UnitBlueprint {
    Audio = {
        AmbientMove = Sound {
            Bank = 'XSL',
            Cue = 'XSL0305_Move_Loop',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        Destroyed = Sound {
            Bank = 'XSL_Destroy',
            Cue = 'XSL_Destroy_Land_Lrg',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        StartMove = Sound {
            Bank = 'XSL',
            Cue = 'XSL0305_Move_Start',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        StopMove = Sound {
            Bank = 'XSL',
            Cue = 'XSL0305_Move_Stop',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        UISelection = Sound {
            Bank = 'SeraphimSelect',
            Cue = 'Seraphim_Select_Vehicle',
            LodCutoff = 'UnitMove_LodCutoff',
        },
    },
    Buffs = {
        Regen = {
            Level1 = 3,
            Level2 = 6,
            Level3 = 9,
            Level4 = 12,
            Level5 = 15,
        },
    },
    BuildIconSortPriority = 20,
    Categories = {
        'PRODUCTFA',
        'SELECTABLE',
        'BUILTBYTIER3FACTORY',
        'SERAPHIM',
        'MOBILE',
        'LAND',
        'TECH3',
        'DIRECTFIRE',
        'VISIBLETORECON',
        'RECLAIMABLE',
        'BOT',
        'OVERLAYDIRECTFIRE',
    },
    CollisionOffsetY = 0,
    Defense = {
        AirThreatLevel = 0,
        ArmorType = 'Normal',
        EconomyThreatLevel = 0,
        Health = 500,
        MaxHealth = 500,
        RegenRate = 0,
        SubThreatLevel = 0,
        SurfaceThreatLevel = 24,
    },
    Description = '<LOC xsl0305_desc>Sniper Bot',
    Display = {
        Abilities = {
            '<LOC ability_deploys>Deploys',
        },
        AnimationDeath = {
            {
                Animation = '/units/xsl0305/xsl0305_ADeath.sca',
                AnimationRateMax = 1,
                AnimationRateMin = 1,
                Weight = 1,
            },
        },
        IdleEffects = {
            Land = {
                Effects = {
                    {
                        Bones = {
                            'XSL0305',
                        },
                        Scale = 1,
                        Type = 'SeraphimGroundFX02',
                    },
                },
            },
            Water = {
                Effects = {
                    {
                        Bones = {
                            'XSL0305',
                        },
                        Scale = 1,
                        Type = 'SeraphimGroundFX02',
                    },
                    {
                        Bones = {
                            'XSL0305',
                        },
                        Scale = 1,
                        Type = 'SeaIdle02',
                    },
                },
            },
        },
        Mesh = {
            IconFadeInZoom = 130,
            LODs = {
                {
					AlbedoName = '/Units/xsl0305/xsl0305_Albedo.dds',
					NormalsName = '/Units/xsl0305/xsl0305_NormalsTS.DDS',
                    LODCutoff = 320,
					LookupName = '/textures/environment/Falloff_seraphim_lookup.dds',
					Scrolling = true,
                    ShaderName = 'Seraphim',
					SpecularName = '/Units/xsl0305/xsl0305_SpecTeam.dds',
                },
            },
        },
        MovementEffects = {
            Land = {
                Effects = {
                    {
                        Bones = {
                            'XSL0305',
                        },
                        Scale = 1,
                        Type = 'SeraphimGroundFX02',
                    },
                },
            },
            Water = {
                Effects = {
                    {
                        Bones = {
                            'XSL0305',
                        },
                        Scale = 1,
                        Type = 'SeraphimGroundFX02',
                    },
                    {
                        Bones = {
                            'XSL0305',
                        },
                        Scale = 1,
                        Type = 'SeaIdle02',
                    },
                },
            },
        },
        PlaceholderMeshName = 'UXL0001',
        SpawnRandomRotation = true,
        UniformScale = 0.068,
    },
    Economy = {
        BuildCostEnergy = 8000,
        BuildCostMass = 800,
        BuildTime = 4800,
        TeleportEnergyMod = 0.30,
        TeleportMassMod = 1,
        TeleportTimeMod = 0.001,
    },
    General = {
        Category = 'Direct Fire',
        Classification = 'RULEUC_MilitaryVehicle',
        CommandCaps = {
            RULEUCC_Attack = true,
            RULEUCC_CallTransport = true,
            RULEUCC_Capture = false,
            RULEUCC_Guard = true,
            RULEUCC_Move = true,
            RULEUCC_Nuke = false,
            RULEUCC_Patrol = true,
            RULEUCC_Reclaim = false,
            RULEUCC_Repair = false,
            RULEUCC_RetaliateToggle = true,
            RULEUCC_Stop = true,
            RULEUCC_Transport = false,
        },
        FactionName = 'Seraphim',
        Icon = 'land',
        OrderOverrides = {
            RULEUTC_WeaponToggle = {
                bitmapId = 'toggle-weapon',
                helpText = 'toggle_sniper',
            },
        },
        TechLevel = 'RULEUTL_Secret',
        ToggleCaps = {
            RULEUTC_WeaponToggle = true,
        },
        UnitName = '<LOC xsl0305_name>Usha-Ah',
        UnitWeight = 1,
    },
    Intel = {
        VisionRadius = 26,
    },
	ExpeWars_Enhancement = {  
		VeterancyI = {
            Name = 'Add VeterancyI Bonus',
            BuildCostEnergy = 1,
            BuildCostMass = 1,
            BuildTime = 0.1,
			SniperIDamageMod = 560,
	        EnabledAtVeterancyLevel = 1,		
		},
		VeterancyII = {
            Name = 'Add VeterancyII Bonus',
            BuildCostEnergy = 1,
            BuildCostMass = 1,
            BuildTime = 0.1,			
	        EnabledAtVeterancyLevel = 2,  
		},		
		VeterancyIII = {
            Name = 'Add VeterancyIII Bonus',
            BuildCostEnergy = 1,
            BuildCostMass = 1,
            BuildTime = 0.1,
	        EnabledAtVeterancyLevel = 3,	
		},
		VeterancyIV = {
            Name = 'Add VeterancyIV Bonus',
            BuildCostEnergy = 1,
            BuildCostMass = 1,
            BuildTime = 0.1,
	        EnabledAtVeterancyLevel = 4,  
				
		},		
		VeterancyV = {
            Name = 'Add VeterancyV Bonus',
            BuildCostEnergy = 1,
            BuildCostMass = 1,
            BuildTime = 0.1,
			MaintenanceConsumptionPerSecondEnergy = 1000,
	        EnabledAtVeterancyLevel = 5,  
		},			
	},	
    Interface = {
        HelpText = '<LOC xsl0305_help>Sniper Bot',
    },
    LifeBarHeight = 0.075,
    LifeBarOffset = 0.45,
    LifeBarSize = 0.5,
    Physics = {
        BankingSlope = 0,
        BuildOnLayerCaps = {
            LAYER_Air = false,
            LAYER_Land = true,
            LAYER_Orbit = false,
            LAYER_Seabed = false,
            LAYER_Sub = false,
            LAYER_Water = false,
        },
        DragCoefficient = 0.2,
        LandSpeedMultiplier = 1,
        MaxAcceleration = 3,
        MaxBrake = 3,
        MaxSpeed = 3,
		Upgrade01SpeedMultiplier = 1.10,
        MaxSpeedReverse = 0,
        MaxSteerForce = 10,
        MeshExtentsX = 1,
        MeshExtentsY = 1.25,
        MeshExtentsZ = 1,
        MinSpeedPercent = 0,
        MotionType = 'RULEUMT_Land',
        StandUpright = true,
        TurnRadius = 5,
        TurnRate = 90,
    },
    SelectionSizeX = 0.45,
    SelectionSizeZ = 0.9,
    SelectionThickness = 0.47,
    SizeX = 0.35,
    SizeY = 1.2,
    SizeZ = 0.7,
    StrategicIconName = 'icon_bot3_directfire',
    StrategicIconSortPriority = 115,
    Transport = {
        CanFireFromTransport = false,
        TransportClass = 3,
    },
    Veteran = {
        Level1 = 1,
        Level2 = 2,
        Level3 = 3,
        Level4 = 4,
        Level5 = 5,
    },
    Weapon = {
        {
            AboveWaterTargetsOnly = true,
            BallisticArc = 'RULEUBA_None',
            CollideFriendly = false,
            Damage = 2800,
            DamageRadius = 0,
            DamageType = 'Normal',
            DisplayName = 'Sih Energy Rifle',
            FireTargetLayerCapsTable = {
                Land = 'Land|Water|Seabed',
                Water = 'Land|Water|Seabed',
            },
            FiringTolerance = 2,
            --IgnoreIfDisabled = true,
            Label = 'SniperGun',
            MaxRadius = 75,
            MuzzleChargeDelay = 0.5,
            MuzzleSalvoDelay = 0,
            MuzzleSalvoSize = 1,
            MuzzleVelocity = 120,
            ProjectileId = '/projectiles/SDFSniperShot02/SDFSniperShot02_proj.bp',
            ProjectileLifetimeUsesMultiplier = 1.15,
            ProjectilesPerOnFire = 1,
            RackBones = {
                {
                    MuzzleBones = {
                        'Muzzle',
                    },
                    RackBone = 'Barrel',
                },
            },
            RackFireTogether = false,
            RackRecoilDistance = -0.1,
            RackReloadTimeout = 0,
            RackSalvoChargeTime = 0,
            RackSalvoReloadTime = 0,
            RackSalvoSize = 1,
            RackSlavedToTurret = false,
            RangeCategory = 'UWRC_DirectFire',
            RateOfFire = 0.05,
            RenderFireClock = true,
            SlavedToBody = true,
            SlavedToBodyArcRange = 5,
            TargetCheckInterval = 3,
            TargetPriorities = {
                'SPECIALHIGHPRI',
                'STRUCTURE DEFENSE',
                'TECH3 MOBILE',
                'TECH2 MOBILE',
                'TECH1 MOBILE',
                'SPECIALLOWPRI',
                'ALLUNITS',
            },
            TargetRestrictDisallow = 'UNTARGETABLE',
            TrackingRadius = 1.15,
            TurretBoneMuzzle = 'Muzzle',
            TurretBonePitch = 'Barrel',
            TurretBoneYaw = 'Barrel',
            TurretDualManipulators = false,
            TurretPitch = 0,
            TurretPitchRange = 50,
            TurretPitchSpeed = 30,
            TurretYaw = 0,
            TurretYawRange = 10,
            TurretYawSpeed = 90,
            Turreted = true,
            WeaponCategory = 'Direct Fire',
            WeaponRepackTimeout = 0,
            WeaponUnpacks = false,
        },
	######UPGRADE02
		{
            AboveWaterTargetsOnly = true,
            BallisticArc = 'RULEUBA_None',
            CollideFriendly = false,
            Damage = 2800,
            DamageRadius = 0,
            DamageType = 'Normal',
            DisplayName = 'Sih Energy Rifle',
            FireTargetLayerCapsTable = {
                Land = 'Land|Water|Seabed',
                Water = 'Land|Water|Seabed',
            },
            FiringTolerance = 2,
            --IgnoreIfDisabled = true,
            Label = 'SniperGun02',
            MaxRadius = 75,
            MuzzleChargeDelay = 0.5,
            MuzzleSalvoDelay = 0,
            MuzzleSalvoSize = 1,
            MuzzleVelocity = 120,
			PrefersPrimaryWeaponTarget = true,
            ProjectileId = '/projectiles/SDFSniperShot02/SDFSniperShot02_proj.bp',
            ProjectileLifetimeUsesMultiplier = 1.15,
            ProjectilesPerOnFire = 1,
            RackBones = {
                {
                    MuzzleBones = {
                        'Muzzle01',
                    },
                    RackBone = 'Barrel01',
                },
            },
            RackFireTogether = false,
            RackRecoilDistance = -0.1,
            RackReloadTimeout = 0,
            RackSalvoChargeTime = 0,
            RackSalvoReloadTime = 0,
            RackSalvoSize = 1,
            RackSlavedToTurret = false,
            RangeCategory = 'UWRC_DirectFire',
            RateOfFire = 0.05,
            RenderFireClock = true,
            SlavedToBody = true,
            SlavedToBodyArcRange = 5,
            TargetCheckInterval = 3,
            TargetPriorities = {
                'SPECIALHIGHPRI',
                'STRUCTURE DEFENSE',
                'TECH3 MOBILE',
                'TECH2 MOBILE',
                'TECH1 MOBILE',
                'SPECIALLOWPRI',
                'ALLUNITS',
            },
            TargetRestrictDisallow = 'UNTARGETABLE',
            TrackingRadius = 1.15,
            TurretBoneMuzzle = 'Muzzle01',
            TurretBonePitch = 'Barrel01',
            TurretBoneYaw = 'Barrel01',
            TurretDualManipulators = false,
            TurretPitch = 0,
            TurretPitchRange = 50,
            TurretPitchSpeed = 30,
            TurretYaw = 0,
            TurretYawRange = 10,
            TurretYawSpeed = 90,
            Turreted = true,
            WeaponCategory = 'Direct Fire',
            WeaponRepackTimeout = 0,
            WeaponUnpacks = false,
        },
##########UPGRADe03
		{
            AboveWaterTargetsOnly = true,
            Audio = {
                BeamLoop = Sound {
                    Bank = 'XSB_Weapon',
                    Cue = 'XSB2301_Ultrachromatic_Beam',
                    LodCutoff = 'Weapon_LodCutoff',
                },
                BeamStart = Sound {
                    Bank = 'XSB_Weapon',
                    Cue = 'XSB2301_Ultrachromatic_Beam_Start',
                    LodCutoff = 'Weapon_LodCutoff',
                },
                BeamStop = Sound {
                    Bank = 'XSB_Weapon',
                    Cue = 'XSB2301_Ultrachromatic_Beam_Stop',
                    LodCutoff = 'Weapon_LodCutoff',
                },
            },
            BallisticArc = 'RULEUBA_None',
            BeamCollisionDelay = 0.3,
            BeamLifetime = 0.9,
            CollideFriendly = false,
            Damage = 50,
            DamageRadius = 0,
            DamageType = 'Normal',
            DisplayName = 'Ultrachromatic Beam Generator',
            FireTargetLayerCapsTable = {
                Land = 'Land|Water|Seabed',
                Water = 'Land|Water|Seabed',
            },
            FiringRandomness = 0,
            FiringTolerance = 0,
            Label = 'LaserGun',
            LeadTarget = false,
            MaxRadius = 75,
            MuzzleChargeDelay = 0,
            MuzzleSalvoDelay = 0,
            MuzzleSalvoSize = 1,
            ProjectileLifetimeUsesMultiplier = 1.15,
            RackBones = {
                {
                    MuzzleBones = {
                        'Turret_Laserl01',
                    },
                    RackBone = 'Upgrade03_02',
                },
            },
            RackFireTogether = false,
            RackRecoilDistance = -1,
            RackReloadTimeout = 10,
            RackSalvoChargeTime = 0,
            RackSalvoFiresAfterCharge = false,
            RackSalvoReloadTime = 0,
            RackSalvoSize = 1,
            RackSlavedToTurret = false,
            RangeCategory = 'UWRC_DirectFire',
            RateOfFire = 0.25,
            TargetCheckInterval = 1,
            TargetPriorities = {
                'SPECIALHIGHPRI',
                'MOBILE',
                'STRUCTURE DEFENSE',
                'SPECIALLOWPRI',
                'ALLUNITS',
            },
            TargetRestrictDisallow = 'UNTARGETABLE',
            TrackingRadius = 1.15,
            TurretBoneMuzzle = 'Turret_Laserl01',
            TurretBonePitch = 'Upgrade03_02',
            TurretBoneYaw = 'Upgrade03_02',
            TurretDualManipulators = false,
            TurretPitch = 0,
            TurretPitchRange = 30,
            TurretPitchSpeed = 44,
            TurretYaw = 0,
            TurretYawRange = 180,
            TurretYawSpeed = 60,
            Turreted = true,
            WeaponCategory = 'Direct Fire',
            WeaponUnpacks = false,
        },			
    },
    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,
        },
    },
}
