Man, Lazy People... This is for Empire, YES I CODED THIS IN 5 MINUTES LESS. INTO GROUNDVEHICLES.XML
<GroundVehicle Name="AAT">
<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>
<Text_ID>TEXT_UNIT_AAT</Text_ID>
<Encyclopedia_Good_Against> AT_ST_Walker SPMAT_Walker Pod_Walker </Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To> AT_AT_Walker UC_Empire_Buildable_Anti_Vehicle_Turret </Encyclopedia_Vulnerable_To>
<Encyclopedia_Text>TEXT_TOOLTIP_AAT</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_HEAVY_VEHICLE</Encyclopedia_Unit_Class>
<Land_Model_Name>cis_aat.ALO</Land_Model_Name>
<Mass>1.0</Mass>
<Scale_Factor>1</Scale_Factor> <!-- Temp scale change for scale test - change back once models resized -->
<!--<Is_Sprite>No</Is_Sprite>-->
<Type>Hover</Type>
<Deploys>No</Deploys>
<Affiliation>Rebel</Affiliation>
<Political_Control>0</Political_Control>
<Ranking_In_Category>6</Ranking_In_Category>
<Max_Speed>1.80</Max_Speed>
<Movement_Animation_Speed> 2.30 </Movement_Animation_Speed>
<Max_Rate_Of_Turn>16.0</Max_Rate_Of_Turn>
<Space_Layer> Land </Space_Layer>
<UnitCollisionClass> Vehicle </UnitCollisionClass>
<OverrideAcceleration> .1 </OverrideAcceleration>
<OverrideDeceleration> .1 </OverrideDeceleration>
<FormationSpacing> 1.1 </FormationSpacing>
<FormationOrder> 5 </FormationOrder>
<FormationGrouping> Standard </FormationGrouping>
<FormationRaggedness> 1 </FormationRaggedness>
<MaxJiggleDistance> 5 </MaxJiggleDistance>
<MinimumPushReturnDistance> 100 </MinimumPushReturnDistance>
<UseSecondaryFacing> true </UseSecondaryFacing>
<SecondaryTurnInPlaceROTCoefficient> .4 </SecondaryTurnInPlaceROTCoefficient>
<SecondaryTurnAngle> 90 </SecondaryTurnAngle>
<MinSecondaryTurnROTCoefficient> .4 </MinSecondaryTurnROTCoefficient>
<MaxSecondaryTurnROTCoefficient> .9 </MaxSecondaryTurnROTCoefficient>
<SecondaryTurnLookaheadDistance> 60 </SecondaryTurnLookaheadDistance>
<Custom_Hard_XExtent> 20.0 </Custom_Hard_XExtent>
<Custom_Hard_YExtent> 15.0 </Custom_Hard_YExtent>
<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>
<Ranged_Target_Z_Adjust>12.0</Ranged_Target_Z_Adjust>
<Armor_Type> Armor_2M </Armor_Type>
<Shield_Armor_Type>Shield_Tank</Shield_Armor_Type>
<Size_Value>60</Size_Value>
<Damage>10</Damage>
<Sensor_Range>80</Sensor_Range>
<Shield_Points>100</Shield_Points>
<Tactical_Health>200</Tactical_Health>
<Shield_Refresh_Rate>8</Shield_Refresh_Rate>
<Energy_Capacity>999</Energy_Capacity>
<Energy_Refresh_Rate>999</Energy_Refresh_Rate>
<Behavior> SELECTABLE </Behavior>
<LandBehavior>ABILITY_COUNTDOWN,AFFECTED_BY_SHIELD, HUNT, WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, TURRET, POWERED, SHIELDED, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, TELEKINESIS_TARGET,STUNNABLE, WIND_DISTURBANCE, SURFACE_FX,DAMAGE_TRACKING</LandBehavior>
<Property_Flags>GoodInfantryCrusher</Property_Flags>
<Is_Affected_By_Gravity_Control_Field> Yes </Is_Affected_By_Gravity_Control_Field> <!-- This is considered a repulsorlift-driven unit -->
<Turret_Rotate_Extent_Degrees>360</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees>
<Turret_Bone_Name>Turret_00</Turret_Bone_Name>
<Barrel_Bone_Name>MuzzleA_00</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> 1 </Turret_Targets_Ground_Vehicles>
<Turret_Targets_Ground_Infantry> 9999 </Turret_Targets_Ground_Infantry>
<Turret_Targets_Air_Vehicles> 9999 </Turret_Targets_Air_Vehicles>
<Turret_Targets_Anything_Else> 2 </Turret_Targets_Anything_Else>
<Targeting_Fire_Inaccuracy> Infantry, 10.0 </Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy> Vehicle, 1.0 </Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy> Air, 70.0 </Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy> Structure, 5.0 </Targeting_Fire_Inaccuracy>
<Projectile_Types>Proj_M1_Laser_Cannon</Projectile_Types>
<Projectile_Fire_Pulse_Count>1</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.5</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Fire_Recharge_Seconds>0.5</Projectile_Fire_Recharge_Seconds>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>180.0</Targeting_Max_Attack_Distance>
<Hardpoints>
HP_AAT_00, HP_AAT_01
</Hardpoints>
<SurfaceFX_Name>Hover</SurfaceFX_Name>
<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>
<CategoryMask> Vehicle </CategoryMask>
<Icon_Name> i_button_1-m_med_repulsor_tank.tga </Icon_Name>
<MovementClass>Hover</MovementClass>
<OccupationStyle>1x1</OccupationStyle>
<Victory_Relevant>yes</Victory_Relevant>
<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>
<Ground_Vehicle_Turret_Target> Yes </Ground_Vehicle_Turret_Target>
<Is_Squashable_By_Supercrusher>Yes</Is_Squashable_By_Supercrusher>
<Wind_Disturbance_Radius>50</Wind_Disturbance_Radius>
<Wind_Disturbance_Strength>10</Wind_Disturbance_Strength>
<Wind_Disturbance_Sphere_Alpha>0.4</Wind_Disturbance_Sphere_Alpha>
<SFXEvent_Fire>Unit_AT_AT_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_2M_Tank</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_2M_Tank</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_2M_Tank</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_2M_Tank</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_2M_Tank</SFXEvent_Guard>
<SFXEvent_Turret_Rotating_Loop> Vehicle_Turret_Motor </SFXEvent_Turret_Rotating_Loop>
<SFXEvent_Engine_Idle_Loop> Unit_2M_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop> Unit_2M_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop>
<SFXEvent_Assist_Move> Unit_Assist_Move_2M_Tank </SFXEvent_Assist_Move>
<SFXEvent_Assist_Attack> Unit_Assist_Attack_2M_Tank</SFXEvent_Assist_Attack>
<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>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Overall_Length>40.0</Overall_Length> <!-- For vehicle pitching up and down on terrain -->
<Overall_Width>25.0</Overall_Width> <!-- For vehicle rolling left and right on terrain (30 by geometry)-->
<Has_Land_Evaluator>Yes</Has_Land_Evaluator>
<AI_Combat_Power>125</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>AntiVehicleStructure</Targeting_Priority_Set>
<Autonomous_Move_Extension_Vs_Attacker>100.0</Autonomous_Move_Extension_Vs_Attacker>
<Select_Box_Scale>60</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<Weather_Category>Walker</Weather_Category>
<Score_Cost_Credits>125</Score_Cost_Credits>
<Vehicle_Thief_Inside_Clone>M1_Repulsor_Tank_Captured</Vehicle_Thief_Inside_Clone>
<Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle>
<Influences_Capture_Point> False </Influences_Capture_Point>
<!-- Non-Hero unit abilities description -->
<Unit_Abilities_Data SubObjectList="Yes">
<!-- IMPORTANT! If you modify the ability below, please make same adjustments to unit's "Captured" clone. -->
<!-- I know this is awkward, hopefully we'll get a chance to re-write the code to fix it. -Oksana -->
<!-- Primary ability -->
<Unit_Ability>
<Type>POWER_TO_WEAPONS</Type>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 0.5f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, -2.0f</Mod_Multiplier>
<Mod_Multiplier>ENERGY_REGEN_MULTIPLIER, 1f</Mod_Multiplier>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.5f</Mod_Multiplier>
<Mod_Multiplier>CAUSE_DAMAGE_MULTIPLIER , 3.0f</Mod_Multiplier>
<Recharge_Seconds>60</Recharge_Seconds>
<Expiration_Seconds>10</Expiration_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Attack_2M_Tank</SFXEvent_GUI_Unit_Ability_Activated>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Redirect_Blaster_Ability Name="EL_Heavy_Reflective_Armor_L1_Bonus">
<Initially_Enabled> No </Initially_Enabled> <!-- Must be enabled via the EL_Heavy_Reflective_Armor_L1_Upgrade -->
<Activation_Style>Take_Damage</Activation_Style>
<!-- Redirection chance is rolled first. If failed, we roll block chance. If failed, we take the damage. -->
<Redirect_Chance>0.0</Redirect_Chance>
<Block_Chance>0.15</Block_Chance>
<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
<Max_Projectile_Redirection_Angle_In_Degrees> 30.0 </Max_Projectile_Redirection_Angle_In_Degrees>
<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
<!-- We can block/redirect shots from the following units types: -->
<Applicable_Unit_Categories>Infantry | LandHero | Vehicle | Air | Structure</Applicable_Unit_Categories>
<Applicable_Unit_Types />
<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
</Redirect_Blaster_Ability>
<Redirect_Blaster_Ability Name="EL_Heavy_Reflective_Armor_L2_Bonus">
<Initially_Enabled> No </Initially_Enabled> <!-- Must be enabled via the EL_Heavy_Reflective_Armor_L2_Upgrade -->
<Activation_Style>Take_Damage</Activation_Style>
<!-- Redirection chance is rolled first. If failed, we roll block chance. If failed, we take the damage. -->
<Redirect_Chance>0.0</Redirect_Chance>
<Block_Chance>0.30</Block_Chance>
<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
<Max_Projectile_Redirection_Angle_In_Degrees> 30.0 </Max_Projectile_Redirection_Angle_In_Degrees>
<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
<!-- We can block/redirect shots from the following units types: -->
<Applicable_Unit_Categories>Infantry | LandHero | Vehicle | Air | Structure</Applicable_Unit_Categories>
<Applicable_Unit_Types />
<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
</Redirect_Blaster_Ability>
</Abilities>
<Converted_To_Enemy_Die_Time_Seconds>45</Converted_To_Enemy_Die_Time_Seconds>
</GroundVehicle> INTO GROUNDCOMPANIESEMPIRE.XML <GroundCompany Name="Imperial_AAT_Group">
<Text_ID>TEXT_IMPERIAL_ARMOR_GROUP</Text_ID>
<Encyclopedia_Good_Against> T2B_Tank MPTL Pod_Walker </Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To> T4B_Tank Plex_Soldier UC_Rebel_Buildable_Anti_Vehicle_Turret </Encyclopedia_Vulnerable_To>
<GUI_Row> 1 </GUI_Row>
<Is_Dummy>Yes</Is_Dummy>
<Damage>40</Damage>
<Autoresolve_Health>100</Autoresolve_Health>
<Affiliation>Empire</Affiliation>
<Build_Cost_Credits>500</Build_Cost_Credits>
<Piracy_Value_Credits>50</Piracy_Value_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>
<Tech_Level>2</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_Heavy_Vehicle_Factory</Required_Special_Structures>
<Required_Planets />
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>3</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Ship_Class>tank</Ship_Class>
<Company_Transport_Unit>Imperial_Landing_Craft</Company_Transport_Unit>
<Company_Units>AAT, AAT, AAT, AAT</Company_Units>
<Max_Squad_Size> 1 </Max_Squad_Size>
<Icon_Name>i_button_1-m_med_repulsor_tank.tga</Icon_Name>
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Vehicle_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_2M_Tank</SFXEvent_Build_Complete>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_2M_Tank</SFXEvent_Fleet_Move>
<Score_Cost_Credits>500</Score_Cost_Credits>
<!-- Non-Hero unit abilities description -->
<Unit_Abilities_Data SubObjectList="Yes">
<!-- Primary ability -->
<Unit_Ability>
<Type>POWER_TO_WEAPONS</Type>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 0.5f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, 0f</Mod_Multiplier>
<Mod_Multiplier>ENERGY_REGEN_MULTIPLIER, 1f</Mod_Multiplier>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.5f</Mod_Multiplier>
<Mod_Multiplier>CAUSE_DAMAGE_MULTIPLIER , 3.0f</Mod_Multiplier>
<Recharge_Seconds>60</Recharge_Seconds>
<Expiration_Seconds>10</Expiration_Seconds>
</Unit_Ability>
</Unit_Abilities_Data>
<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
<Tactical_Build_Cost_Multiplayer>1200</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>18</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>-->
<Encyclopedia_Text>TEXT_TOOLTIP_M1_REPULSOR</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TANK</Encyclopedia_Unit_Class>
<Maintenance_Cost>0.05</Maintenance_Cost>
<Population_Value>1</Population_Value>
</GroundCompany> INTO HARDPOINTS.XML <HardPoint Name="HP_AAT_00">
<Type> HARD_POINT_WEAPON_LASER </Type>
<Is_Targetable>No</Is_Targetable>
<Is_Destroyable>No</Is_Destroyable>
<Fire_Bone_A>MuzzleB_00</Fire_Bone_A>
<Fire_Bone_B>MuzzleB_00</Fire_Bone_B>
<Fire_Cone_Width>4.0</Fire_Cone_Width>
<Fire_Cone_Height>10.0</Fire_Cone_Height>
<Fire_Projectile_Type>Proj_Blaster_Cannon_Red_T2B</Fire_Projectile_Type>
<Fire_Min_Recharge_Seconds>3</Fire_Min_Recharge_Seconds>
<Fire_Max_Recharge_Seconds>3</Fire_Max_Recharge_Seconds>
<Fire_Pulse_Count>5</Fire_Pulse_Count>
<Fire_Pulse_Delay_Seconds>0.1</Fire_Pulse_Delay_Seconds>
<Fire_Range_Distance>200.0</Fire_Range_Distance>
<Fire_SFXEvent>Unit_AT_ST_Fire</Fire_SFXEvent>
<Fire_Inaccuracy_Distance> Infantry, 3.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Air, 100.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Vehicle, 3.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Structure, 3.0 </Fire_Inaccuracy_Distance>
</HardPoint>
<HardPoint Name="HP_AAT_01">
<Type> HARD_POINT_WEAPON_LASER </Type>
<Is_Targetable>No</Is_Targetable>
<Is_Destroyable>No</Is_Destroyable>
<Fire_Bone_A>MuzzleB_01</Fire_Bone_A>
<Fire_Bone_B>MuzzleB_01</Fire_Bone_B>
<Fire_Cone_Width>4.0</Fire_Cone_Width>
<Fire_Cone_Height>10.0</Fire_Cone_Height>
<Fire_Projectile_Type>Proj_Blaster_Cannon_Red_T2B</Fire_Projectile_Type>
<Fire_Min_Recharge_Seconds>3</Fire_Min_Recharge_Seconds>
<Fire_Max_Recharge_Seconds>3</Fire_Max_Recharge_Seconds>
<Fire_Pulse_Count>5</Fire_Pulse_Count>
<Fire_Pulse_Delay_Seconds>0.1</Fire_Pulse_Delay_Seconds>
<Fire_Range_Distance>200.0</Fire_Range_Distance>
<Fire_SFXEvent>Unit_AT_ST_Fire</Fire_SFXEvent>
<Fire_Inaccuracy_Distance> Infantry, 3.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Air, 100.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Vehicle, 3.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Structure, 3.0 </Fire_Inaccuracy_Distance>
</HardPoint> Go download the model off FileFront...and put it with the other models. You enable this in skirmish by chaing one line.