<?xml version="1.0"?>
<Juggernaut_Data>


	<GroundVehicle Name="HAV_Juggernaut">
		<LOD_Bias>0.5</LOD_Bias>
		<Text_ID>TEXT_UNIT_JUGGERNAUT</Text_ID>
		<Encyclopedia_Good_Against> MAL_Rocket_Vehicle MPTL Plex_Soldier </Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To> T4B_Tank MZ8_Pulse_Cannon_Tank </Encyclopedia_Vulnerable_To>
  		<Encyclopedia_Text>TEXT_TOOLTIP_JUGGERNAUT</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class>
		<Icon_Name>i_button_ev_juggernaut.tga</Icon_Name>
	
		<Select_Box_Scale>200</Select_Box_Scale>
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
		<GUI_Bracket_Size>1</GUI_Bracket_Size>
		<GUI_Bounds_Scale>0.4</GUI_Bounds_Scale>

		<Land_Model_Name>EV_juggernaut.alo</Land_Model_Name>
		<Mass>1.0</Mass>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>1.5</Max_Speed>
		<Max_Rate_Of_Turn>0.9</Max_Rate_Of_Turn>
		<Space_Layer> Land </Space_Layer>
		<Movement_Animation_Speed> 1.0 </Movement_Animation_Speed>
		<Has_Pre_Turn_Anim> yes </Has_Pre_Turn_Anim>
		<Deploys>Yes</Deploys>

		<Affiliation>Empire</Affiliation>
      <Ranking_In_Category>5</Ranking_In_Category>

		<UnitCollisionClass> Giant Vehicle </UnitCollisionClass>
		<OverrideAcceleration> .05 </OverrideAcceleration>
		<OverrideDeceleration> .05 </OverrideDeceleration>
		<FormationSpacing> 1 </FormationSpacing>
		<FormationOrder> 8 </FormationOrder>
		<FormationGrouping> Solo </FormationGrouping>
		<FormationRaggedness> .6 </FormationRaggedness>
		<MaxJiggleDistance> 0 </MaxJiggleDistance>
		<MinimumPushReturnDistance> 100 </MinimumPushReturnDistance>
		<Custom_Hard_XExtent> 30.0 </Custom_Hard_XExtent>
		<Custom_Hard_YExtent> 25.0 </Custom_Hard_YExtent>
		<MovementPredictionInterval> 3.0 </MovementPredictionInterval>		

		<Armor_Type> Armor_Juggernaut </Armor_Type>
		<Size_Value>75</Size_Value>
		<Damage>20</Damage>
		<Shield_Points>0</Shield_Points>
		<Tactical_Health>850</Tactical_Health>
		<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
		<Energy_Capacity>999</Energy_Capacity>
		<Energy_Refresh_Rate>999</Energy_Refresh_Rate>

		<Behavior> SELECTABLE </Behavior>
		<LandBehavior>AFFECTED_BY_SHIELD, WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, TURRET, POWERED, REVEAL, HIDE_WHEN_FOGGED, SQUASH, SURFACE_FX, UNIT_AI, TELEKINESIS_TARGET,STUNNABLE,DAMAGE_TRACKING, GARRISON_VEHICLE, ABILITY_COUNTDOWN</LandBehavior>

		<Garrison_Category> Infantry, Vehicle </Garrison_Category>
		<Num_Garrison_Slots>10</Num_Garrison_Slots>
		<Garrison_Exit_Dist>0</Garrison_Exit_Dist>
		<Garrison_Enter_Dist>0</Garrison_Enter_Dist>
		<Garrison_Radius>30</Garrison_Radius>
		<Property_Flags>GoodInfantryCrusher | CanContainGarrison</Property_Flags>
		<SurfaceFX_Name>Generic_Track</SurfaceFX_Name>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Collidable_By_Projectile_Dead>Yes</Collidable_By_Projectile_Dead>
		
		<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>170.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>30.0</Ranged_Target_Z_Adjust>

		<Turret_Rotate_Extent_Degrees>200</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees>
		<Turret_Bone_Name>b_turret</Turret_Bone_Name>
		<Barrel_Bone_Name>b_barrel</Barrel_Bone_Name>
		<Turret_Rotate_Speed>5.0</Turret_Rotate_Speed>
		<Apply_Z_Turret_Rotate_To_Axis>2</Apply_Z_Turret_Rotate_To_Axis>
		<Apply_Y_Turret_Rotate_To_Axis>1</Apply_Y_Turret_Rotate_To_Axis>
		
		<Turret_Targets_Ground_Vehicles> 2 </Turret_Targets_Ground_Vehicles>
		<Turret_Targets_Ground_Infantry> 1 </Turret_Targets_Ground_Infantry>
		<Turret_Targets_Air_Vehicles> 9999 </Turret_Targets_Air_Vehicles>
		<Turret_Targets_Anything_Else> 3 </Turret_Targets_Anything_Else>

		<Projectile_Types>Proj_Juggernaut_Turret_Gun</Projectile_Types>
		<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>10</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.02</Projectile_Fire_Pulse_Delay_Seconds>
		<Attack_Category_Restrictions> Air </Attack_Category_Restrictions>	

		<Fire_Weapon_When_Deployed>Yes</Fire_Weapon_When_Deployed>
		<Fire_Weapon_When_Undeployed>Yes</Fire_Weapon_When_Undeployed>

		<Death_Explosions>Large_Explosion_Land</Death_Explosions>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Collidable_By_Projectile_Dead>Yes</Collidable_By_Projectile_Dead>

		<SFXEvent_Fire>Unit_Turret_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Juggernaut</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Juggernaut</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Juggernaut</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Juggernaut</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Juggernaut</SFXEvent_Guard>
		<SFXEvent_Assist_Move> Unit_Assist_Move_Juggernaut </SFXEvent_Assist_Move>		
		<SFXEvent_Assist_Attack> Unit_Assist_Attack_Juggernaut</SFXEvent_Assist_Attack>
		<SFXEvent_Turret_Rotating_Loop> Structure_Turret_Motor </SFXEvent_Turret_Rotating_Loop>	

		<SFXEvent_Engine_Idle_Loop> Unit_Juggernaut_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop> Unit_Juggernaut_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Unit_Lost> EHD_Unit_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Tactical_Build_Started> EHD_Reinforcements_En_Route </SFXEvent_Tactical_Build_Started>		
		<SFXEvent_Tactical_Build_Complete> EHD_Reinforcements_Available </SFXEvent_Tactical_Build_Complete>		
		<SFXEvent_Tactical_Build_Cancelled> EHD_Reinforcements_Cancelled  </SFXEvent_Tactical_Build_Cancelled>
		<Death_SFXEvent_Start_Die>Unit_Tank_Death_SFX</Death_SFXEvent_Start_Die>

		<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX>
		<Remove_Upon_Death>true</Remove_Upon_Death>

		<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>65.0, 65.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>

		<CategoryMask> Vehicle </CategoryMask>
		<MovementClass>Wheeled</MovementClass>
		<OccupationStyle>1x1</OccupationStyle>
		<Victory_Relevant>yes</Victory_Relevant>
		<Ground_Vehicle_Turret_Target> Yes </Ground_Vehicle_Turret_Target>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Overall_Length>166.0</Overall_Length> <!-- For vehicle pitching up and down on terrain (40 by geometry -->
		<Overall_Width>56.0</Overall_Width> <!-- For vehicle rolling left and right on terrain (50 by geometry) -->
		<Has_Land_Evaluator>Yes</Has_Land_Evaluator>
		<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>3</No_Refraction_Below_Detail_Level>
		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
		
		<AI_Combat_Power>50</AI_Combat_Power>
		<Idle_Chase_Range>0.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set>
		<Autonomous_Move_Extension_Vs_Attacker>100.0</Autonomous_Move_Extension_Vs_Attacker>
		<Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle>
		<Score_Cost_Credits>200</Score_Cost_Credits>
		<Weather_Category>Tracked</Weather_Category>
		<Influences_Capture_Point> False </Influences_Capture_Point>
		<Vehicle_Thief_Inside_Clone>HAV_Juggernaut_Captured</Vehicle_Thief_Inside_Clone>

      <Garrison_Bone_Names>b_garrison_00</Garrison_Bone_Names>

		<Tactical_Bribe_Cost>900</Tactical_Bribe_Cost>
		<Lua_Script>ObjectScript_PointDefense</Lua_Script>

		<!-- Non-Hero unit abilities description -->
		<Unit_Abilities_Data SubObjectList="Yes"> 
            <Unit_Ability>
                <Type>LASER_DEFENSE</Type>
                <Recharge_Seconds>35.0</Recharge_Seconds>
                <GUI_Activated_Ability_Name> Juggernaut_Laser_Defense </GUI_Activated_Ability_Name> <!-- GUI Command Bar support -->
                <SFXEvent_GUI_Unit_Ability_Activated> Unit_Defense_On_Juggernaut </SFXEvent_GUI_Unit_Ability_Activated>  
					 <SFXEvent_GUI_Unit_Ability_Deactivated> Unit_Defense_Off_Juggernaut </SFXEvent_GUI_Unit_Ability_Deactivated>  
					 <Effective_Radius> 500.0 </Effective_Radius>
				<Supports_Autofire>True</Supports_Autofire>
            </Unit_Ability>
        </Unit_Abilities_Data>

		<Abilities SubObjectList="Yes">
            <Laser_Defense_Ability Name="Juggernaut_Laser_Defense">
                <Activation_Style> User_Input </Activation_Style>
                <Defense_Duration_In_Secs> 28.0 </Defense_Duration_In_Secs>
                <Laser_Color>34, 34, 235, 255</Laser_Color>
                <Bone_Names>muzzleb_00, muzzleb_01</Bone_Names>
                <Projectile_Types_Targeted>MISSILE, ROCKET, MPTL_ROCKET</Projectile_Types_Targeted>
                <Protection_Radius>350.0</Protection_Radius>
                <Laser_Beam_Frames>2</Laser_Beam_Frames>
                <Laser_Beam_Width>4</Laser_Beam_Width>
                <Projectile_Dist_Travelled>40</Projectile_Dist_Travelled>
                <Lightning_Effect_Name>Force_Lightning</Lightning_Effect_Name>
                <Zap_SFXEvent>Unit_Point_Laser_Fire</Zap_SFXEvent>
                <Laser_Beam_Texture>tractor_beam00.tga</Laser_Beam_Texture>
                <Recharge_Time_In_Secs>.25</Recharge_Time_In_Secs>
            </Laser_Defense_Ability>
		</Abilities>
        

	</GroundVehicle>


	<!-- Chewbacca can only capture a Juggernaut if it's empty! -->
	<GroundVehicle Name="HAV_Juggernaut_Captured">
		<Variant_Of_Existing_Type>HAV_Juggernaut</Variant_Of_Existing_Type>
		<Icon_Name>i_button_chewbacca_ev_juggernaut.tga</Icon_Name>
	
		<!-- MUST have same abilities PLUS EJECT_THIEF -->
		<!-- Non-Hero unit abilities description -->
		<Unit_Abilities_Data SubObjectList="Yes">
			
			<!-- Primary ability -->
		
			<Unit_Ability>
				<Type>EJECT_VEHICLE_THIEF</Type>
				<Recharge_Seconds>10</Recharge_Seconds> <!-- time that the user can't eject thief, kicks in right away -->
			</Unit_Ability>
			
		</Unit_Abilities_Data>
	</GroundVehicle>






	<GroundCompany Name="HAV_Juggernaut_Company">
		<LOD_Bias>0.5</LOD_Bias>
		<Text_ID>TEXT_UNIT_JUGGERNAUT_TEAM</Text_ID>
		<Encyclopedia_Good_Against> Rebel_Trooper Underworld_Merc </Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To> Plex_Soldier Underworld_Disruptor_Merc </Encyclopedia_Vulnerable_To>
  		<Encyclopedia_Text>TEXT_TOOLTIP_JUGGERNAUT</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class>
		<Icon_Name>i_button_ev_juggernaut.tga</Icon_Name>

		<GUI_Row> 1 </GUI_Row>
		<Is_Dummy>Yes</Is_Dummy>
		<Damage>60</Damage>
		<Autoresolve_Health>100</Autoresolve_Health>
		
		<Affiliation>Empire</Affiliation>
		<Build_Cost_Credits>650</Build_Cost_Credits>
		<Build_Time_Seconds>50</Build_Time_Seconds>
		<Build_Time_Reduced_By_Multiple_Factories> Yes </Build_Time_Reduced_By_Multiple_Factories>
		<Build_Tab_Land_Units>Yes</Build_Tab_Land_Units>
		<Build_Initially_Locked>No</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Slice_Cost_Credits>1400</Slice_Cost_Credits>
		<Tech_Level>3</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>1</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures>E_Ground_Advanced_Vehicle_Factory</Required_Special_Structures>
		<Required_Planets />
		
		<Behavior>DUMMY_GROUND_COMPANY</Behavior>
		<Formation_Priority>3</Formation_Priority>
		<Is_Escort>yes</Is_Escort>
		<Ship_Class>walker</Ship_Class>
		
		<Company_Transport_Unit>Imperial_Landing_Craft</Company_Transport_Unit>
		<Company_Units>HAV_Juggernaut</Company_Units>
		<Max_Squad_Size> 1 </Max_Squad_Size>

		<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Vehicle_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_Juggernaut</SFXEvent_Build_Complete>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Juggernaut</SFXEvent_Fleet_Move>
		
		<Score_Cost_Credits>600</Score_Cost_Credits>
        <Maintenance_Cost>0.05</Maintenance_Cost>
		<Population_Value>1</Population_Value>
		
		<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
		<Tactical_Build_Cost_Multiplayer>1350</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>25</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites>EC_Level_Two_Tech_Upgrade</Tactical_Build_Prerequisites>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
		<!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>-->
		<!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>--> 
		<!--<MULTIPLAYER SKIRMISH VALUES END>-->
        
		<!-- Non-Hero unit abilities description -->
		<Unit_Abilities_Data SubObjectList="Yes"> </Unit_Abilities_Data>

	</GroundCompany>
























</Juggernaut_Data>