					Frame="234" />
				<Sound
					Sound="Asset not found in stream: [844D7B9F:F62015B0]"
					Animation="GUBEHMBLDA_BLDA"
					Frame="75 94 112" />
				<Sound
					Sound="Asset not found in stream: [844D7B9F:F62015B0]"
					Animation="GUBEHMBLDA_BLDA"
					Frame="75 94 112" />
				<Sound
					Sound="Asset not found in stream: [844D7B9F:F62015B0]"
					Animation="GUBEHEMOTH_DECL"
					Frame="16" />
				<Sound
					Sound="Asset not found in stream: [844D7B9F:F62015B0]"
					Animation="GUBEHEMOTH_DIEA"
					Frame="60 79" />
				<Sound
					Sound="Asset not found in stream: [844D7B9F:F62015B0]"
					Animation="GUBEHEMOTH_DIEB"
					Frame="5 63" />
				<Sound
					Sound="Asset not found in stream: [844D7B9F:F62015B0]"
					Animation="GUBEHEMOTH_DIEC"
					Frame="7 23 43 78 105 130" />
				<Sound
					Sound="Asset not found in stream: [844D7B9F:F62015B0]"
					Animation="GUBEHEMOTH_DIED"
					Frame="22 43 89 94 101" />
				<Sound
					Sound="Asset not found in stream: [844D7B9F:F62015B0]"
					Animation="GUBEHEMOTH_GTPA"
					Frame="101 119" />
				<Sound
					Sound="Asset not found in stream: [844D7B9F:F62015B0]"
					Animation="GUBEHEMOTH_TRNL"
					Frame="14 30" />
				<Sound
					Sound="Asset not found in stream: [844D7B9F:F62015B0]"
					Animation="GUBEHEMOTH_TRNR"
					Frame="14 30" />
				<Sound
					Sound="Asset not found in stream: [844D7B9F:F62015B0]"
					Animation="GUBEHEMOTH_WLKA"
					Frame="0 25" />
				<Sound
					Sound="Asset not found in stream: [844D7B9F:F62015B0]"
					Animation="GUBEHEMOTH_WLKB"
					Frame="0 25" />
			</AnimationSoundClientBehavior>
		</ClientBehaviors>
		<Geometry
			IsSmall="True">
			<Shape
				Type="CYLINDER"
				ContactPointGeneration="INFANTRY"
				MajorRadius="20"
				MinorRadius="1"
				Height="40"
				FrontAngle="0d"
				Active="True"
				UsedForHealthBox="True" />
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="Asset not found in stream: [844D7B9F:C6E9FB06]"
				AudioType="voiceAttack" />
			<AudioEntry
				Sound="Asset not found in stream: [844D7B9F:DBB84A4F]"
				AudioType="voiceCreated" />
			<AudioEntry
				Sound="Asset not found in stream: [844D7B9F:4DBF92A0]"
				AudioType="voiceMove" />
			<AudioEntry
				Sound="Asset not found in stream: [844D7B9F:E477DAC1]"
				AudioType="voiceAttackAfterMoving" />
			<AudioEntry
				Sound="Asset not found in stream: [844D7B9F:384D3E4D]"
				AudioType="voiceRetreatToCastle" />
			<AudioEntry
				Sound="Asset not found in stream: [A3A7AF37:EF6D17CF]"
				AudioType="voiceSelect" />
			<AudioEntry
				Sound="Asset not found in stream: [A3A7AF37:741EDBBA]"
				AudioType="voiceSelectBattle" />
			<NamedEntry
				Sound="Asset not found in stream: [844D7B9F:25F2386F]"
				Name="933DCB8B" />
			<NamedEntry
				Sound="Asset not found in stream: [844D7B9F:4DBF92A0]"
				Name="D451C3CA" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry
				Sound="Asset not found in stream: [A3A7AF37:ABEA8DFE]"
				AudioType="soundMoveStart" />
			<AudioEntry
				Sound="Asset not found in stream: [844D7B9F:FEE3E6D3]"
				AudioType="soundAmbient" />
		</AudioArraySound>
		<EvaEvents
			EvaEventDieOwner="UnitLost"
			EvaEventDamagedOwner="UnitUnderAttack"
			EvaEventDamagedFromShroudedSourceOwner="UnitUnderAttackFromShroudedUnit"
			EvaEventDamagedByFireOwner="GenericUnitBeingBurned"
			EvaEventSecondDamageFarFromFirstScanRange="600"
			EvaEventSecondDamageFarFromFirstTimeoutMS="155"
			EvaEventAmbushed="UnitAmbushed"
			EvaEnemyObjectSightedEvent="GenericEnemyUnitSighted"
			EvaEventDetectedEnemy="EnemyStealthUnitDiscovered"
			EvaEventAvailableForProduction="NewConstructionOptions"
			EvaEventProductionStarted="UnitConstructionStarted"
			EvaEventBuildOnHold="BuildOnHold"
			EvaEventBuildCancelled="BuildCancelled"
			EvaEventPromotedOwner="UnitPromoted" />
		<ShadowInfo
			Type="VOLUME"
			Texture=""
			AdditionalTexture=""
			SizeX="0"
			SizeY="0"
			OffsetX="0"
			OffsetY="0"
			OpacityStart="0"
			OpacityFadeInTime="0s"
			OpacityPeak="1"
			OpacityFadeOutTime="0s"
			OpacityEnd="0"
			MaxHeight="20"
			SunAngle="0"
			OverrideLODVisibility="False"
			UseHouseColor="False"
			IsRotatingWithObject="True"
			LocalPlayerOnly="False" />
		<VisionInfo
			VisionRange="600"
			ShroudClearingRange="400"
			VisionSide="100%"
			VisionRear="100%"
			VisionBonusTestRadius="100"
			VisionBonusTestSegments="8"
			VisionBonusPercentPerFoot="0%"
			MaxVisionBonusPercent="50%"
			MinVisionBonusPercent="-50%" />
		<CrusherInfo
			CrushKnockback="0"
			CrushZFactor="1"
			MinCrushVelocityPercent="1%"
			CrushDecelerationPercent="0%"
			CrushWeapon=""
			CrushRevengeWeapon=""
			CrusherLevel="3"
			CrushableLevel="3"
			MountedCrusherLevel="255"
			MountedCrushableLevel="255"
			CrushEqualLevelProps="False"
			UseCrushAttack="True"
			CrushOnlyWhileCharging="False"
			CrushAllies="False" />
	</GameObject>
</AssetDeclaration>