<?xml version="1.0" encoding="ISO-8859-1"?>

<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/">
	<channel>
		<title><![CDATA[Forums - C&C3 Tiberium Wars / Kanes Wrath]]></title>
		<link>http://www.commandandconquer.com/forums/</link>
		<description><![CDATA[The epic struggle between GDI and Nod continues. Commander, discuss everything about Command & Conquer 3: Tiberium Wars and the expansion pack Kane’s Wrath here!]]></description>
		<language>en</language>
		<lastBuildDate>Thu, 23 May 2013 01:34:33 GMT</lastBuildDate>
		<generator>vBulletin</generator>
		<ttl>60</ttl>
		<image>
			<url>http://www.commandandconquer.com/forums/cpstyles/cnc_franchise_2011/misc/rss.png</url>
			<title><![CDATA[Forums - C&C3 Tiberium Wars / Kanes Wrath]]></title>
			<link>http://www.commandandconquer.com/forums/</link>
		</image>
		<item>
			<title><![CDATA[[Question] Any news for new upcoming patchs for TW or KW ?]]></title>
			<link>http://www.commandandconquer.com/forums/showthread.php?9769-Question-Any-news-for-new-upcoming-patchs-for-TW-or-KW&amp;goto=newpost</link>
			<pubDate>Mon, 20 May 2013 06:20:56 GMT</pubDate>
			<description>Greetings All. First post and new here as well... :cool: 
 
Its been 6 years for tiberium wars or 7 years for Kanes Wrath and i didnt hear anything...</description>
			<content:encoded><![CDATA[<div>Greetings All. First post and new here as well... :cool:<br />
<br />
Its been 6 years for tiberium wars or 7 years for Kanes Wrath and i didnt hear anything about upcoming new patchs.<br />
<br />
Last i heard in TW we are still on 1.09 patch and in KW we are still on 1.02 patch, so several years nothing was new.<br />
<br />
It makes me wonder why so, and if there is any chance in the furture there will be more changes to TW and KW ?</div>

]]></content:encoded>
			<category domain="http://www.commandandconquer.com/forums/forumdisplay.php?12-C-amp-C3-Tiberium-Wars-Kanes-Wrath"><![CDATA[C&C3 Tiberium Wars / Kanes Wrath]]></category>
			<dc:creator>Ryanburd1</dc:creator>
			<guid isPermaLink="true">http://www.commandandconquer.com/forums/showthread.php?9769-Question-Any-news-for-new-upcoming-patchs-for-TW-or-KW</guid>
		</item>
		<item>
			<title>Register button not working</title>
			<link>http://www.commandandconquer.com/forums/showthread.php?9767-Register-button-not-working&amp;goto=newpost</link>
			<pubDate>Sun, 19 May 2013 18:53:53 GMT</pubDate>
			<description><![CDATA[i have just bought and downloaded C&C tiberium wars from Origin. went to multiplayer/online, the register button isnt highlighted so i can't get...]]></description>
			<content:encoded><![CDATA[<div>i have just bought and downloaded C&amp;C tiberium wars from Origin. went to multiplayer/online, the register button isnt highlighted so i can't get online. <br />
<br />
any help people??????</div>

]]></content:encoded>
			<category domain="http://www.commandandconquer.com/forums/forumdisplay.php?12-C-amp-C3-Tiberium-Wars-Kanes-Wrath"><![CDATA[C&C3 Tiberium Wars / Kanes Wrath]]></category>
			<dc:creator>adamisgod1992</dc:creator>
			<guid isPermaLink="true">http://www.commandandconquer.com/forums/showthread.php?9767-Register-button-not-working</guid>
		</item>
		<item>
			<title>How to quit CLAN?</title>
			<link>http://www.commandandconquer.com/forums/showthread.php?9751-How-to-quit-CLAN&amp;goto=newpost</link>
			<pubDate>Fri, 17 May 2013 17:58:44 GMT</pubDate>
			<description><![CDATA[I joined a clan long long ago,when this web was the frist CNC web. 
Then it changed,I can't creat or join a clan,and also can't quit the clan. 
SO...]]></description>
			<content:encoded><![CDATA[<div>I joined a clan long long ago,when this web was the frist CNC web.<br />
Then it changed,I can't creat or join a clan,and also can't quit the clan.<br />
SO how can I quit the clan I ever joined?</div>

]]></content:encoded>
			<category domain="http://www.commandandconquer.com/forums/forumdisplay.php?12-C-amp-C3-Tiberium-Wars-Kanes-Wrath"><![CDATA[C&C3 Tiberium Wars / Kanes Wrath]]></category>
			<dc:creator>yifanwz</dc:creator>
			<guid isPermaLink="true">http://www.commandandconquer.com/forums/showthread.php?9751-How-to-quit-CLAN</guid>
		</item>
		<item>
			<title><![CDATA[[CUSTOM MAP] Bastion]]></title>
			<link>http://www.commandandconquer.com/forums/showthread.php?9712-CUSTOM-MAP-Bastion&amp;goto=newpost</link>
			<pubDate>Mon, 13 May 2013 02:58:50 GMT</pubDate>
			<description>Hello! :)  
 
Bastion is an 8 player FFA map featuring a blue zonesque oasis surrounded by barren wasteland. Players begin outside the city walls and...</description>
			<content:encoded><![CDATA[<div>Hello! :) <br />
<br />
Bastion is an 8 player FFA map featuring a blue zonesque oasis surrounded by barren wasteland. Players begin outside the city walls and must fight over control of the city and control the numerous tiberium spikes and expansion hubs inside.<br />
<br />
Bastion day 2 replaces the city centre with a blue tiberium field while the other blue fields are converted into green fields. This was done to encourage lower level AI to expand into the city more seeing how they only seem to expand to tiberium fields. <br />
<br />
Screenshots:<br />
<br />
<img src="http://i44.tinypic.com/30veuj4.jpg" border="0" alt="" /><br />
<img src="http://i42.tinypic.com/xlgdo0.jpg" border="0" alt="" /><br />
<img src="http://i41.tinypic.com/dwrwp0.jpg" border="0" alt="" /><br />
<img src="http://i42.tinypic.com/2w6hqif.jpg" border="0" alt="" /><br />
<br />
<img src="http://i40.tinypic.com/2w7ffv8.jpg" border="0" alt="" /><br />
<br />
Download:<br />
<br />
(temporary) <a href="http://www.gamefront.com/files/23302563/BastionNS.zip" target="_blank">http://www.gamefront.com/files/23302563/BastionNS.zip</a><br />
<a href="http://www.strategyinformer.com/pc/commandconquer3kaneswrath/map/49873.html" target="_blank">http://www.strategyinformer.com/pc/c...map/49873.html</a><br />
<br />
Instructions:<br />
<br />
1: Extract the contents of BastionNS.zip to your map directoy. For vista/7, this will be C:\users\&lt;username&gt;\appdata\roaming\command and conquer 3 kane's wrath\maps<br />
2: Play :D</div>

]]></content:encoded>
			<category domain="http://www.commandandconquer.com/forums/forumdisplay.php?12-C-amp-C3-Tiberium-Wars-Kanes-Wrath"><![CDATA[C&C3 Tiberium Wars / Kanes Wrath]]></category>
			<dc:creator>Noodlesocks</dc:creator>
			<guid isPermaLink="true">http://www.commandandconquer.com/forums/showthread.php?9712-CUSTOM-MAP-Bastion</guid>
		</item>
		<item>
			<title><![CDATA[C&C tiberium wars online]]></title>
			<link>http://www.commandandconquer.com/forums/showthread.php?9676-C-amp-C-tiberium-wars-online&amp;goto=newpost</link>
			<pubDate>Thu, 09 May 2013 13:21:29 GMT</pubDate>
			<description>I have played around 200 online games, 1v1 rated but im still unranked. When do i get a rank?</description>
			<content:encoded><![CDATA[<div>I have played around 200 online games, 1v1 rated but im still unranked. When do i get a rank?</div>

]]></content:encoded>
			<category domain="http://www.commandandconquer.com/forums/forumdisplay.php?12-C-amp-C3-Tiberium-Wars-Kanes-Wrath"><![CDATA[C&C3 Tiberium Wars / Kanes Wrath]]></category>
			<dc:creator>manutd93</dc:creator>
			<guid isPermaLink="true">http://www.commandandconquer.com/forums/showthread.php?9676-C-amp-C-tiberium-wars-online</guid>
		</item>
		<item>
			<title><![CDATA[Can't launch C&C Kane's Wrath... :/]]></title>
			<link>http://www.commandandconquer.com/forums/showthread.php?9618-Can-t-launch-C-amp-C-Kane-s-Wrath&amp;goto=newpost</link>
			<pubDate>Sun, 05 May 2013 08:27:06 GMT</pubDate>
			<description><![CDATA[Hi, 
 
I got a big problem with Command & Conquer Kane's Wrath... 
I running Windows 8 and when I launch the game,nothing happens... 
Can someone...]]></description>
			<content:encoded><![CDATA[<div>Hi,<br />
<br />
I got a big problem with Command &amp; Conquer Kane's Wrath...<br />
I running Windows 8 and when I launch the game,nothing happens...<br />
Can someone help me?<br />
<br />
Thanks.<br />
<br />
Stixen from FRANCE</div>

]]></content:encoded>
			<category domain="http://www.commandandconquer.com/forums/forumdisplay.php?12-C-amp-C3-Tiberium-Wars-Kanes-Wrath"><![CDATA[C&C3 Tiberium Wars / Kanes Wrath]]></category>
			<dc:creator>Stixen_92</dc:creator>
			<guid isPermaLink="true">http://www.commandandconquer.com/forums/showthread.php?9618-Can-t-launch-C-amp-C-Kane-s-Wrath</guid>
		</item>
		<item>
			<title>Problem with connecting to online/resetting account</title>
			<link>http://www.commandandconquer.com/forums/showthread.php?9539-Problem-with-connecting-to-online-resetting-account&amp;goto=newpost</link>
			<pubDate>Thu, 02 May 2013 02:50:46 GMT</pubDate>
			<description><![CDATA[It's been a few years since I bought C&C, back before all this Origin crap started, and so when I go to log on to the online servers, I don't...]]></description>
			<content:encoded><![CDATA[<div>It's been a few years since I bought C&amp;C, back before all this Origin crap started, and so when I go to log on to the online servers, I don't remember my password. EA's help site is next to useless, so does anyone else know how to reset that account so I can play online?</div>

]]></content:encoded>
			<category domain="http://www.commandandconquer.com/forums/forumdisplay.php?12-C-amp-C3-Tiberium-Wars-Kanes-Wrath"><![CDATA[C&C3 Tiberium Wars / Kanes Wrath]]></category>
			<dc:creator>Helmight</dc:creator>
			<guid isPermaLink="true">http://www.commandandconquer.com/forums/showthread.php?9539-Problem-with-connecting-to-online-resetting-account</guid>
		</item>
		<item>
			<title><![CDATA[I can't find the battlecast part of the game]]></title>
			<link>http://www.commandandconquer.com/forums/showthread.php?9534-I-can-t-find-the-battlecast-part-of-the-game&amp;goto=newpost</link>
			<pubDate>Wed, 01 May 2013 14:40:34 GMT</pubDate>
			<description><![CDATA[I've got Tiberium Wars (and also the Kane's Wrath) game of C&C. 
I searched this forum and the internet for this issue, but I can't seem to find the...]]></description>
			<content:encoded><![CDATA[<div>I've got Tiberium Wars (and also the Kane's Wrath) game of C&amp;C.<br />
I searched this forum and the internet for this issue, but I can't seem to find the right answer.<br />
<br />
Now I read in the manual that it is possible to view battles of other players and comment on them through the battlecast. It is said that this Battlecast option comes with the game, but I can't seem to find it.<br />
<br />
I've got the game installed.<br />
<br />
I tried downloading the battlecast viewer but on installation it says that another copy is already installed.<br />
<br />
Please guide me to where I can find the battlecasts. I would really like to view them.</div>

]]></content:encoded>
			<category domain="http://www.commandandconquer.com/forums/forumdisplay.php?12-C-amp-C3-Tiberium-Wars-Kanes-Wrath"><![CDATA[C&C3 Tiberium Wars / Kanes Wrath]]></category>
			<dc:creator>remco_p</dc:creator>
			<guid isPermaLink="true">http://www.commandandconquer.com/forums/showthread.php?9534-I-can-t-find-the-battlecast-part-of-the-game</guid>
		</item>
		<item>
			<title>Problem With W3X When Compiling mod</title>
			<link>http://www.commandandconquer.com/forums/showthread.php?9527-Problem-With-W3X-When-Compiling-mod&amp;goto=newpost</link>
			<pubDate>Tue, 30 Apr 2013 14:16:57 GMT</pubDate>
			<description>I Extract A Model From CNC4 Without Animtion But When I Compiling Mod And My W3X Not Compiling With Mod, 
I Have Game Object Too  
My Game Object For...</description>
			<content:encoded><![CDATA[<div>I Extract A Model From CNC4 Without Animtion But When I Compiling Mod And My W3X Not Compiling With Mod,<br />
I Have Game Object Too <br />
My Game Object For Shockwave &lt;Spoiler&gt;&lt;?xml version=&quot;1.0&quot; encoding=&quot;utf-8&quot;?&gt;<br />
&lt;AssetDeclaration xmlns=&quot;uri:ea.com:eala:asset&quot;&gt;<br />
  &lt;Includes&gt;<br />
    &lt;Include type=&quot;All&quot; Source=&quot;Art:Shockwave/GUM_VEHICLEP_SKN.w3x&quot; /&gt;<br />
  &lt;/Includes&gt;<br />
  &lt;GameObject id=&quot;SteelTalonsShockwave&quot; KindOf=&quot;SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS PRELOAD SCORE ATTACK_NEEDS_LINE_OF_SIGHT CAN_REVERSE_MOVE VEHICLE CAN_BE_FAVORITE_UNIT&quot; Description=&quot;Desc:SteelTalonsShockwave&quot; TypeDescription=&quot;Type:SteelTalonsShockwave&quot; RadarPriority=&quot;UNIT&quot; BuildCompletion=&quot;INVALID&quot; FenceWidth=&quot;0&quot; FenceXOffset=&quot;0&quot; RemoveTerrainRadius=&quot;0&quot; EmotionRange=&quot;0&quot; PlacementViewAngle=&quot;0d&quot; BuildFadeInOnCreateTimeSeconds=&quot;0s&quot; FactoryExitWidth=&quot;0&quot; FactoryExtraBibWidth=&quot;0&quot; Side=&quot;SteelTalons&quot; EditorName=&quot;SteelTalonsShockwave&quot; EditorSorting=&quot;UNIT&quot; BountyValue=&quot;0&quot; BuildTime=&quot;18&quot; BuildFadeInOnCreateTime=&quot;0&quot; EnergyProduction=&quot;0&quot; EnergyBonus=&quot;0&quot; CommandSet=&quot;SteelTalonsShockwaveCommandSet&quot; SelectPortrait=&quot;Portrait_GDIShockwave&quot; ButtonImage=&quot;Portrait_GDIShockwave&quot; VoicePriority=&quot;209&quot; MinZIncreaseForVoiceMoveToHigherGround=&quot;-1&quot; CrowdResponse=&quot;&quot; CampnessValue=&quot;0&quot; CampnessValueRadius=&quot;600&quot; Scale=&quot;1&quot; HealthBoxScale=&quot;1.5&quot; HealthBoxHeightOffset=&quot;10&quot; OcclusionDelay=&quot;0&quot; LiveCameraPitch=&quot;0&quot; FormationWidth=&quot;1&quot; FormationDepth=&quot;1&quot; InstanceScaleFuzziness=&quot;0&quot; ThreatRadius=&quot;-1&quot; RamPower=&quot;0&quot; RamZMult=&quot;1&quot; ShockwaveResistance=&quot;0&quot; CommandPoints=&quot;100&quot; CommandPointBonus=&quot;0&quot; VoiceAttackChargeTimeout=&quot;0&quot; MaxDistanceForEngaged=&quot;0&quot; EngagedStateTimeout=&quot;0&quot; ThreatLevel=&quot;10&quot; SlopeLimitIndex=&quot;0&quot; PathfindDiameter=&quot;-1&quot; SupplyOverride=&quot;0&quot; DisplayMeleeDamage=&quot;-1&quot; DisplayRangedDamage=&quot;-1&quot; HeroSortOrder=&quot;2147483647&quot; FiringArc=&quot;360&quot; CamouflageDetectionMultiplier=&quot;1&quot; SelectionPriority=&quot;2147483647&quot; ProductionQueueType=&quot;VEHICLE&quot; BuildPlacementTypeFlag=&quot;INVALID&quot; BuildOnRequiredObjectKindOf=&quot;&quot; UnitCategory=&quot;VEHICLE&quot; WeaponCategory=&quot;CANNON&quot; HasFiredRecentlyTime=&quot;2s&quot; UnitTypeIcon=&quot;&quot; ReinvisibilityDelay=&quot;4s&quot; CaptureTime=&quot;0s&quot; BuildCost=&quot;1800&quot; RefundValue=&quot;0&quot; ThreatValue=&quot;0&quot; MaxSimultaneousOfType=&quot;0&quot; TransportSlotCount=&quot;1&quot; IsTrainable=&quot;True&quot; IsForbidden=&quot;False&quot; IsPrerequisite=&quot;False&quot; IsGrabbable=&quot;False&quot; IsHarvestable=&quot;False&quot; StructureRubbleHeight=&quot;0&quot; ForceLuaRegistration=&quot;False&quot; ShowHealthInSelectionDecal=&quot;False&quot; KeepSelectableWhenDead=&quot;False&quot; IsAutoBuilt=&quot;False&quot; CanPathThroughGates=&quot;True&quot; ShouldClearShotsOnIdle=&quot;False&quot; BuildInProximityToSamePlayerStucture=&quot;True&quot;&gt;<br />
    &lt;DisplayName&gt;Name:SteelTalonsShockwave&lt;/DisplayName&gt;<br />
    &lt;GameDependency RequiredModelConditionsAny=&quot;&quot; ForbiddenModelConditions=&quot;&quot; RequiredObjectStatusAny=&quot;&quot;&gt;<br />
      &lt;RequiredObject&gt;SteelTalonsTechCenter&lt;/RequiredObject&gt;<br />
    &lt;/GameDependency&gt;<br />
    &lt;ArmorSet Armor=&quot;GDISonicTankArmor&quot; DamageFX=&quot;VehicleDamageFX&quot; Conditions=&quot;&quot; /&gt;<br />
    &lt;LocomotorSet Speed=&quot;60&quot; Condition=&quot;NORMAL&quot; Locomotor=&quot;GDISonicTankLocomotor&quot; /&gt;<br />
    &lt;SkirmishAIInformation BaseBuildingLocation=&quot;FRONT&quot; ConquerMetricsOverrideDamageType=&quot;UNDEFINED&quot; ConquerMetricsOverrideAntiMask=&quot;ANTI_GROUND&quot; UnitBuilderStandardCombatUnit=&quot;True&quot; /&gt;<br />
    &lt;Draws&gt;<br />
      &lt;TankDraw id=&quot;50DF2C46&quot; RecoilDamping=&quot;3&quot; MaxRecoilDistance=&quot;0.4&quot; InitialRecoilSpeed=&quot;2&quot; RecoilSettleSpeed=&quot;0.065&quot; MinLODRequired=&quot;LOW&quot; ProjectileBoneFeedbackEnabledSlots=&quot;&quot; TrackMarks=&quot;&quot; DependencySharedModelFlags=&quot;&quot; HighDetailLODThreshold=&quot;0&quot; LowDetailLODThreshold=&quot;0&quot; WadingParticleSys=&quot;&quot; AlphaCameraFadeOuterRadius=&quot;0&quot; AlphaCameraFadeInnerRadius=&quot;0&quot; AlphaCameraAtInnerRadius=&quot;100%&quot; StaticSortLevelWhileFading=&quot;-1&quot; BirthFadeTime=&quot;0&quot; OkToChangeModelColor=&quot;True&quot; AnimationsRequirePower=&quot;True&quot; UseYAxisForTurretRotation=&quot;False&quot; TrackMarksOnlyWhenCorneringQuickly=&quot;False&quot; UseProducerTexture=&quot;False&quot; NoRotate=&quot;False&quot; UseFiringArcRotation=&quot;False&quot; Selectable=&quot;True&quot; RandomTextureFixedRandomIndex=&quot;False&quot; ParticlesAttachedToAnimatedBones=&quot;False&quot; ParticleBonesCheckDrawable=&quot;False&quot; ShadowForceDisable=&quot;False&quot; SwitchModelLODMode=&quot;False&quot; StaticModelLODMode=&quot;False&quot; ShowShadowWhileContained=&quot;False&quot; UseStandardModelNames=&quot;False&quot; UseDefaultAnimation=&quot;False&quot; BirthFadeAdditive=&quot;False&quot; ZWriteDisableOverride=&quot;False&quot; MultiPlayerOnly=&quot;False&quot; AffectedByStealth=&quot;True&quot; InvertStealthOpacity=&quot;False&quot; HighDetailOnly=&quot;False&quot; SetAnimsToLastFrameOnConstructionComplete=&quot;True&quot; TreadAnimationRate=&quot;0&quot; TreadPivotSpeedFraction=&quot;0.6&quot; TreadDriveSpeedFraction=&quot;0.3&quot; TreadDebrisRight=&quot;&quot; TreadDebrisLeft=&quot;&quot;&gt;<br />
        &lt;ModelConditionState ParseCondStateType=&quot;PARSE_DEFAULT&quot; PortraitImage=&quot;&quot; ButtonImage=&quot;&quot; RetainSubObjects=&quot;False&quot;&gt;<br />
          &lt;Model Name=&quot;GUM_VEHICLEP_SKN&quot; ExtraMesh=&quot;False&quot; /&gt;<br />
          &lt;WeaponFireFXBone WeaponSlotID=&quot;1&quot; WeaponSlotType=&quot;PRIMARY_WEAPON&quot; BoneName=&quot;MuzzleFX&quot; /&gt;<br />
          &lt;WeaponLaunchBone WeaponSlotID=&quot;1&quot; WeaponSlotType=&quot;PRIMARY_WEAPON&quot; BoneName=&quot;MuzzleFX&quot; /&gt;<br />
          &lt;Turret TurretNameKey=&quot;Shatterer_cannon&quot; TurretArtAngle=&quot;0d&quot; TurretArtPitch=&quot;0d&quot; TurretID=&quot;1&quot; /&gt;<br />
        &lt;/ModelConditionState&gt;<br />
        &lt;ModelConditionState ParseCondStateType=&quot;PARSE_NORMAL&quot; ConditionsYes=&quot;FORMATION_PREVIEW&quot; PortraitImage=&quot;&quot; ButtonImage=&quot;&quot; RetainSubObjects=&quot;False&quot;&gt;<br />
          &lt;Model Name=&quot;&quot; ExtraMesh=&quot;False&quot; /&gt;<br />
        &lt;/ModelConditionState&gt;<br />
        &lt;ModelConditionState ParseCondStateType=&quot;PARSE_NORMAL&quot; ConditionsYes=&quot;REALLYDAMAGED&quot; PortraitImage=&quot;&quot; ButtonImage=&quot;&quot; RetainSubObjects=&quot;False&quot;&gt;<br />
          &lt;Model Name=&quot;GUM_VEHICLEP_SKN&quot; ExtraMesh=&quot;False&quot; /&gt;<br />
          &lt;Texture Original=&quot;GUM_VehicleP&quot; New=&quot;GUM_VehicleP_DMG&quot; /&gt;<br />
          &lt;ParticleSysBone BoneName=&quot;FX_Fire02&quot; FXParticleSystemTemplate=&quot;GDIPredDamagedFire&quot; PersistID=&quot;0&quot; FollowBone=&quot;True&quot; OnlyIfOnWater=&quot;False&quot; OnlyIfOnLand=&quot;False&quot; /&gt;<br />
          &lt;ParticleSysBone BoneName=&quot;FX_Fire02&quot; FXParticleSystemTemplate=&quot;GDIPredDamagedFireDistor  tion&quot; PersistID=&quot;0&quot; FollowBone=&quot;True&quot; OnlyIfOnWater=&quot;False&quot; OnlyIfOnLand=&quot;False&quot; /&gt;<br />
          &lt;ParticleSysBone BoneName=&quot;FX_Fire02&quot; FXParticleSystemTemplate=&quot;GDIPredDamagedSmoke&quot; PersistID=&quot;0&quot; FollowBone=&quot;True&quot; OnlyIfOnWater=&quot;False&quot; OnlyIfOnLand=&quot;False&quot; /&gt;<br />
        &lt;/ModelConditionState&gt;<br />
        &lt;ModelConditionState ParseCondStateType=&quot;PARSE_NORMAL&quot; ConditionsYes=&quot;DYING&quot; PortraitImage=&quot;&quot; ButtonImage=&quot;&quot; RetainSubObjects=&quot;False&quot;&gt;<br />
          &lt;Model Name=&quot;&quot; ExtraMesh=&quot;False&quot; /&gt;<br />
        &lt;/ModelConditionState&gt;<br />
        &lt;AnimationState ParseCondStateType=&quot;PARSE_NORMAL&quot; ConditionsYes=&quot;DYING&quot; Flags=&quot;START_FRAME_FIRST&quot; EnteringStateFX=&quot;&quot; FrameForPristineBonePositions=&quot;0&quot; ShareAnimation=&quot;False&quot; AllowRepeatInRandomPick=&quot;False&quot; SimilarRestart=&quot;False&quot;&gt;<br />
          &lt;Animation AnimationName=&quot;GUSHATTERER_DIEA&quot; AnimationMode=&quot;ONCE&quot; Distance=&quot;0&quot; AnimationBlendTime=&quot;5&quot; AnimationSpeedFactorMin=&quot;1&quot; AnimationSpeedFactorMax=&quot;1&quot; WeaponTimingOrdering=&quot;PRIMARY_WEAPON&quot; WeaponTimingSlotID=&quot;1&quot; AnimationPriority=&quot;1&quot; FadeBeginFrame=&quot;-1&quot; FadeEndFrame=&quot;-1&quot; AnimationMustCompleteBlend=&quot;False&quot; UseWeaponTiming=&quot;False&quot; FadingIn=&quot;False&quot; /&gt;<br />
        &lt;/AnimationState&gt;<br />
        &lt;AnimationState ParseCondStateType=&quot;PARSE_NORMAL&quot; ConditionsYes=&quot;PASSENGER&quot; EnteringStateFX=&quot;&quot; FrameForPristineBonePositions=&quot;0&quot; ShareAnimation=&quot;False&quot; AllowRepeatInRandomPick=&quot;False&quot; SimilarRestart=&quot;False&quot;&gt;<br />
          &lt;Animation AnimationName=&quot;GUSHATTERER_LOWA&quot; AnimationMode=&quot;ONCE&quot; Distance=&quot;0&quot; AnimationBlendTime=&quot;0&quot; AnimationSpeedFactorMin=&quot;1&quot; AnimationSpeedFactorMax=&quot;1&quot; WeaponTimingOrdering=&quot;PRIMARY_WEAPON&quot; WeaponTimingSlotID=&quot;1&quot; AnimationPriority=&quot;1&quot; FadeBeginFrame=&quot;-1&quot; FadeEndFrame=&quot;-1&quot; AnimationMustCompleteBlend=&quot;False&quot; UseWeaponTiming=&quot;False&quot; FadingIn=&quot;False&quot; /&gt;<br />
        &lt;/AnimationState&gt;<br />
        &lt;AnimationState ParseCondStateType=&quot;PARSE_NORMAL&quot; ConditionsYes=&quot;AFFECTED_BY_EMP&quot; EnteringStateFX=&quot;&quot; FrameForPristineBonePositions=&quot;0&quot; ShareAnimation=&quot;False&quot; AllowRepeatInRandomPick=&quot;False&quot; SimilarRestart=&quot;False&quot;&gt;<br />
          &lt;Animation AnimationName=&quot;GUSHATTERER_LOWA&quot; AnimationMode=&quot;ONCE&quot; Distance=&quot;0&quot; AnimationBlendTime=&quot;15&quot; AnimationSpeedFactorMin=&quot;1&quot; AnimationSpeedFactorMax=&quot;1&quot; WeaponTimingOrdering=&quot;PRIMARY_WEAPON&quot; WeaponTimingSlotID=&quot;1&quot; AnimationPriority=&quot;1&quot; FadeBeginFrame=&quot;-1&quot; FadeEndFrame=&quot;-1&quot; AnimationMustCompleteBlend=&quot;False&quot; UseWeaponTiming=&quot;False&quot; FadingIn=&quot;False&quot; /&gt;<br />
        &lt;/AnimationState&gt;<br />
        &lt;AnimationState ParseCondStateType=&quot;PARSE_DEFAULT&quot; EnteringStateFX=&quot;&quot; FrameForPristineBonePositions=&quot;0&quot; ShareAnimation=&quot;False&quot; AllowRepeatInRandomPick=&quot;False&quot; SimilarRestart=&quot;False&quot;&gt;<br />
          &lt;Animation AnimationName=&quot;GUSHATTERER_IDLA&quot; AnimationMode=&quot;LOOP&quot; AnimNickName=&quot;IDLA&quot; Distance=&quot;0&quot; AnimationBlendTime=&quot;5&quot; AnimationSpeedFactorMin=&quot;0.9&quot; AnimationSpeedFactorMax=&quot;1.1&quot; WeaponTimingOrdering=&quot;PRIMARY_WEAPON&quot; WeaponTimingSlotID=&quot;1&quot; AnimationPriority=&quot;1&quot; FadeBeginFrame=&quot;-1&quot; FadeEndFrame=&quot;-1&quot; AnimationMustCompleteBlend=&quot;False&quot; UseWeaponTiming=&quot;False&quot; FadingIn=&quot;False&quot; /&gt;<br />
        &lt;/AnimationState&gt;<br />
        &lt;AnimationState ParseCondStateType=&quot;PARSE_NORMAL&quot; ConditionsYes=&quot;TURN_LEFT&quot; EnteringStateFX=&quot;&quot; FrameForPristineBonePositions=&quot;0&quot; ShareAnimation=&quot;False&quot; AllowRepeatInRandomPick=&quot;False&quot; SimilarRestart=&quot;False&quot;&gt;<br />
          &lt;Animation AnimationName=&quot;GUSHATTERER_TRLA&quot; AnimationMode=&quot;ONCE&quot; Distance=&quot;0&quot; AnimationBlendTime=&quot;15&quot; AnimationSpeedFactorMin=&quot;1&quot; AnimationSpeedFactorMax=&quot;1&quot; WeaponTimingOrdering=&quot;PRIMARY_WEAPON&quot; WeaponTimingSlotID=&quot;1&quot; AnimationPriority=&quot;1&quot; FadeBeginFrame=&quot;-1&quot; FadeEndFrame=&quot;-1&quot; AnimationMustCompleteBlend=&quot;False&quot; UseWeaponTiming=&quot;False&quot; FadingIn=&quot;False&quot; /&gt;<br />
        &lt;/AnimationState&gt;<br />
        &lt;AnimationState ParseCondStateType=&quot;PARSE_NORMAL&quot; ConditionsYes=&quot;TURN_RIGHT&quot; EnteringStateFX=&quot;&quot; FrameForPristineBonePositions=&quot;0&quot; ShareAnimation=&quot;False&quot; AllowRepeatInRandomPick=&quot;False&quot; SimilarRestart=&quot;False&quot;&gt;<br />
          &lt;Animation AnimationName=&quot;GUSHATTERER_TRRA&quot; AnimationMode=&quot;ONCE&quot; Distance=&quot;0&quot; AnimationBlendTime=&quot;15&quot; AnimationSpeedFactorMin=&quot;1&quot; AnimationSpeedFactorMax=&quot;1&quot; WeaponTimingOrdering=&quot;PRIMARY_WEAPON&quot; WeaponTimingSlotID=&quot;1&quot; AnimationPriority=&quot;1&quot; FadeBeginFrame=&quot;-1&quot; FadeEndFrame=&quot;-1&quot; AnimationMustCompleteBlend=&quot;False&quot; UseWeaponTiming=&quot;False&quot; FadingIn=&quot;False&quot; /&gt;<br />
        &lt;/AnimationState&gt;<br />
        &lt;AnimationState ParseCondStateType=&quot;PARSE_NORMAL&quot; ConditionsYes=&quot;ACCELERATE&quot; EnteringStateFX=&quot;&quot; FrameForPristineBonePositions=&quot;0&quot; ShareAnimation=&quot;False&quot; AllowRepeatInRandomPick=&quot;False&quot; SimilarRestart=&quot;False&quot;&gt;<br />
          &lt;Animation AnimationName=&quot;GUSHATTERER_ACCA&quot; AnimationMode=&quot;ONCE&quot; Distance=&quot;0&quot; AnimationBlendTime=&quot;15&quot; AnimationSpeedFactorMin=&quot;1&quot; AnimationSpeedFactorMax=&quot;1&quot; WeaponTimingOrdering=&quot;PRIMARY_WEAPON&quot; WeaponTimingSlotID=&quot;1&quot; AnimationPriority=&quot;1&quot; FadeBeginFrame=&quot;-1&quot; FadeEndFrame=&quot;-1&quot; AnimationMustCompleteBlend=&quot;False&quot; UseWeaponTiming=&quot;False&quot; FadingIn=&quot;False&quot; /&gt;<br />
        &lt;/AnimationState&gt;<br />
        &lt;AnimationState ParseCondStateType=&quot;PARSE_NORMAL&quot; ConditionsYes=&quot;DECELERATE&quot; EnteringStateFX=&quot;&quot; FrameForPristineBonePositions=&quot;0&quot; ShareAnimation=&quot;False&quot; AllowRepeatInRandomPick=&quot;False&quot; SimilarRestart=&quot;False&quot;&gt;<br />
          &lt;Animation AnimationName=&quot;GUSHATTERER_DECA&quot; AnimationMode=&quot;ONCE&quot; Distance=&quot;0&quot; AnimationBlendTime=&quot;15&quot; AnimationSpeedFactorMin=&quot;1&quot; AnimationSpeedFactorMax=&quot;1&quot; WeaponTimingOrdering=&quot;PRIMARY_WEAPON&quot; WeaponTimingSlotID=&quot;1&quot; AnimationPriority=&quot;1&quot; FadeBeginFrame=&quot;-1&quot; FadeEndFrame=&quot;-1&quot; AnimationMustCompleteBlend=&quot;False&quot; UseWeaponTiming=&quot;False&quot; FadingIn=&quot;False&quot; /&gt;<br />
        &lt;/AnimationState&gt;<br />
        &lt;AnimationState ParseCondStateType=&quot;PARSE_NORMAL&quot; ConditionsYes=&quot;MOVING&quot; EnteringStateFX=&quot;&quot; FrameForPristineBonePositions=&quot;0&quot; ShareAnimation=&quot;False&quot; AllowRepeatInRandomPick=&quot;False&quot; SimilarRestart=&quot;False&quot;&gt;<br />
          &lt;Animation AnimationName=&quot;GUM_VEHICLEP_MOVA&quot; AnimationMode=&quot;LOOP&quot; Distance=&quot;0&quot; AnimationBlendTime=&quot;15&quot; AnimationSpeedFactorMin=&quot;1&quot; AnimationSpeedFactorMax=&quot;1&quot; WeaponTimingOrdering=&quot;PRIMARY_WEAPON&quot; WeaponTimingSlotID=&quot;1&quot; AnimationPriority=&quot;1&quot; FadeBeginFrame=&quot;-1&quot; FadeEndFrame=&quot;-1&quot; AnimationMustCompleteBlend=&quot;False&quot; UseWeaponTiming=&quot;False&quot; FadingIn=&quot;False&quot; /&gt;<br />
        &lt;/AnimationState&gt;<br />
        &lt;AnimationState ParseCondStateType=&quot;PARSE_NORMAL&quot; ConditionsYes=&quot;FIRING_A&quot; EnteringStateFX=&quot;&quot; FrameForPristineBonePositions=&quot;0&quot; ShareAnimation=&quot;False&quot; AllowRepeatInRandomPick=&quot;False&quot; SimilarRestart=&quot;False&quot;&gt;<br />
          &lt;Animation AnimationName=&quot;GUM_VEHICLEP_ATKA&quot; AnimationMode=&quot;LOOP&quot; Distance=&quot;0&quot; AnimationBlendTime=&quot;5&quot; AnimationSpeedFactorMin=&quot;1&quot; AnimationSpeedFactorMax=&quot;1&quot; WeaponTimingOrdering=&quot;PRIMARY_WEAPON&quot; WeaponTimingSlotID=&quot;1&quot; AnimationPriority=&quot;1&quot; FadeBeginFrame=&quot;-1&quot; FadeEndFrame=&quot;-1&quot; AnimationMustCompleteBlend=&quot;False&quot; UseWeaponTiming=&quot;False&quot; FadingIn=&quot;False&quot; /&gt;<br />
        &lt;/AnimationState&gt;<br />
      &lt;/TankDraw&gt;<br />
      &lt;ScriptedModelDraw id=&quot;B6FCF8BD&quot; RecoilDamping=&quot;3&quot; MaxRecoilDistance=&quot;0.4&quot; InitialRecoilSpeed=&quot;2&quot; RecoilSettleSpeed=&quot;0.065&quot; MinLODRequired=&quot;LOW&quot; ProjectileBoneFeedbackEnabledSlots=&quot;&quot; TrackMarks=&quot;&quot; DependencySharedModelFlags=&quot;&quot; HighDetailLODThreshold=&quot;0&quot; LowDetailLODThreshold=&quot;0&quot; WadingParticleSys=&quot;&quot; AlphaCameraFadeOuterRadius=&quot;0&quot; AlphaCameraFadeInnerRadius=&quot;0&quot; AlphaCameraAtInnerRadius=&quot;100%&quot; StaticSortLevelWhileFading=&quot;-1&quot; BirthFadeTime=&quot;0&quot; OkToChangeModelColor=&quot;True&quot; AnimationsRequirePower=&quot;True&quot; UseYAxisForTurretRotation=&quot;False&quot; TrackMarksOnlyWhenCorneringQuickly=&quot;False&quot; UseProducerTexture=&quot;False&quot; NoRotate=&quot;False&quot; UseFiringArcRotation=&quot;False&quot; Selectable=&quot;True&quot; RandomTextureFixedRandomIndex=&quot;False&quot; ParticlesAttachedToAnimatedBones=&quot;False&quot; ParticleBonesCheckDrawable=&quot;False&quot; ShadowForceDisable=&quot;False&quot; SwitchModelLODMode=&quot;False&quot; StaticModelLODMode=&quot;False&quot; ShowShadowWhileContained=&quot;False&quot; UseStandardModelNames=&quot;False&quot; UseDefaultAnimation=&quot;False&quot; BirthFadeAdditive=&quot;False&quot; ZWriteDisableOverride=&quot;False&quot; MultiPlayerOnly=&quot;False&quot; AffectedByStealth=&quot;True&quot; InvertStealthOpacity=&quot;False&quot; HighDetailOnly=&quot;False&quot; SetAnimsToLastFrameOnConstructionComplete=&quot;True&quot;&gt;<br />
        &lt;ModelConditionState ParseCondStateType=&quot;PARSE_DEFAULT&quot; Skeleton=&quot;&quot; PortraitImage=&quot;&quot; ButtonImage=&quot;&quot; RetainSubObjects=&quot;False&quot;&gt;<br />
          &lt;Model Name=&quot;&quot; ExtraMesh=&quot;False&quot; /&gt;<br />
        &lt;/ModelConditionState&gt;<br />
        &lt;ModelConditionState ParseCondStateType=&quot;PARSE_NORMAL&quot; ConditionsYes=&quot;DYING&quot; PortraitImage=&quot;&quot; ButtonImage=&quot;&quot; RetainSubObjects=&quot;False&quot;&gt;<br />
          &lt;Model Name=&quot;GUSHATTERER_R&quot; ExtraMesh=&quot;False&quot; /&gt;<br />
          &lt;ParticleSysBone BoneName=&quot;FX_Fire02&quot; FXParticleSystemTemplate=&quot;GDIDebrisSmallFire&quot; PersistID=&quot;0&quot; FollowBone=&quot;True&quot; OnlyIfOnWater=&quot;False&quot; OnlyIfOnLand=&quot;False&quot; /&gt;<br />
          &lt;ParticleSysBone BoneName=&quot;FX_Fire02&quot; FXParticleSystemTemplate=&quot;GDIDebrisSmallFireDistor  tion&quot; PersistID=&quot;0&quot; FollowBone=&quot;True&quot; OnlyIfOnWater=&quot;False&quot; OnlyIfOnLand=&quot;False&quot; /&gt;<br />
          &lt;ParticleSysBone BoneName=&quot;FX_Fire02&quot; FXParticleSystemTemplate=&quot;GDIDebrisSmallSmoke&quot; PersistID=&quot;0&quot; FollowBone=&quot;True&quot; OnlyIfOnWater=&quot;False&quot; OnlyIfOnLand=&quot;False&quot; /&gt;<br />
        &lt;/ModelConditionState&gt;<br />
        &lt;ModelConditionState ParseCondStateType=&quot;PARSE_NORMAL&quot; ConditionsYes=&quot;PASSENGER&quot; PortraitImage=&quot;&quot; ButtonImage=&quot;&quot; RetainSubObjects=&quot;False&quot;&gt;<br />
          &lt;Model Name=&quot;&quot; ExtraMesh=&quot;False&quot; /&gt;<br />
        &lt;/ModelConditionState&gt;<br />
        &lt;ModelConditionState ParseCondStateType=&quot;PARSE_NORMAL&quot; ConditionsYes=&quot;USER_1 AFFECTED_BY_EMP&quot; PortraitImage=&quot;&quot; ButtonImage=&quot;&quot; RetainSubObjects=&quot;False&quot;&gt;<br />
          &lt;Model Name=&quot;&quot; ExtraMesh=&quot;False&quot; /&gt;<br />
          &lt;ParticleSysBone BoneName=&quot;ROOTTRANSFORM&quot; FXParticleSystemTemplate=&quot;&quot; PersistID=&quot;0&quot; FollowBone=&quot;True&quot; OnlyIfOnWater=&quot;False&quot; OnlyIfOnLand=&quot;False&quot; /&gt;<br />
          &lt;ParticleSysBone BoneName=&quot;ROOTTRANSFORM&quot; FXParticleSystemTemplate=&quot;&quot; PersistID=&quot;0&quot; FollowBone=&quot;True&quot; OnlyIfOnWater=&quot;False&quot; OnlyIfOnLand=&quot;False&quot; /&gt;<br />
        &lt;/ModelConditionState&gt;<br />
        &lt;ModelConditionState ParseCondStateType=&quot;PARSE_NORMAL&quot; ConditionsYes=&quot;USER_1&quot; PortraitImage=&quot;&quot; ButtonImage=&quot;&quot; RetainSubObjects=&quot;False&quot;&gt;<br />
          &lt;Model Name=&quot;&quot; ExtraMesh=&quot;False&quot; /&gt;<br />
          &lt;ParticleSysBone BoneName=&quot;none&quot; FXParticleSystemTemplate=&quot;GDIShattererHoverDust&quot; PersistID=&quot;0&quot; FollowBone=&quot;True&quot; OnlyIfOnWater=&quot;False&quot; OnlyIfOnLand=&quot;False&quot; /&gt;<br />
          &lt;ParticleSysBone BoneName=&quot;none&quot; FXParticleSystemTemplate=&quot;GDIShattererDustRocksDes  ert&quot; PersistID=&quot;0&quot; FollowBone=&quot;True&quot; OnlyIfOnWater=&quot;False&quot; OnlyIfOnLand=&quot;False&quot; /&gt;<br />
        &lt;/ModelConditionState&gt;<br />
      &lt;/ScriptedModelDraw&gt;<br />
      &lt;SpotlightDraw id=&quot;F591F97E&quot; RecoilDamping=&quot;3&quot; MaxRecoilDistance=&quot;0.4&quot; InitialRecoilSpeed=&quot;2&quot; RecoilSettleSpeed=&quot;0.065&quot; MinLODRequired=&quot;LOW&quot; ProjectileBoneFeedbackEnabledSlots=&quot;&quot; TrackMarks=&quot;&quot; AttachToBoneInAnotherModule=&quot;MuzzleFX&quot; DependencySharedModelFlags=&quot;&quot; HighDetailLODThreshold=&quot;0&quot; LowDetailLODThreshold=&quot;0&quot; WadingParticleSys=&quot;&quot; AlphaCameraFadeOuterRadius=&quot;0&quot; AlphaCameraFadeInnerRadius=&quot;0&quot; AlphaCameraAtInnerRadius=&quot;100%&quot; StaticSortLevelWhileFading=&quot;-1&quot; BirthFadeTime=&quot;0&quot; OkToChangeModelColor=&quot;False&quot; AnimationsRequirePower=&quot;True&quot; UseYAxisForTurretRotation=&quot;False&quot; TrackMarksOnlyWhenCorneringQuickly=&quot;False&quot; UseProducerTexture=&quot;False&quot; NoRotate=&quot;False&quot; UseFiringArcRotation=&quot;False&quot; Selectable=&quot;True&quot; RandomTextureFixedRandomIndex=&quot;False&quot; ParticlesAttachedToAnimatedBones=&quot;False&quot; ParticleBonesCheckDrawable=&quot;False&quot; ShadowForceDisable=&quot;False&quot; SwitchModelLODMode=&quot;False&quot; StaticModelLODMode=&quot;False&quot; ShowShadowWhileContained=&quot;False&quot; UseStandardModelNames=&quot;False&quot; UseDefaultAnimation=&quot;False&quot; BirthFadeAdditive=&quot;False&quot; ZWriteDisableOverride=&quot;False&quot; MultiPlayerOnly=&quot;False&quot; AffectedByStealth=&quot;True&quot; InvertStealthOpacity=&quot;False&quot; HighDetailOnly=&quot;False&quot; SetAnimsToLastFrameOnConstructionComplete=&quot;True&quot; RefreshTime=&quot;2s&quot; SweepTime=&quot;1s&quot; AlwaysOn=&quot;False&quot;&gt;<br />
        &lt;ModelConditionState ParseCondStateType=&quot;PARSE_DEFAULT&quot; PortraitImage=&quot;&quot; ButtonImage=&quot;&quot; RetainSubObjects=&quot;False&quot;&gt;<br />
          &lt;Model Name=&quot;Asset not found in stream: [F0F08712:CA841AC8]&quot; ExtraMesh=&quot;False&quot; /&gt;<br />
        &lt;/ModelConditionState&gt;<br />
        &lt;ModelConditionState ParseCondStateType=&quot;PARSE_NORMAL&quot; ConditionsYes=&quot;FORMATION_PREVIEW&quot; PortraitImage=&quot;&quot; ButtonImage=&quot;&quot; RetainSubObjects=&quot;False&quot;&gt;<br />
          &lt;Model Name=&quot;&quot; ExtraMesh=&quot;False&quot; /&gt;<br />
        &lt;/ModelConditionState&gt;<br />
      &lt;/SpotlightDraw&gt;<br />
      &lt;ScriptedModelDraw id=&quot;D01B969B&quot; RecoilDamping=&quot;3&quot; MaxRecoilDistance=&quot;0.4&quot; InitialRecoilSpeed=&quot;2&quot; RecoilSettleSpeed=&quot;0.065&quot; MinLODRequired=&quot;LOW&quot; ProjectileBoneFeedbackEnabledSlots=&quot;&quot; TrackMarks=&quot;&quot; DependencySharedModelFlags=&quot;&quot; HighDetailLODThreshold=&quot;0&quot; LowDetailLODThreshold=&quot;0&quot; WadingParticleSys=&quot;&quot; AlphaCameraFadeOuterRadius=&quot;0&quot; AlphaCameraFadeInnerRadius=&quot;0&quot; AlphaCameraAtInnerRadius=&quot;100%&quot; StaticSortLevelWhileFading=&quot;-1&quot; BirthFadeTime=&quot;0&quot; OkToChangeModelColor=&quot;False&quot; AnimationsRequirePower=&quot;True&quot; UseYAxisForTurretRotation=&quot;False&quot; TrackMarksOnlyWhenCorneringQuickly=&quot;False&quot; UseProducerTexture=&quot;False&quot; NoRotate=&quot;False&quot; UseFiringArcRotation=&quot;False&quot; Selectable=&quot;True&quot; RandomTextureFixedRandomIndex=&quot;False&quot; ParticlesAttachedToAnimatedBones=&quot;False&quot; ParticleBonesCheckDrawable=&quot;False&quot; ShadowForceDisable=&quot;False&quot; SwitchModelLODMode=&quot;False&quot; StaticModelLODMode=&quot;False&quot; ShowShadowWhileContained=&quot;False&quot; UseStandardModelNames=&quot;False&quot; UseDefaultAnimation=&quot;False&quot; BirthFadeAdditive=&quot;False&quot; ZWriteDisableOverride=&quot;False&quot; MultiPlayerOnly=&quot;False&quot; AffectedByStealth=&quot;True&quot; InvertStealthOpacity=&quot;False&quot; HighDetailOnly=&quot;False&quot; SetAnimsToLastFrameOnConstructionComplete=&quot;True&quot;&gt;<br />
        &lt;ModelConditionState ParseCondStateType=&quot;PARSE_DEFAULT&quot; PortraitImage=&quot;&quot; ButtonImage=&quot;&quot; RetainSubObjects=&quot;False&quot; /&gt;<br />
        &lt;ModelConditionState ParseCondStateType=&quot;PARSE_NORMAL&quot; ConditionsYes=&quot;COMBINED_PARENT&quot; PortraitImage=&quot;&quot; ButtonImage=&quot;&quot; RetainSubObjects=&quot;False&quot;&gt;<br />
          &lt;ParticleSysBone BoneName=&quot;NONE&quot; FXParticleSystemTemplate=&quot;AUBuzzerCombine&quot; PersistID=&quot;0&quot; FollowBone=&quot;True&quot; OnlyIfOnWater=&quot;False&quot; OnlyIfOnLand=&quot;False&quot; /&gt;<br />
          &lt;ParticleSysBone BoneName=&quot;NONE&quot; FXParticleSystemTemplate=&quot;AUBuzzerCombineGlow&quot; PersistID=&quot;0&quot; FollowBone=&quot;True&quot; OnlyIfOnWater=&quot;False&quot; OnlyIfOnLand=&quot;False&quot; /&gt;<br />
        &lt;/ModelConditionState&gt;<br />
      &lt;/ScriptedModelDraw&gt;<br />
    &lt;/Draws&gt;<br />
    &lt;Behaviors&gt;<br />
      &lt;ProductionUpdate id=&quot;34FE0D85&quot; MaxQueueEntries=&quot;99&quot; NumDoorAnimations=&quot;0&quot; DoorOpeningTime=&quot;0s&quot; DoorOpeningTimeMetaUnit=&quot;0s&quot; DoorWaitOpenTime=&quot;0s&quot; DoorCloseTime=&quot;0s&quot; ConstructionCompleteDuration=&quot;0&quot; DisabledTypesToProcess=&quot;&quot; UnitInvulnerableTime=&quot;0&quot; SpecialPrepModelconditionTime=&quot;0&quot; BonusForType=&quot;Asset not found in stream: [A430DA77]&quot; SpeedBonusAudioLoop=&quot;Asset not found in stream: [4053C714:A430DA77]&quot; Type=&quot;INVALID&quot; ProductionTimeDelayScalar=&quot;0s&quot; GiveNoXP=&quot;True&quot; VeteranUnitsFromVeteranFactory=&quot;False&quot; SetBonusModelConditionOnSpeedBonus=&quot;False&quot; SecondaryQueue=&quot;False&quot; IgnorePreReqs=&quot;False&quot; /&gt;<br />
      &lt;WeaponSetUpdate id=&quot;75F3FD00&quot;&gt;<br />
        &lt;WeaponSlotTurret ID=&quot;1&quot; InterleavedStyle=&quot;INTERLEAVE_FIRST_AVAILABLE&quot; WeaponChoiceCriteria=&quot;PREFER_MOST_DAMAGE&quot; AllowInterleavedFiring=&quot;False&quot;&gt;<br />
          &lt;Weapon Ordering=&quot;PRIMARY_WEAPON&quot; Template=&quot;GDIShattererShockWaveCannon&quot; Upgrade=&quot;&quot; ObjectStatus=&quot;&quot; IsPlayerUpgradePermanent=&quot;False&quot; /&gt;<br />
          &lt;TurretSettings TurretTurnRate=&quot;80&quot; TurretPitchRate=&quot;80&quot; MinimumPitch=&quot;-60d&quot; PitchHeight=&quot;90%&quot; ControlledWeaponSlots=&quot;&quot; MinIdleScanTime=&quot;1s&quot; MaxIdleScanTime=&quot;5s&quot; MinIdleScanAngle=&quot;0&quot; MaxIdleScanAngle=&quot;90&quot; MaxDeflectionClockwise=&quot;180d&quot; MaxDeflectionAntiClockwise=&quot;180d&quot; NaturalTurretAngle=&quot;0d&quot; AllowsPitch=&quot;True&quot; RecenterWhenOutOfTurnRange=&quot;True&quot;&gt;<br />
            &lt;TurretAITargetChooserData IdleScanDelay=&quot;0.8s&quot; ReacquireDelay=&quot;5s&quot; StartupDelay=&quot;0s&quot; SympathyRange=&quot;25&quot; CheckVisionRange=&quot;False&quot; CanPickDynamicTargets=&quot;True&quot; RotateToTargetWhenAiming=&quot;True&quot; CanAutoAcquireNonAutoAcquirable=&quot;False&quot; TargetingCompareList=&quot;DefaultTurretTargetingCompar  eList&quot; ActiveWhenPerformingSpecialAbility=&quot;False&quot; CanAcquireDynamicIfAssignedOutOfRange=&quot;True&quot; CanPickTargetsOutOfTurretAngle=&quot;False&quot; /&gt;<br />
          &lt;/TurretSettings&gt;<br />
        &lt;/WeaponSlotTurret&gt;<br />
      &lt;/WeaponSetUpdate&gt;<br />
      &lt;LinearDamageUpdate id=&quot;3564D7F8&quot; StartDistanceOffset=&quot;50&quot; Radius=&quot;10&quot; Length=&quot;350&quot; SweepFXList=&quot;FX_TeraSweep_Md&quot; SweepWeapon=&quot;ShattererSweepWeapon&quot; Speed=&quot;125&quot; /&gt;<br />
      &lt;LaserState id=&quot;14BDCE42&quot; LaserId=&quot;0&quot; /&gt;<br />
      &lt;Physics id=&quot;6D41764B&quot; MaxXRotationVelocity=&quot;360&quot; MaxYRotationVelocity=&quot;360&quot; MaxZRotationVelocity=&quot;360&quot; GravityMultiplier=&quot;1&quot; ShockStunnedTimeLow=&quot;5&quot; ShockStunnedTimeHigh=&quot;10&quot; ShockStandingTime=&quot;5&quot; FirstHeight=&quot;1.3&quot; SecondHeight=&quot;1.3&quot; FirstPercentIndent=&quot;33%&quot; SecondPercentIndent=&quot;66%&quot; BounceCount=&quot;2&quot; BounceDistance=&quot;5&quot; BounceFirstHeight=&quot;1.3&quot; BounceSecondHeight=&quot;1.3&quot; BounceFirstPercentIndent=&quot;33%&quot; BounceSecondPercentIndent=&quot;66%&quot; GroundHitFX=&quot;&quot; GroundBounceFX=&quot;&quot; FirstPercentHeight=&quot;33%&quot; SecondPercentHeight=&quot;66%&quot; CurveFlattenMinDist=&quot;0&quot; TumbleRandomly=&quot;False&quot; AllowBouncing=&quot;False&quot; KillWhenRestingOnGround=&quot;False&quot; OrientToFlightPath=&quot;False&quot; IgnoreTerrainHeight=&quot;False&quot; /&gt;<br />
      &lt;SlowDeath id=&quot;73542D4A&quot; SinkRate=&quot;2.5&quot; ProbabilityModifier=&quot;10&quot; ModifierBonusPerOverkillPercent=&quot;0%&quot; SinkDelay=&quot;0.5s&quot; SinkDelayVariance=&quot;0s&quot; DestructionDelay=&quot;5s&quot; DestructionDelayVariance=&quot;0s&quot; DecayBeginTime=&quot;0s&quot; FlingForce=&quot;0&quot; FlingForceVariance=&quot;0&quot; FlingPitch=&quot;0d&quot; FlingPitchVariance=&quot;0d&quot; DeathFlags=&quot;&quot; FadeTime=&quot;0s&quot; FadeDelay=&quot;0s&quot; DeathTypes=&quot;&quot; DeathObjectStatusBits=&quot;&quot; ShadowWhenDead=&quot;False&quot; Fade=&quot;False&quot;&gt;<br />
        &lt;OCL Type=&quot;INITIAL&quot;&gt;<br />
          &lt;OCL&gt;OCL_GDIShattererDebris&lt;/OCL&gt;<br />
        &lt;/OCL&gt;<br />
        &lt;Sound Type=&quot;INITIAL&quot; List=&quot;GDI_Generic_VoiceDieMS&quot; /&gt;<br />
        &lt;DieMuxData ExemptStatus=&quot;&quot; RequiredStatus=&quot;&quot; DamageAmountRequired=&quot;-1&quot; MinKillerAngle=&quot;0.9999999d&quot; MaxKillerAngle=&quot;-0.9999999d&quot; DeathTypes=&quot;ALL&quot; DeathTypesForbidden=&quot;TOPPLED&quot; /&gt;<br />
      &lt;/SlowDeath&gt;<br />
      &lt;FXListBehavior id=&quot;C74C39D8&quot;&gt;<br />
        &lt;DieMuxData ExemptStatus=&quot;&quot; RequiredStatus=&quot;&quot; DamageAmountRequired=&quot;-1&quot; MinKillerAngle=&quot;0.9999999d&quot; MaxKillerAngle=&quot;-0.9999999d&quot; DeathTypes=&quot;ALL&quot; DeathTypesForbidden=&quot;&quot; /&gt;<br />
        &lt;Event Index=&quot;onDeath&quot; FX=&quot;FX_GDIMammothExplode&quot; MinThreshold=&quot;0&quot; MaxThreshold=&quot;0&quot; Direction=&quot;Default&quot; OrientToObject=&quot;True&quot; ForceUseDoFXObj=&quot;False&quot; /&gt;<br />
      &lt;/FXListBehavior&gt;<br />
      &lt;StatusBitsUpgrade id=&quot;D305500E&quot; RequiresAllTriggers=&quot;False&quot; RequiresAllConflictingTriggers=&quot;False&quot; Permanent=&quot;False&quot; WaypointMode=&quot;False&quot; WaypointModeTerminal=&quot;True&quot; StatusToSet=&quot;WEAPON_UPGRADED_03&quot; StatusToClear=&quot;&quot; ApplyToContained=&quot;False&quot;&gt;<br />
        &lt;TriggeredBy&gt;Upgrade_Veterancy_HEROIC&lt;/TriggeredBy&gt;<br />
      &lt;/StatusBitsUpgrade&gt;<br />
      &lt;ModelConditionUpgrade id=&quot;081018FB&quot; RequiresAllTriggers=&quot;False&quot; RequiresAllConflictingTriggers=&quot;False&quot; Permanent=&quot;False&quot; WaypointMode=&quot;False&quot; WaypointModeTerminal=&quot;True&quot; AddConditionFlags=&quot;USER_5&quot; RemoveConditionFlags=&quot;&quot; AddTempConditionFlag=&quot;TOPPLED&quot; TempConditionTime=&quot;0s&quot;&gt;<br />
        &lt;TriggeredBy&gt;Upgrade_AllFactionUpgrade&lt;/TriggeredBy&gt;<br />
      &lt;/ModelConditionUpgrade&gt;<br />
      &lt;ModelConditionUpgrade id=&quot;F4E47196&quot; RequiresAllTriggers=&quot;False&quot; RequiresAllConflictingTriggers=&quot;False&quot; Permanent=&quot;True&quot; WaypointMode=&quot;False&quot; WaypointModeTerminal=&quot;True&quot; AddConditionFlags=&quot;USER_1&quot; RemoveConditionFlags=&quot;&quot; AddTempConditionFlag=&quot;TOPPLED&quot; TempConditionTime=&quot;0s&quot;&gt;<br />
        &lt;TriggeredBy&gt;Upgrade_GDIFaction&lt;/TriggeredBy&gt;<br />
      &lt;/ModelConditionUpgrade&gt;<br />
      &lt;ModelConditionUpgrade id=&quot;32823308&quot; RequiresAllTriggers=&quot;False&quot; RequiresAllConflictingTriggers=&quot;False&quot; Permanent=&quot;True&quot; WaypointMode=&quot;False&quot; WaypointModeTerminal=&quot;True&quot; AddConditionFlags=&quot;USER_1&quot; RemoveConditionFlags=&quot;&quot; AddTempConditionFlag=&quot;TOPPLED&quot; TempConditionTime=&quot;0s&quot;&gt;<br />
        &lt;TriggeredBy&gt;Upgrade_SteelTalonsFaction&lt;/TriggeredBy&gt;<br />
      &lt;/ModelConditionUpgrade&gt;<br />
      &lt;ModelConditionUpgrade id=&quot;3A0753AF&quot; RequiresAllTriggers=&quot;False&quot; RequiresAllConflictingTriggers=&quot;False&quot; Permanent=&quot;True&quot; WaypointMode=&quot;False&quot; WaypointModeTerminal=&quot;True&quot; AddConditionFlags=&quot;USER_1&quot; RemoveConditionFlags=&quot;&quot; AddTempConditionFlag=&quot;TOPPLED&quot; TempConditionTime=&quot;0s&quot;&gt;<br />
        &lt;TriggeredBy&gt;Upgrade_ZOCOMFaction&lt;/TriggeredBy&gt;<br />
      &lt;/ModelConditionUpgrade&gt;<br />
    &lt;/Behaviors&gt;<br />
    &lt;AI&gt;<br />
      &lt;AIUpdate id=&quot;12FA48BA&quot; AutoAcquireEnemiesWhenIdle=&quot;YES&quot; StopChaseDistance=&quot;500&quot; HoldGroundCloseRangeDistance=&quot;0&quot; AILuaEventsList=&quot;GDIPredatorFunctions&quot; MinCowerTime=&quot;0s&quot; MaxCowerTime=&quot;0s&quot; RampageTime=&quot;0s&quot; BurningDeathTime=&quot;0s&quot; TimeToEjectPassengersOnRampage=&quot;0&quot; ComboLocomotorSet=&quot;NORMAL&quot; ComboLocoAttackDistance=&quot;80&quot; IdleTargetTime=&quot;0s&quot; MaxCombineChildren=&quot;1&quot; SpawnOffsetRadius=&quot;0&quot; StandGround=&quot;False&quot; CanAttackWhileContained=&quot;False&quot; RampageRequiresAflame=&quot;False&quot; FadeOnPortals=&quot;False&quot;&gt;<br />
        &lt;UnitAITargetChooserData IdleScanDelay=&quot;0.8s&quot; ReacquireDelay=&quot;5s&quot; StartupDelay=&quot;0s&quot; SympathyRange=&quot;100&quot; CheckVisionRange=&quot;False&quot; CanPickDynamicTargets=&quot;False&quot; RotateToTargetWhenAiming=&quot;True&quot; CanAutoAcquireNonAutoAcquirable=&quot;False&quot; TargetingCompareList=&quot;DefaultTargetingCompareList&quot; /&gt;<br />
      &lt;/AIUpdate&gt;<br />
    &lt;/AI&gt;<br />
    &lt;Body&gt;<br />
      &lt;ActiveBody id=&quot;B313F576&quot; MaxHealth=&quot;4000&quot; MaxHealthDamaged=&quot;0&quot; MaxHealthReallyDamaged=&quot;0&quot; InitialHealth=&quot;-1&quot; RecoveryTime=&quot;0&quot; DodgePercent=&quot;0&quot; EnteringDamagedTransitionTime=&quot;0s&quot; EnteringReallyDamagedTransitionTime=&quot;0s&quot; GrabFX=&quot;&quot; GrabDamage=&quot;200&quot; HealingBuffFX=&quot;&quot; DamagedAttributeModifier=&quot;&quot; ReallyDamagedAttributeModifier=&quot;&quot; CheerRadius=&quot;200&quot; BurningDeathFX=&quot;&quot; SecondChanceUpgrade=&quot;&quot; SecondChanceHeal=&quot;0&quot; UseDefaultDamageSettings=&quot;True&quot; RemoveUpgradesOnDeath=&quot;False&quot; BurningDeathBehavior=&quot;False&quot; /&gt;<br />
    &lt;/Body&gt;<br />
    &lt;Geometry IsSmall=&quot;False&quot;&gt;<br />
      &lt;Shape Type=&quot;BOX&quot; ContactPointGeneration=&quot;VEHICLE&quot; MajorRadius=&quot;15&quot; MinorRadius=&quot;15&quot; Height=&quot;5&quot; FrontAngle=&quot;0d&quot; Active=&quot;True&quot; UsedForHealthBox=&quot;True&quot; /&gt;<br />
    &lt;/Geometry&gt;<br />
    &lt;AudioArrayVoice&gt;<br />
      &lt;AudioEntry Sound=&quot;Asset not found in stream: [844D7B9F:65DACE75]&quot; AudioType=&quot;voiceAttack&quot; /&gt;<br />
      &lt;AudioEntry Sound=&quot;Asset not found in stream: [844D7B9F:33A1D50F]&quot; AudioType=&quot;voiceCreated&quot; /&gt;<br />
      &lt;AudioEntry Sound=&quot;Asset not found in stream: [844D7B9F:33A1D50F]&quot; AudioType=&quot;voiceFullyCreated&quot; /&gt;<br />
      &lt;AudioEntry Sound=&quot;Asset not found in stream: [844D7B9F:751CE3FC]&quot; AudioType=&quot;voiceAttackAfterMoving&quot; /&gt;<br />
      &lt;AudioEntry Sound=&quot;Asset not found in stream: [844D7B9F:9B3C5FD6]&quot; AudioType=&quot;voiceMove&quot; /&gt;<br />
      &lt;AudioEntry Sound=&quot;Asset not found in stream: [844D7B9F:9B3C5FD6]&quot; AudioType=&quot;voiceGuard&quot; /&gt;<br />
      &lt;AudioEntry Sound=&quot;Asset not found in stream: [844D7B9F:5DAFA439]&quot; AudioType=&quot;voiceRetreatToCastle&quot; /&gt;<br />
      &lt;AudioEntry Sound=&quot;Asset not found in stream: [844D7B9F:438289B9]&quot; AudioType=&quot;voiceSelectBattle&quot; /&gt;<br />
      &lt;AudioEntry Sound=&quot;Asset not found in stream: [844D7B9F:C9207AE0]&quot; AudioType=&quot;voiceSelect&quot; /&gt;<br />
    &lt;/AudioArrayVoice&gt;<br />
    &lt;AudioArraySound&gt;<br />
      &lt;AudioEntry Sound=&quot;Asset not found in stream: [844D7B9F:57BF93B2]&quot; AudioType=&quot;soundAmbient&quot; /&gt;<br />
      &lt;AudioEntry Sound=&quot;Asset not found in stream: [844D7B9F:79F04005]&quot; AudioType=&quot;soundMoveLoop&quot; /&gt;<br />
      &lt;AudioEntry Sound=&quot;Asset not found in stream: [844D7B9F:78388D0F]&quot; AudioType=&quot;soundMoveStart&quot; /&gt;<br />
    &lt;/AudioArraySound&gt;<br />
    &lt;EvaEvents EvaEventDieOwner=&quot;UnitLost&quot; EvaEventDamagedOwner=&quot;UnitUnderAttack&quot; EvaEventDamagedFromShroudedSourceOwner=&quot;UnitUnderA  ttackFromShroudedUnit&quot; EvaEventDamagedByFireOwner=&quot;GenericUnitBeingBurned  &quot; EvaEventSecondDamageFarFromFirstScanRange=&quot;600&quot; EvaEventSecondDamageFarFromFirstTimeoutMS=&quot;155&quot; EvaEventAmbushed=&quot;UnitAmbushed&quot; EvaEnemyObjectSightedEvent=&quot;GenericEnemyUnitSighte  d&quot; EvaEventDetectedEnemy=&quot;EnemyStealthUnitDiscovered&quot; EvaEventAvailableForProduction=&quot;NewConstructionOpt  ions&quot; EvaEventProductionStarted=&quot;UnitConstructionStarted  &quot; EvaEventBuildOnHold=&quot;BuildOnHold&quot; EvaEventBuildCancelled=&quot;BuildCancelled&quot; EvaEventPromotedOwner=&quot;UnitPromoted&quot; /&gt;<br />
    &lt;ShadowInfo Type=&quot;VOLUME&quot; Texture=&quot;&quot; AdditionalTexture=&quot;&quot; SizeX=&quot;0&quot; SizeY=&quot;0&quot; OffsetX=&quot;0&quot; OffsetY=&quot;0&quot; OpacityStart=&quot;0&quot; OpacityFadeInTime=&quot;0s&quot; OpacityPeak=&quot;1&quot; OpacityFadeOutTime=&quot;0s&quot; OpacityEnd=&quot;0&quot; MaxHeight=&quot;20&quot; SunAngle=&quot;0&quot; OverrideLODVisibility=&quot;False&quot; UseHouseColor=&quot;False&quot; IsRotatingWithObject=&quot;True&quot; LocalPlayerOnly=&quot;False&quot; /&gt;<br />
    &lt;VisionInfo VisionRange=&quot;350&quot; ShroudClearingRange=&quot;400&quot; VisionSide=&quot;100%&quot; VisionRear=&quot;100%&quot; VisionBonusTestRadius=&quot;100&quot; VisionBonusTestSegments=&quot;8&quot; VisionBonusPercentPerFoot=&quot;0%&quot; MaxVisionBonusPercent=&quot;50%&quot; MinVisionBonusPercent=&quot;-50%&quot; /&gt;<br />
  &lt;/GameObject&gt;<br />
&lt;/AssetDeclaration&gt;&lt;/spoiler&gt;<br />
And The W3X On Attach 2 (That Gameobject Includes)</div>

]]></content:encoded>
			<category domain="http://www.commandandconquer.com/forums/forumdisplay.php?12-C-amp-C3-Tiberium-Wars-Kanes-Wrath"><![CDATA[C&C3 Tiberium Wars / Kanes Wrath]]></category>
			<dc:creator>ajmir</dc:creator>
			<guid isPermaLink="true">http://www.commandandconquer.com/forums/showthread.php?9527-Problem-With-W3X-When-Compiling-mod</guid>
		</item>
	</channel>
</rss>
