UnitBlueprint {
    Audio = {
        AmbientMove = Sound {
            Bank = 'XEL',
            Cue = 'XEL0209_Move_Loop',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        CaptureLoop = Sound {
            Bank = 'XEL',
            Cue = 'XEL0209_Capture_Loop',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        Construct = Sound {
            Bank = 'XEL',
            Cue = 'XEL0209_Construct_Start',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        ConstructLoop = Sound {
            Bank = 'XEL',
            Cue = 'XEL0209_Construct_Loop',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        Destroyed = Sound {
            Bank = 'UELDestroy',
            Cue = 'UEL_Destroy_Sml_Land',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        HoverKilledOnWater = Sound {
            Bank = 'Explosions',
            Cue = 'Expl_Water_Lrg_01',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        ReclaimLoop = Sound {
            Bank = 'XEL',
            Cue = 'XEL0209_Reclaim_Loop',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        StartCapture = Sound {
            Bank = 'XEL',
            Cue = 'XEL0209_Capture_Start',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        StartMove = Sound {
            Bank = 'XEL',
            Cue = 'XEL0209_Move_Start',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        StartReclaim = Sound {
            Bank = 'XEL',
            Cue = 'XEL0209_Reclaim_Start',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        StopMove = Sound {
            Bank = 'XEL',
            Cue = 'XEL0209_Move_Stop',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        UISelection = Sound {
            Bank = 'Interface',
            Cue = 'UEF_Select_Vehicle',
            LodCutoff = 'UnitMove_LodCutoff',
        },
    },
    Buffs = {
        Regen = {
            Level1 = 2,
            Level2 = 4,
            Level3 = 6,
            Level4 = 8,
            Level5 = 10,
        },
    },
    BuildIconSortPriority = 15,
    Categories = {
        'PRODUCTFA',
        'SELECTABLE',
        'BUILTBYLANDTIER2FACTORY',
        'BUILTBYLANDTIER3FACTORY',
        'HOLOGRAMGENERATOR',        
        'UEF',
        'MOBILE',
        'LAND',
        'TECH2',
        'CONSTRUCTION',
        'ENGINEER',
        'REPAIR',
        'RECLAIM',
        'FIELDENGINEER',
        'CAPTURE',
        'VISIBLETORECON',
        'RECLAIMABLE',
        'PATROLHELPER',
        'SHOWQUEUE',
        'OVERLAYRADAR',
        'OVERLAYCOUNTERINTEL',
        'OVERLAYDIRECTFIRE',
    },
    CollisionOffsetY = -0.25,
    CollisionOffsetZ = -0.05,
    Defense = {
        AirThreatLevel = 0,
        ArmorType = 'Normal',
        EconomyThreatLevel = 0,
        Health = 1040,
        MaxHealth = 1040,
        RegenRate = 0,
        SubThreatLevel = 0,
        SurfaceThreatLevel = 1,
    },
    Description = '<LOC uel0209_desc>Field Engineer',
    Display = {
        Abilities = {
            '<LOC ability_amphibious>Amphibious',
            '<LOC ability_engineeringsuite>Engineering Suite',
            'Hologram Generator: Decoy holograms',
            '<LOC ability_radar>Radar',
        },
        AnimationBuildRate = 5,
        AnimationWater = '/units/XEL0209/xel0209_afold.sca',
        IdleEffects = {
            Water = {
                Effects = {
                    {
                        Bones = {
                            'XEL0209',
                        },
                        Scale = 0.7,
                        Type = 'SeaIdle02',
                    },
                },
            },
        },
        Mesh = {
            IconFadeInZoom = 130,
            LODs = {               
                {
                    MeshName = '/units/xel0209/xel0209_lod0.scm',
	                AlbedoName = '/units/xel0209/xel0209_Albedo.dds',
	                NormalsName = '/units/xel0209/xel0209_normalsTS.dds',
	                SpecularName = '/units/xel0209/xel0209_SpecTeam.dds',
	                LODCutoff = 120,
	                Scrolling = true,
	                ShaderName = 'Unit',	                
                },
                {
         	        MeshName = '/units/xel0209/xel0209_lod1.scm',
         	        AlbedoName = '/units/xel0209/xel0209_lod1_albedo.dds',
         	        NormalsName = '/units/xel0209/xel0209_lod1_normalsTS.dds',
         	        SpecularName = '/units/xel0209/xel0209_lod1_specteam.dds',
         	        LODCutoff = 215,
         	        ShaderName = 'Unit',         	        
                },                                            
            },           
        },
        MovementEffects = {
            Land = {
                Effects = {
                    {
                        Bones = {
                            'Dust01',
                            'Dust02',
                        },
                        Type = 'GroundKickup01',
                    },
                },
                Treads = {
                    ScrollTreads = true,
                    TreadMarks = {
                        {
                            BoneName = 'XEL0209',
                            TreadMarks = 'tank_treads_albedo',
                            TreadMarksInterval = 0.3,
                            TreadMarksSizeX = 0.7,
                            TreadMarksSizeZ = 0.4,
                            TreadOffset = {
                                0,
                                0,
                                0,
                            },
                        },
                    },
                },
            },
            Water = {
                Effects = {
                    {
                        Bones = {
                            'Dust01',
                            'Dust02',
                        },
                        Scale = 0.4,
                        Type = 'BackWake',
                    },
                },
            },
        },
        PlaceholderMeshName = 'UXB0000',
        SpawnRandomRotation = false,
        UniformScale = 0.05,
    },
    Economy = {
        BuildCostEnergy = 1000,
        BuildCostMass = 225,
        BuildRate = 15,
        BuildTime = 1000,                
        BuildableCategory = {       
            'BUILTBYTIER2ENGINEER DEFENSE UEF',
            'BUILTBYTIER2ENGINEER INDIRECTFIRE UEF',
            'BUILTBYTIER2ENGINEER COUNTERINTELLIGENCE UEF',
            'BUILTBYTIER2ENGINEER INTELLIGENCE UEF',		
        },
        MaintenanceConsumptionPerSecondEnergy = 15,
        StorageEnergy = 200,
        StorageMass = 30,
        TeleportEnergyMod = 0.15,
        TeleportMassMod = 1,
        TeleportTimeMod = 0.01,
    },
    General = {
        BuildBones = {
            AimBone = 0,
            BuildEffectBones = {
                'Arm_Muzzle',
            },
            PitchBone = 'Arm02',
            YawBone = 'XEL0209',
        },
        Category = 'Construction',
        Classification = 'RULEUC_Engineer',
        CommandCaps = {
            RULEUCC_Attack = true,
            RULEUCC_CallTransport = true,
            RULEUCC_Capture = true,
            RULEUCC_Guard = true,
            RULEUCC_Move = true,
            RULEUCC_Nuke = false,
            RULEUCC_Patrol = true,
            RULEUCC_Pause = true,
            RULEUCC_Reclaim = true,
            RULEUCC_Repair = true,
            RULEUCC_RetaliateToggle = true,
            RULEUCC_Stop = true,
            RULEUCC_Transport = false,
        },
        ConstructionBar = true,
        FactionName = 'UEF',
        Icon = 'amph',

        SelectionPriority = 3,
        TechLevel = 'RULEUTL_Advanced',
        UnitName = '<LOC xel0209_name>Sparky',
        UnitWeight = 1,
    },
    Intel = {
        CustomCloak = true, -- Added to ensure compatability with BlackOps      
        -- Required for hologram emitter
        Holograms = {
            DisabledInTransport = true,
            MaxDistance = 45,
            MinDistance = 10,            
            NumT1Engineer = 2,  
            NumT2Engineer = 1,  
            NumT1Ground = 1,    
            NumT2Ground = 1,
            NumT1Sea = 0,                      
            StartEnabled = true,
        },
        RadarRadius = 30,
        VisionRadius = 20,
    },
    Interface = {
        HelpText = '<LOC uel0209_help>Field Engineer',
    },
    LifeBarHeight = 0.075,
    LifeBarOffset = 0.35,
    LifeBarSize = 0.6,
    Physics = {
        BackUpDistance = 4,
        BankingSlope = 0,
        BuildOnLayerCaps = {
            LAYER_Air = false,
            LAYER_Land = true,
            LAYER_Orbit = false,
            LAYER_Seabed = false,
            LAYER_Sub = false,
            LAYER_Water = true,
        },
        DragCoefficient = 0.2,
        MaxAcceleration = 1,
        MaxBrake = 2.8,
        MaxSpeed = 2.8,
        MaxSpeedReverse = 1,
        MaxSteerForce = 15,
        MeshExtentsX = 0.75,
        MeshExtentsY = 1.2,
        MeshExtentsZ = 0.75,
        MinSpeedPercent = 0,
        MotionType = 'RULEUMT_AmphibiousFloating',
        RotateOnSpot = false,          
        TurnRadius = 0,
        TurnRate = 40,
    },
    SelectionCenterOffsetX = 0,
    SelectionCenterOffsetZ = 0,
    SelectionSizeX = 0.45,
    SelectionSizeZ = 0.6,
    SelectionThickness = 0.7,
    SizeX = 0.5,
    SizeY = 1,
    SizeZ = 0.5,
    StrategicIconName = 'icon_land2_engineer',
    ModIconName = '4dc',
    StrategicIconSortPriority = 95,
    Transport = {
        TransportClass = 2,
    },
    Veteran = {
        Level1 = 6,
        Level2 = 12,
        Level3 = 18,
        Level4 = 24,
        Level5 = 30,
    },
    Weapon = {
        {
            AboveWaterTargetsOnly = true,
            Audio = {
                Fire = Sound {
                    Bank = 'XEL_Weapons',
                    Cue = 'XEL0209_Riot_Gun',
                    LodCutoff = 'Weapon_LodCutoff',
                },
            },
            BallisticArc = 'RULEUBA_LowArc',
            CollideFriendly = false,
            Damage = 15,
            DamageType = 'Normal',
            DisplayName = 'Hells Fury Riot Gun',
            FireTargetLayerCapsTable = {
                Land = 'Land|Water|Seabed',
                Water = 'Land|Water|Seabed',
            },
            FiringTolerance = 2,
            Label = 'Riotgun01',
            MaxRadius = 18,
            MuzzleSalvoDelay = 0,
            MuzzleSalvoSize = 1,
            MuzzleVelocity = 16,
            ProjectileId = '/projectiles/TDFRiot03/TDFRiot03_proj.bp',
            ProjectileLifetimeUsesMultiplier = 1.15,
            ProjectilesPerOnFire = 1,
            RackBones = {
                {
                    MuzzleBones = {
                        'Gun_Muzzle',
                    },
                    RackBone = 'Gun_Turret',
                },
            },
            RackFireTogether = false,
            RackRecoilDistance = 0.1,
            RackReloadTimeout = 10,
            RackSalvoChargeTime = 0,
            RackSalvoReloadTime = 0,
            RackSalvoSize = 1,
            RackSlavedToTurret = false,
            RangeCategory = 'UWRC_DirectFire',
            RateOfFire = 2,
            SlavedToBody = false,
            TargetCheckInterval = 0.16,
            TargetPriorities = {
                'SPECIALHIGHPRI',
                'MOBILE',
                'STRUCTURE DEFENSE',
                'SPECIALLOWPRI',
                'ALLUNITS',
            },
            TargetRestrictDisallow = 'UNTARGETABLE',
            TrackingRadius = 1.15,
            TurretBoneMuzzle = 'Gun_Muzzle',
            TurretBonePitch = 'Gun_Barrel',
            TurretBoneYaw = 'Gun_Turret',
            TurretDualManipulators = false,
            TurretPitch = 10,
            TurretPitchRange = 40,
            TurretPitchSpeed = 180,
            TurretYaw = 0,
            TurretYawRange = 360,
            TurretYawSpeed = 180,
            Turreted = true,
            WeaponCategory = 'Direct Fire',
        },
    },
    Wreckage = {
        Blueprint = '/props/DefaultWreckage/DefaultWreckage_prop.bp',
        EnergyMult = 0,
        HealthMult = 0.9,
        MassMult = 0.9,
        ReclaimTimeMultiplier = 1,
        WreckageLayers = {
            Air = false,
            Land = true,
            Seabed = false,
            Sub = false,
            Water = false,
        },
    },
}