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<GameObject id="MarkedOfKaneReaper" KindOf="SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS TRANSPORT PRELOAD SCORE ATTACK_NEEDS_LINE_OF_SIGHT VEHICLE CAN_BE_FAVORITE_UNIT" Description="Desc:MarkedOfKaneBeamCannon" TypeDescription="Type:MarkedOfKaneBeamCannon" RadarPriority="UNIT" Side="MarkedOfKane" EditorName="MarkedOfKaneReaper" EditorSorting="UNIT" BuildTime="10" CommandSet="MOKReaperCannonCommandSet" SelectPortrait="Portrait_NODBeamCannon" ButtonImage="Portrait_NODBeamCannon" VoicePriority="208" ShockwaveResistance="100" CommandPoints="100" ProductionQueueType="VEHICLE" UnitCategory="VEHICLE" WeaponCategory="CANNON" ReinvisibilityDelay="7s" BuildCost="1000" TransportSlotCount="1">
<DisplayName>Name:NODBeamCannon</DisplayName>
<GameDependency>
<RequiredObject>MarkedOfKaneOperationsCenter</RequiredObject>
</GameDependency>
<ArmorSet Armor="GDIZoneTrooperArmor" DamageFX="InfantryDamageFX" />
<LocomotorSet Speed="60" Locomotor="NODAvatarLocomotor" />
<SkirmishAIInformation ConquerMetricsOverrideDPS="150" ConquerMetricsOverrideDamageType="GRENADE" UnitBuilderStandardCombatUnit="True" />
<Draws>
<ScriptedModelDraw id="0x50DF2C46" PowerslideRotationAddition="1.25" OkToChangeModelColor="True" RecoilDamping="0.4" MaxRecoilDistance="3">
<ModelConditionState ParseCondStateType="PARSE_DEFAULT">
<Model Name="NUM_INFANTRYU_SKN" />
<WeaponFireFXBone BoneName="fxweapon01" />
<WeaponLaunchBone BoneName="fxweapon01" />
<Turret TurretNameKey="Turret" TurretPitch="Turret_Pitch" TurretID="1" />
</ModelConditionState>
<ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FORMATION_PREVIEW">
<Model Name="W3DContainer:FXINFANTRY_FP" />
</ModelConditionState>
<ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING">
<Model Name="NUM_INFANTRYU_SKN" />
<Texture Original="NUM_InfantryU" New="NUM_InfantryU_DMG" />
</ModelConditionState>
<ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="REALLYDAMAGED">
<Model Name="NUM_INFANTRYU_SKN" />
<Texture Original="NUM_InfantryU" New="NUM_InfantryU_DMG" />
</ModelConditionState>
<ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="PARALYZED">
<Model Name="NUM_INFANTRYU_SKN" />
</ModelConditionState>
<ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="UNPACKING">
<Model Name="NUM_INFANTRYU_SKN" />
<ParticleSysBone BoneName="fxweapon01" FXParticleSystemTemplate="BeamPreFireFlash" FollowBone="True" />
<ParticleSysBone BoneName="fxweapon01" FXParticleSystemTemplate="BeamPreFireDist" FollowBone="True" />
</ModelConditionState>
<ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="PREPARING">
<Model Name="NUM_INFANTRYU_SKN" />
<ParticleSysBone BoneName="fxweapon01" FXParticleSystemTemplate="BeamConstantFire" FollowBone="True" />
<ParticleSysBone BoneName="fxweapon01" FXParticleSystemTemplate="BeamConstantFire02" FollowBone="True" />
</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 AnimationPriority="20" AnimationMode="ONCE" AnimationName="NUM_INFANTRYU_BIDA"/>
<Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUM_INFANTRYU_BIDB"/>
<Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUM_INFANTRYU_BIFA"/>
<Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUM_INFANTRYU_BIFB"/><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 AnimationMode="LOOP" AnimationName="NUM_INFANTRYU_FLYA"/>
</AnimationState>
<AnimationState ParseCondStateType="PARSE_NORMAL" StateName="STATE_stunned_landing">
<Animation AnimationMode="ONCE" AnimationName="NUM_INFANTRYU_FLYA"/>
</AnimationState>
<AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FRONTCRUSHED">
<Animation AnimationMode="ONCE" AnimationName="NUM_INFANTRYU_DIEB"/>
</AnimationState>
<AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="BACKCRUSHED">
<Animation AnimationMode="ONCE" AnimationName="NUM_INFANTRYU_DIED"/>
</AnimationState>

<AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING">
<Animation AnimationPriority="75" AnimationMode="ONCE" AnimationName="NUM_INFANTRYU_DIEA"/>
<Animation AnimationPriority="50" AnimationMode="ONCE" AnimationName="NUM_INFANTRYU_DIEB"/>
<Animation AnimationPriority="50" AnimationMode="ONCE" AnimationName="NUM_INFANTRYU_DIED"/>
</AnimationState>

<AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="AFFECTED_BY_EMP">
<Animation AnimationBlendTime="15" AnimationMode="MANUAL" AnimationName="NUM_INFANTRYU_EMPA"/>
</AnimationState>


<AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING" Flags="MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE">
<Animation AnimationMode="LOOP" AnimationName="NUM_INFANTRYU_RUNA"/>
</AnimationState>


<AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="USING_WEAPON_A USING_WEAPON_B USING_WEAPON_C FIRING_A FIRING_B FIRING_C ATTACKING USING_ABILITY" Flags="RESTART_ANIM_WHEN_COMPLETE">
<Animation AnimationPriority="85" AnimationMode="ONCE" AnimationName="NUM_INFANTRYU_ATKA"  AnimationBlendTime="7"/>
<Animation AnimationPriority="10" AnimationMode="ONCE" AnimationName="NUM_INFANTRYU_ATKA1"  AnimationBlendTime="3"/>
<Animation AnimationPriority="10" AnimationMode="ONCE" AnimationName="NUM_INFANTRYU_ATKC" AnimationBlendTime="3"/>
</AnimationState>

<AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="SELECTED" StateName="STATE_SelectedPose" Flags="RESTART_ANIM_WHEN_COMPLETE" AllowRepeatInRandomPick="true">
<Animation AnimationPriority="85" AnimationMode="ONCE" AnimationName="NUM_INFANTRYU_AIDA" AnimationBlendTime="15"/>
<Animation AnimationPriority="10" AnimationMode="ONCE" AnimationName="NUM_INFANTRYU_AIFA" AnimationBlendTime="15"/>
<Animation AnimationPriority="10" AnimationMode="ONCE" AnimationName="NUM_INFANTRYU_AIFB" AnimationBlendTime="15"/><Script> Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end </Script>
</AnimationState>

<!-- TRANSITIONS -->
<AnimationState ParseCondStateType="PARSE_TRANSITION" StateName="TRANS_IdleToSelected">
<Animation AnimationMode="ONCE" AnimationName="NUM_INFANTRYU_BATA"/>
</AnimationState>
<AnimationState ParseCondStateType="PARSE_TRANSITION" StateName="TRANS_SelectedToIdle">
<Animation AnimationMode="ONCE" AnimationName="NUM_INFANTRYU_BIDA"/>
</AnimationState>
<AnimationState ParseCondStateType="PARSE_TRANSITION" StateName="TRANS_toSuppressed">
<Animation AnimationPriority="20" AnimationMode="ONCE" AnimationName="NUM_INFANTRYU_BIDA"/>
<Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUM_INFANTRYU_BIDB"/>
<Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUM_INFANTRYU_BIFA"/>
<Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUM_INFANTRYU_BIFB"/>
</AnimationState>
<AnimationState ParseCondStateType="PARSE_TRANSITION" StateName="TRANS_fromSuppressed">
<Animation AnimationPriority="20" AnimationMode="ONCE" AnimationName="NUM_INFANTRYU_BIDA"/>
<Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUM_INFANTRYU_BIDB"/>
<Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUM_INFANTRYU_BIFA"/>
<Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUM_INFANTRYU_BIFB"/>
</AnimationState>
<AnimationState ParseCondStateType="PARSE_TRANSITION" StateName="TRANS_CoverAttentionToCover">
<Animation AnimationPriority="20" AnimationMode="ONCE" AnimationName="NUM_INFANTRYU_BIDA"/>
<Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUM_INFANTRYU_BIDB"/>
<Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUM_INFANTRYU_BIFA"/>
<Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUM_INFANTRYU_BIFB"/>
</AnimationState>
<AnimationState ParseCondStateType="PARSE_TRANSITION" StateName="TRANS_CoverToCoverAttention">
<Animation AnimationPriority="20" AnimationMode="ONCE" AnimationName="NUM_INFANTRYU_BIDA"/>
<Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUM_INFANTRYU_BIDB"/>
<Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUM_INFANTRYU_BIFA"/>
<Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUM_INFANTRYU_BIFB"/>
</AnimationState>
</ScriptedModelDraw>
<LaserDraw id="0x9FE06199" Texture1_VTile="0.5" Texture2_VTile="0.03" Texture1_VScrollRate="0.2" Texture2_VScrollRate="1" LaserWidth="20" 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_03" /></LaserDraw><LaserDraw id="0x5FC0AD86" Texture1_VTile="0.5" Texture2_VTile="0.01" Texture1_VScrollRate="0.2" Texture2_VScrollRate="1" Texture2_FrameRate="1" LaserWidth="50" UseDistortionShader="True"><FXShader ShaderName="Laser.fx"><Constants><Texture Name="Texture1"><Value>FXRailgunCoreDistortion</Value></Texture><Texture Name="Texture2"><Value>FXRailGunCoreMask</Value></Texture></Constants></FXShader><ObjectStatusValidation ForbiddenStatus="WEAPON_UPGRADED_03" /></LaserDraw>
<LaserDraw id="0xB74F5F65" Texture1_VTile="0.5" Texture2_VTile="0.03" Texture1_VScrollRate="0.2" Texture2_VScrollRate="1" LaserWidth="20" 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_03" /></LaserDraw><LaserDraw id="0xE5D4C885" Texture1_VTile="0.5" Texture2_VTile="0.03" Texture1_VScrollRate="0.2" Texture2_VScrollRate="1" LaserWidth="20" 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_03" /></LaserDraw></Draws><Behaviors><AttributeModifierPoolUpdate id="0x513BC476" /><SquishCollide id="0x8CCB269A" /><FireWeaponWhenDead id="0xDDED328F" DeathWeapon="CatalystInfantryDeathWeapon" InitiallyActive="True"><DieMuxData DeathTypes="CATALYST" /></FireWeaponWhenDead><AutoHealBehavior id="0xC07BF5C0" HealingAmount="100" 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><StancesBehavior id="0x54CA416E" StanceTemplate="Generic" /><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><InvisibilityUpdate id="0x3BD7F2F5" UpdatePeriod="0.5s"><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" ForbiddenStatus="IS_FIRING_WEAPON USING_ABILITY IS_AIMING_WEAPON SPECIAL_ABILITY_PACKING_UNPACKING_OR_USING" /><RequiresUpgrade>Upgrade_CloakingFieldInvisibility</RequiresUpgrade></InvisibilityUpdate><StealthUpgrade id="0xF2B9DFBE"><TriggeredBy>Upgrade_CloakingFieldInvisibility</TriggeredBy></StealthUpgrade><TemporarilyDefectUpdate id="0x3473AFD2" DefectionFrameCount="300" /><WeaponSetUpdate id="0x720F4A50"><WeaponSlotTurret ID="1"><Weapon Template="MOKReaperCannonLaser" /><TurretSettings TurretTurnRate="200" TurretPitchRate="40" MinIdleScanTime="1s" MaxIdleScanTime="5s" MaxIdleScanAngle="90" AllowsPitch="True"><TurretAITargetChooserData TargetingCompareList="DefaultTurretTargetingCompareList" CanAcquireDynamicIfAssignedOutOfRange="True" /></TurretSettings></WeaponSlotTurret></WeaponSetUpdate><Physics id="0x6D41764B" /><ProductionUpdate id="0x2387032B" /><SlowDeath id="0x73542D4A" SinkRate="1" SinkDelay="3s" DestructionDelay="7s">
<Sound List="NOD_Generic_VoiceDieMS" /><DieMuxData DeathTypes="ALL" DeathTypesForbidden="TOPPLED" /></SlowDeath>
<SpecialPower id="0x9300F150" SpecialPowerTemplate="NODBeamCannonLaserSpecialPower" UpdateModuleStartsAttack="True"><AttributeModifierAffects Rule="UNPARSED" /><RequirementsFilterMP Rule="UNPARSED" /><RequirementsFilterStrategic Rule="UNPARSED" /></SpecialPower><BeamSpecialAbilityUpdate id="0x36AEB473" SpecialPowerTemplate="NODBeamCannonLaserSpecialPower" StartAbilityRange="610" AbilityAbortRange="610" PreparationTime="10000s" PackTime="0.1s" UnpackTime="1s" Options="UPDATE_REQUIRES_LINE_OF_SIGHT" UnpackSound="AudioEvent:NOD_BeamCannon_BeamWeaponPowerUpSwell" PrepSoundLoop="Multisound:NOD_BeamCannon_BeamWeaponLoopMS" SetObjectStatusOnTrigger="IS_ENGAGED" ClearObjectStatusOnExit="IS_ENGAGED" FaceTarget="True" DamagePerSecond="150" JoinWithOtherBeams="True" /><SpecialPower id="0x6540F6F9" SpecialPowerTemplate="SpecialPower_ChargeDefensesTrigger" UpdateModuleStartsAttack="True"><AttributeModifierAffects Rule="UNPARSED" /><RequirementsFilterMP Rule="UNPARSED" /><RequirementsFilterStrategic Rule="UNPARSED" /></SpecialPower><BeamSpecialAbilityUpdate id="0x3216CCB9" SpecialPowerTemplate="SpecialPower_ChargeDefensesTrigger" StartAbilityRange="200" PreparationTime="10000s" PackTime="1s" UnpackTime="2s" Options="CHECK_SPECIALPOWER_REQUIREMENTS_DURING_UPDATE" UnpackSound="AudioEvent:NOD_BeamCannon_BeamWeaponPowerUpSwell" PrepSoundLoop="Multisound:NOD_BeamCannon_ChargeObeliskLoopMS" FaceTarget="True" TargetAttributeModifierAdd="AttributeModifier_ChargeDefenses" PreferredTargetBone="FXBONE01" TargetSamePlayerOnly="False" /><SpecialPower id="0xA0B2B001" SpecialPowerTemplate="SpecialPower_ReflectorAttack" UpdateModuleStartsAttack="True"><AttributeModifierAffects Rule="UNPARSED" /><RequirementsFilterMP Rule="UNPARSED" /><RequirementsFilterStrategic Rule="UNPARSED" /></SpecialPower><BeamSpecialAbilityUpdate id="0x7E53E03E" SpecialPowerTemplate="SpecialPower_ReflectorAttack" StartAbilityRange="10000" PreparationTime="10000s" PackTime="0.1s" UnpackTime="2s" UnpackSound="AudioEvent:NOD_BeamCannon_BeamWeaponPowerUpSwell" PrepSoundLoop="Multisound:NOD_BeamCannon_BeamWeaponLoopMS" GoIdleInStartPreparation="False" FaceTarget="True" DamagePerSecond="150" ReflectorExtendDistance="500" JoinWithOtherBeams="True" /><AISpecialPowerUpdate id="0x16F50DB7" CommandButtonName="Command_ReflectorAttack" SpecialPowerAIType="SPECIAL_POWER_SPECIFIC_UNIT" SpecialPowerRadius="200" SpecificUnit="NODVenom" RandomizeTargetLocation="False" /><CreateAndEnterObjectSpecialPower id="0x6D44A823" SpecialPowerTemplate="SpecialPowerCallForTransportNOD" TriggerFX="FX_NodCallForTransportFlare" IdleWhenStartingPower="True" ChildModuleHandlesFX="True" OCL="OCL_NodCallForTransportVehicle" CreateLocation="CREATE_ABOVE_LOCATION"><AttributeModifierAffects Rule="UNPARSED" /><RequirementsFilterMP Rule="UNPARSED" /><RequirementsFilterStrategic Rule="UNPARSED" /><FXOffset x="25" /></CreateAndEnterObjectSpecialPower><StatusBitsUpgrade id="0xD305500E" StatusToSet="WEAPON_UPGRADED_03"><TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy></StatusBitsUpgrade></Behaviors><AI><AIUpdate id="0xFADB485A" AutoAcquireEnemiesWhenIdle="YES"><UnitAITargetChooserData SympathyRange="100" CanPickDynamicTargets="False" RotateToTargetWhenAiming="False" TargetingCompareList="DefaultTargetingCompareList" /></AIUpdate></AI><Body><ActiveBody id="0xB313F576" MaxHealth="3000" /></Body><Geometry IsSmall="True"><Shape Type="BOX" ContactPointGeneration="VEHICLE" MajorRadius="14" MinorRadius="7" Height="11.5" /></Geometry><AudioArrayVoice><AudioEntry Sound="AudioEvent:NOD_BeamCannon_VoiceAttack" AudioType="voiceAttack" /><AudioEntry Sound="AudioEvent:EmptyVoiceResponse" AudioType="voiceBombard" /><AudioEntry Sound="AudioEvent:NOD_BeamCannon_VoiceCreate" AudioType="voiceCreated" /><AudioEntry Sound="AudioEvent:NOD_BeamCannon_VoiceMove" AudioType="voiceGuard" /><AudioEntry Sound="AudioEvent:NOD_BeamCannon_VoiceMove" AudioType="voiceMove" /><AudioEntry Sound="AudioEvent:NOD_BeamCannon_VoiceMoveAttack" AudioType="voiceAttackAfterMoving" /><AudioEntry Sound="AudioEvent:NOD_BeamCannon_VoiceRetreat" AudioType="voiceRetreatToCastle" /><AudioEntry Sound="Multisound:NOD_BeamCannon_VoiceSelectMS" AudioType="voiceSelect" /><AudioEntry Sound="Multisound:NOD_BeamCannon_VoiceSelectBattleMS" AudioType="voiceSelectBattle" /><NamedEntry Sound="AudioEvent:NOD_BeamCannon_VoiceAttackSpottedTarget" Name="0x069F5EEF" /><NamedEntry Sound="AudioEvent:NOD_BeamCannon_VoiceChargeDefenses" Name="0x0C2C04B4" /></AudioArrayVoice><AudioArraySound><AudioEntry Sound="AudioEvent:NOD_BeamCannon_MoveStart" AudioType="soundMoveStart" /><AudioEntry Sound="AudioEvent:NOD_BeamCannon_IdleLoop" 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" />
<VisionInfo ShroudClearingRange="400" VisionRange="350"/>
<CrusherInfo CrushableLevel="3" CrusherLevel="2" />
</GameObject>
</AssetDeclaration>