

StructHeader
{
	StructFloatX3 Pos {
		Floats [5004.685547, 114.959290, -1029.193604]
	}
	StructFloatX3 Angles {
		Floats [0.000000, 0.0, -0.0]
	}
	StructQBKey Name = TRG_Bat1
	StructQBKey Class = Pedestrian
	StructQBKey Type = Anl_Bat
	StructString model = "Animals\Anl_Bat\anl_bat.skin"
	StructQBKey SkeletonName = anl_pigeon
	StructQBKey AnimName = animload_anl_bat
	StructInt SuspendDistance = 0
	StructInt lod_dist1 = 1024
	StructInt lod_dist2 = 2048
	StructQBKey CreatedAtStart
	StructQBKey AbsentInNetGames
	StructQBKey TriggerScript = BE_Bat_Test1
	StructArray Links {
		ArrayInteger [909] // PedPath_Bat2_0 start here
	}
	StructQBKey NoPedLogic
	StructInt lod_dist1 = 1000
	StructInt lod_dist2 = 1001
}

StructHeader
{
	StructFloatX3 Pos {
		Floats [4973.048340,147.160187,-139.103195]
	}
	StructFloatX3 Angles {
		Floats [0.000000, 0.0, -0.0]
	}
	StructQBKey Name = TRG_Bat2
	StructQBKey Class = Pedestrian
	StructQBKey Type = Anl_Bat
	StructString model = "Animals\Anl_Bat\anl_bat.skin"
	StructQBKey SkeletonName = anl_pigeon
	StructQBKey AnimName = animload_anl_bat
	StructInt SuspendDistance = 0
	StructInt lod_dist1 = 1024
	StructInt lod_dist2 = 2048
	StructQBKey CreatedAtStart
	StructQBKey AbsentInNetGames
	StructQBKey TriggerScript = BE_Bat_Test_NoSFX
	StructArray Links {
		ArrayInteger [912]
	}
	StructQBKey NoPedLogic
	StructInt lod_dist1 = 1000
	StructInt lod_dist2 = 1001
}

StructHeader
{
	StructFloatX3 Pos {
		Floats [4729.657715,127.954849,579.206970]
	}
	StructFloatX3 Angles {
		Floats [0.000000, 0.0, -0.0]
	}
	StructQBKey Name = TRG_Bat3
	StructQBKey Class = Pedestrian
	StructQBKey Type = Anl_Bat
	StructString model = "Animals\Anl_Bat\anl_bat.skin"
	StructQBKey SkeletonName = anl_pigeon
	StructQBKey AnimName = animload_anl_bat
	StructInt SuspendDistance = 0
	StructInt lod_dist1 = 1024
	StructInt lod_dist2 = 2048
	StructQBKey CreatedAtStart
	StructQBKey AbsentInNetGames
	StructQBKey TriggerScript = BE_Bat_Test2
	StructArray Links {
		ArrayInteger [915]
	}
	StructQBKey NoPedLogic
	StructInt lod_dist1 = 1000
	StructInt lod_dist2 = 1001
}

StructHeader
{
	StructFloatX3 Pos {
		Floats [3842.223633,153.528290,118.952309]
	}
	StructFloatX3 Angles {
		Floats [0.000000, 0.0, -0.0]
	}
	StructQBKey Name = TRG_Bat4
	StructQBKey Class = Pedestrian
	StructQBKey Type = Anl_Bat
	StructString model = "Animals\Anl_Bat\anl_bat.skin"
	StructQBKey SkeletonName = anl_pigeon
	StructQBKey AnimName = animload_anl_bat
	StructInt SuspendDistance = 0
	StructInt lod_dist1 = 1024
	StructInt lod_dist2 = 2048
	StructQBKey CreatedAtStart
	StructQBKey AbsentInNetGames
	StructQBKey TriggerScript = BE_Bat_Test_NoSFX
	StructArray Links {
		ArrayInteger [918]
	}
	StructQBKey NoPedLogic
	StructInt lod_dist1 = 1000
	StructInt lod_dist2 = 1001
}

StructHeader
{
	StructFloatX3 Pos {
		Floats [3756.591797,126.505394,-769.880737]
	}
	StructFloatX3 Angles {
		Floats [0.000000, 0.0, -0.0]
	}
	StructQBKey Name = TRG_Bat5
	StructQBKey Class = Pedestrian
	StructQBKey Type = Anl_Bat
	StructString model = "Animals\Anl_Bat\anl_bat.skin"
	StructQBKey SkeletonName = anl_pigeon
	StructQBKey AnimName = animload_anl_bat
	StructInt SuspendDistance = 0
	StructInt lod_dist1 = 1024
	StructInt lod_dist2 = 2048
	StructQBKey CreatedAtStart
	StructQBKey AbsentInNetGames
	StructQBKey TriggerScript = BE_Bat_Test3
	StructArray Links {
		ArrayInteger [920]
	}
	StructQBKey NoPedLogic
	StructInt lod_dist1 = 1000
	StructInt lod_dist2 = 1001
}

StructHeader
{
	StructFloatX3 Pos {
		Floats [4163.888672,105.070412,-913.083069]
	}
	StructFloatX3 Angles {
		Floats [0.000000, 0.0, -0.0]
	}
	StructQBKey Name = TRG_Bat6
	StructQBKey Class = Pedestrian
	StructQBKey Type = Anl_Bat
	StructString model = "Animals\Anl_Bat\anl_bat.skin"
	StructQBKey SkeletonName = anl_pigeon
	StructQBKey AnimName = animload_anl_bat
	StructInt SuspendDistance = 0
	StructInt lod_dist1 = 1024
	StructInt lod_dist2 = 2048
	StructQBKey CreatedAtStart
	StructQBKey AbsentInNetGames
	StructQBKey TriggerScript = BE_Bat_Test_NoSFX
	StructArray Links {
		ArrayInteger [897]
	}
	StructQBKey NoPedLogic
	StructInt lod_dist1 = 1000
	StructInt lod_dist2 = 1001
}

StructHeader
{
	StructFloatX3 Pos {
		Floats [4038.697510,87.596886,-248.087936]
	}
	StructFloatX3 Angles {
		Floats [0.000000, 0.0, -0.0]
	}
	StructQBKey Name = TRG_Bat7
	StructQBKey Class = Pedestrian
	StructQBKey Type = Anl_Bat
	StructString model = "Animals\Anl_Bat\anl_bat.skin"
	StructQBKey SkeletonName = anl_pigeon
	StructQBKey AnimName = animload_anl_bat
	StructInt SuspendDistance = 0
	StructInt lod_dist1 = 1024
	StructInt lod_dist2 = 2048
	StructQBKey CreatedAtStart
	StructQBKey AbsentInNetGames
	StructQBKey TriggerScript = BE_Bat_Test4
	StructArray Links {
		ArrayInteger [900]
	}
	StructQBKey NoPedLogic
	StructInt lod_dist1 = 1000
	StructInt lod_dist2 = 1001
}

StructHeader
{
	StructFloatX3 Pos {
		Floats [4422.138184,95.163239,402.249481]
	}
	StructFloatX3 Angles {
		Floats [0.000000, 0.0, -0.0]
	}
	StructQBKey Name = TRG_Bat8
	StructQBKey Class = Pedestrian
	StructQBKey Type = Anl_Bat
	StructString model = "Animals\Anl_Bat\anl_bat.skin"
	StructQBKey SkeletonName = anl_pigeon
	StructQBKey AnimName = animload_anl_bat
	StructInt SuspendDistance = 0
	StructInt lod_dist1 = 1024
	StructInt lod_dist2 = 2048
	StructQBKey CreatedAtStart
	StructQBKey AbsentInNetGames
	StructQBKey TriggerScript = BE_Bat_Test_NoSFX
	StructArray Links {
		ArrayInteger [904]
	}
	StructQBKey NoPedLogic
	StructInt lod_dist1 = 1000
	StructInt lod_dist2 = 1001
}

StructHeader
{
	StructFloatX3 Pos {
		Floats [4825.056152,134.129364,-84.703003]
	}
	StructFloatX3 Angles {
		Floats [0.000000, 0.0, -0.0]
	}
	StructQBKey Name = TRG_Bat9
	StructQBKey Class = Pedestrian
	StructQBKey Type = Anl_Bat
	StructString model = "Animals\Anl_Bat\anl_bat.skin"
	StructQBKey SkeletonName = anl_pigeon
	StructQBKey AnimName = animload_anl_bat
	StructInt SuspendDistance = 0
	StructInt lod_dist1 = 1024
	StructInt lod_dist2 = 2048
	StructQBKey CreatedAtStart
	StructQBKey AbsentInNetGames
	StructQBKey TriggerScript = BE_Bat_Test5
	StructArray Links {
		ArrayInteger [890]
	}
	StructQBKey NoPedLogic
	StructInt lod_dist1 = 1000
	StructInt lod_dist2 = 1001
}

StructHeader
{
	StructFloatX3 Pos {
		Floats [4821.200684,95.661598,-678.753601]
	}
	StructFloatX3 Angles {
		Floats [0.000000, 0.0, -0.0]
	}
	StructQBKey Name = TRG_Bat10
	StructQBKey Class = Pedestrian
	StructQBKey Type = Anl_Bat
	StructString model = "Animals\Anl_Bat\anl_bat.skin"
	StructQBKey SkeletonName = anl_pigeon
	StructQBKey AnimName = animload_anl_bat
	StructInt SuspendDistance = 0
	StructInt lod_dist1 = 1024
	StructInt lod_dist2 = 2048
	StructQBKey CreatedAtStart
	StructQBKey AbsentInNetGames
	StructQBKey TriggerScript = BE_Bat_Test_NoSFX
	StructArray Links {
		ArrayInteger [893]
	}
	StructQBKey NoPedLogic
	StructInt lod_dist1 = 1000
	StructInt lod_dist2 = 1001
}

// start of bat path, make it loop into itself. first rail integer is 890?
StructHeader
{
StructFloatX3 pos
{
Floats [4833.58, 104.33, -272.92]
}
StructFloatX3 angles
{
Floats [0.00, 0.00, 0.00]
}
StructQBKey name = PedPath_Bat1_0
StructQBKey class = Waypoint
StructQBKey type = Concrete
StructQBKey terraintype = TERRAIN_DEFAULT
StructQBKey CreatedAtStart
StructQBKey PedType = Walk
StructQBKey Continue
StructInt ContinueWeight = 1
StructQBKey Priority = Normal
StructArray links
{
ArrayInteger
[
891
]
}
}
StructHeader
{
StructFloatX3 pos
{
Floats [4846.41, 39.78, -470.81]
}
StructFloatX3 angles
{
Floats [0.00, 0.00, 0.00]
}
StructQBKey name = PedPath_Bat1_1
StructQBKey class = Waypoint
StructQBKey type = Concrete
StructQBKey terraintype = TERRAIN_DEFAULT
StructQBKey CreatedAtStart
StructQBKey PedType = Walk
StructQBKey Continue
StructInt ContinueWeight = 1
StructQBKey Priority = Normal
StructArray links
{
ArrayInteger
[
892
]
}
}
StructHeader
{
StructFloatX3 pos
{
Floats [4785.85, 138.72, -694.28]
}
StructFloatX3 angles
{
Floats [0.00, 0.00, 0.00]
}
StructQBKey name = PedPath_Bat1_2
StructQBKey class = Waypoint
StructQBKey type = Concrete
StructQBKey terraintype = TERRAIN_DEFAULT
StructQBKey CreatedAtStart
StructQBKey PedType = Walk
StructQBKey Continue
StructInt ContinueWeight = 1
StructQBKey Priority = Normal
StructArray links
{
ArrayInteger
[
893
]
}
}
StructHeader
{
StructFloatX3 pos
{
Floats [4656.37, 98.23, -823.07]
}
StructFloatX3 angles
{
Floats [0.00, 0.00, 0.00]
}
StructQBKey name = PedPath_Bat1_3
StructQBKey class = Waypoint
StructQBKey type = Concrete
StructQBKey terraintype = TERRAIN_DEFAULT
StructQBKey CreatedAtStart
StructQBKey PedType = Walk
StructQBKey Continue
StructInt ContinueWeight = 1
StructQBKey Priority = Normal
StructArray links
{
ArrayInteger
[
894
]
}
}
StructHeader
{
StructFloatX3 pos
{
Floats [4518.53, 105.02, -887.93]
}
StructFloatX3 angles
{
Floats [0.00, 0.00, 0.00]
}
StructQBKey name = PedPath_Bat1_4
StructQBKey class = Waypoint
StructQBKey type = Concrete
StructQBKey terraintype = TERRAIN_DEFAULT
StructQBKey CreatedAtStart
StructQBKey PedType = Walk
StructQBKey Continue
StructInt ContinueWeight = 1
StructQBKey Priority = Normal
StructArray links
{
ArrayInteger
[
895
]
}
}
StructHeader
{
StructFloatX3 pos
{
Floats [4370.87, 79.68, -886.74]
}
StructFloatX3 angles
{
Floats [0.00, 0.00, 0.00]
}
StructQBKey name = PedPath_Bat1_5
StructQBKey class = Waypoint
StructQBKey type = Concrete
StructQBKey terraintype = TERRAIN_DEFAULT
StructQBKey CreatedAtStart
StructQBKey PedType = Walk
StructQBKey Continue
StructInt ContinueWeight = 1
StructQBKey Priority = Normal
StructArray links
{
ArrayInteger
[
896
]
}
}
StructHeader
{
StructFloatX3 pos
{
Floats [4222.61, 55.21, -850.08]
}
StructFloatX3 angles
{
Floats [0.00, 0.00, 0.00]
}
StructQBKey name = PedPath_Bat1_6
StructQBKey class = Waypoint
StructQBKey type = Concrete
StructQBKey terraintype = TERRAIN_DEFAULT
StructQBKey CreatedAtStart
StructQBKey PedType = Walk
StructQBKey Continue
StructInt ContinueWeight = 1
StructQBKey Priority = Normal
StructArray links
{
ArrayInteger
[
897
]
}
}
StructHeader
{
StructFloatX3 pos
{
Floats [4090.84, 87.67, -756.91]
}
StructFloatX3 angles
{
Floats [0.00, 0.00, 0.00]
}
StructQBKey name = PedPath_Bat1_7
StructQBKey class = Waypoint
StructQBKey type = Concrete
StructQBKey terraintype = TERRAIN_DEFAULT
StructQBKey CreatedAtStart
StructQBKey PedType = Walk
StructQBKey Continue
StructInt ContinueWeight = 1
StructQBKey Priority = Normal
StructArray links
{
ArrayInteger
[
898
]
}
}
StructHeader
{
StructFloatX3 pos
{
Floats [4045.24, 104.43, -560.31]
}
StructFloatX3 angles
{
Floats [0.00, 0.00, 0.00]
}
StructQBKey name = PedPath_Bat1_8
StructQBKey class = Waypoint
StructQBKey type = Concrete
StructQBKey terraintype = TERRAIN_DEFAULT
StructQBKey CreatedAtStart
StructQBKey PedType = Walk
StructQBKey Continue
StructInt ContinueWeight = 1
StructQBKey Priority = Normal
StructArray links
{
ArrayInteger
[
899
]
}
}
StructHeader
{
StructFloatX3 pos
{
Floats [4093.18, 91.31, -284.27]
}
StructFloatX3 angles
{
Floats [0.00, 0.00, 0.00]
}
StructQBKey name = PedPath_Bat1_9
StructQBKey class = Waypoint
StructQBKey type = Concrete
StructQBKey terraintype = TERRAIN_DEFAULT
StructQBKey CreatedAtStart
StructQBKey PedType = Walk
StructQBKey Continue
StructInt ContinueWeight = 1
StructQBKey Priority = Normal
StructArray links
{
ArrayInteger
[
900
]
}
}
StructHeader
{
StructFloatX3 pos
{
Floats [4161.05, 84.26, -58.30]
}
StructFloatX3 angles
{
Floats [0.00, 0.00, 0.00]
}
StructQBKey name = PedPath_Bat1_10
StructQBKey class = Waypoint
StructQBKey type = Concrete
StructQBKey terraintype = TERRAIN_DEFAULT
StructQBKey CreatedAtStart
StructQBKey PedType = Walk
StructQBKey Continue
StructInt ContinueWeight = 1
StructQBKey Priority = Normal
StructArray links
{
ArrayInteger
[
901
]
}
}
StructHeader
{
StructFloatX3 pos
{
Floats [4249.29, 60.72, 134.96]
}
StructFloatX3 angles
{
Floats [0.00, 0.00, 0.00]
}
StructQBKey name = PedPath_Bat1_11
StructQBKey class = Waypoint
StructQBKey type = Concrete
StructQBKey terraintype = TERRAIN_DEFAULT
StructQBKey CreatedAtStart
StructQBKey PedType = Walk
StructQBKey Continue
StructInt ContinueWeight = 1
StructQBKey Priority = Normal
StructArray links
{
ArrayInteger
[
902
]
}
}
StructHeader
{
StructFloatX3 pos
{
Floats [4325.68, 82.91, 291.62]
}
StructFloatX3 angles
{
Floats [0.00, 0.00, 0.00]
}
StructQBKey name = PedPath_Bat1_12
StructQBKey class = Waypoint
StructQBKey type = Concrete
StructQBKey terraintype = TERRAIN_DEFAULT
StructQBKey CreatedAtStart
StructQBKey PedType = Walk
StructQBKey Continue
StructInt ContinueWeight = 1
StructQBKey Priority = Normal
StructArray links
{
ArrayInteger
[
903
]
}
}
StructHeader
{
StructFloatX3 pos
{
Floats [4486.17, 41.17, 380.21]
}
StructFloatX3 angles
{
Floats [0.00, 0.00, 0.00]
}
StructQBKey name = PedPath_Bat1_13
StructQBKey class = Waypoint
StructQBKey type = Concrete
StructQBKey terraintype = TERRAIN_DEFAULT
StructQBKey CreatedAtStart
StructQBKey PedType = Walk
StructQBKey Continue
StructInt ContinueWeight = 1
StructQBKey Priority = Normal
StructArray links
{
ArrayInteger
[
904
]
}
}
StructHeader
{
StructFloatX3 pos
{
Floats [4603.21, 96.37, 366.89]
}
StructFloatX3 angles
{
Floats [0.00, 0.00, 0.00]
}
StructQBKey name = PedPath_Bat1_14
StructQBKey class = Waypoint
StructQBKey type = Concrete
StructQBKey terraintype = TERRAIN_DEFAULT
StructQBKey CreatedAtStart
StructQBKey PedType = Walk
StructQBKey Continue
StructInt ContinueWeight = 1
StructQBKey Priority = Normal
StructArray links
{
ArrayInteger
[
905
]
}
}
StructHeader
{
StructFloatX3 pos
{
Floats [4769.25, 32.48, 311.21]
}
StructFloatX3 angles
{
Floats [0.00, 0.00, 0.00]
}
StructQBKey name = PedPath_Bat1_15
StructQBKey class = Waypoint
StructQBKey type = Concrete
StructQBKey terraintype = TERRAIN_DEFAULT
StructQBKey CreatedAtStart
StructQBKey PedType = Walk
StructQBKey Continue
StructInt ContinueWeight = 1
StructQBKey Priority = Normal
StructArray links
{
ArrayInteger
[
906
]
}
}
StructHeader
{
StructFloatX3 pos
{
Floats [4857.76, 89.46, 165.30]
}
StructFloatX3 angles
{
Floats [0.00, 0.00, 0.00]
}
StructQBKey name = PedPath_Bat1_16
StructQBKey class = Waypoint
StructQBKey type = Concrete
StructQBKey terraintype = TERRAIN_DEFAULT
StructQBKey CreatedAtStart
StructQBKey PedType = Walk
StructQBKey Continue
StructInt ContinueWeight = 1
StructQBKey Priority = Normal
StructArray links
{
ArrayInteger
[
907
]
}
}
StructHeader
{
StructFloatX3 pos
{
Floats [4825.04, 124.47, -28.80]
}
StructFloatX3 angles
{
Floats [0.00, 0.00, 0.00]
}
StructQBKey name = PedPath_Bat1_17
StructQBKey class = Waypoint
StructQBKey type = Concrete
StructQBKey terraintype = TERRAIN_DEFAULT
StructQBKey CreatedAtStart
StructQBKey PedType = Walk
StructQBKey Continue
StructInt ContinueWeight = 1
StructQBKey Priority = Normal
StructArray links
{
ArrayInteger
[
890
]
}
}

StructHeader
{
StructFloatX3 pos
{
Floats [4833.58, 104.33, -272.92]
}
StructFloatX3 angles
{
Floats [0.00, 0.00, 0.00]
}
StructQBKey name = PedPath_Bat1_18
StructQBKey class = Waypoint
StructQBKey type = Concrete
StructQBKey terraintype = TERRAIN_DEFAULT
StructQBKey CreatedAtStart
}


// start of bat path 2, make it loop into itself. first rail integer is 909
StructHeader
{
StructFloatX3 pos
{
Floats [5030.09, 139.72, -779.61]
}
StructFloatX3 angles
{
Floats [0.00, 0.00, 0.00]
}
StructQBKey name = PedPath_Bat2_0
StructQBKey class = Waypoint
StructQBKey type = Concrete
StructQBKey terraintype = TERRAIN_DEFAULT
StructQBKey CreatedAtStart
StructQBKey PedType = Walk
StructQBKey Continue
StructInt ContinueWeight = 1
StructQBKey Priority = Normal
StructArray links
{
ArrayInteger
[
910
]
}
}
StructHeader
{
StructFloatX3 pos
{
Floats [5010.42, 81.48, -493.42]
}
StructFloatX3 angles
{
Floats [0.00, 0.00, 0.00]
}
StructQBKey name = PedPath_Bat2_1
StructQBKey class = Waypoint
StructQBKey type = Concrete
StructQBKey terraintype = TERRAIN_DEFAULT
StructQBKey CreatedAtStart
StructQBKey PedType = Walk
StructQBKey Continue
StructInt ContinueWeight = 1
StructQBKey Priority = Normal
StructArray links
{
ArrayInteger
[
911
]
}
}
StructHeader
{
StructFloatX3 pos
{
Floats [5028.71, 92.52, -210.10]
}
StructFloatX3 angles
{
Floats [0.00, 0.00, 0.00]
}
StructQBKey name = PedPath_Bat2_2
StructQBKey class = Waypoint
StructQBKey type = Concrete
StructQBKey terraintype = TERRAIN_DEFAULT
StructQBKey CreatedAtStart
StructQBKey PedType = Walk
StructQBKey Continue
StructInt ContinueWeight = 1
StructQBKey Priority = Normal
StructArray links
{
ArrayInteger
[
912
]
}
}
StructHeader
{
StructFloatX3 pos
{
Floats [4977.48, 151.62, 96.08]
}
StructFloatX3 angles
{
Floats [0.00, 0.00, 0.00]
}
StructQBKey name = PedPath_Bat2_3
StructQBKey class = Waypoint
StructQBKey type = Concrete
StructQBKey terraintype = TERRAIN_DEFAULT
StructQBKey CreatedAtStart
StructQBKey PedType = Walk
StructQBKey Continue
StructInt ContinueWeight = 1
StructQBKey Priority = Normal
StructArray links
{
ArrayInteger
[
913
]
}
}
StructHeader
{
StructFloatX3 pos
{
Floats [4973.96, 141.64, 381.22]
}
StructFloatX3 angles
{
Floats [0.00, 0.00, 0.00]
}
StructQBKey name = PedPath_Bat2_4
StructQBKey class = Waypoint
StructQBKey type = Concrete
StructQBKey terraintype = TERRAIN_DEFAULT
StructQBKey CreatedAtStart
StructQBKey PedType = Walk
StructQBKey Continue
StructInt ContinueWeight = 1
StructQBKey Priority = Normal
StructArray links
{
ArrayInteger
[
914
]
}
}
StructHeader
{
StructFloatX3 pos
{
Floats [4775.87, 106.73, 628.00]
}
StructFloatX3 angles
{
Floats [0.00, 0.00, 0.00]
}
StructQBKey name = PedPath_Bat2_5
StructQBKey class = Waypoint
StructQBKey type = Concrete
StructQBKey terraintype = TERRAIN_DEFAULT
StructQBKey CreatedAtStart
StructQBKey PedType = Walk
StructQBKey Continue
StructInt ContinueWeight = 1
StructQBKey Priority = Normal
StructArray links
{
ArrayInteger
[
915
]
}
}
StructHeader
{
StructFloatX3 pos
{
Floats [4419.37, 126.05, 567.04]
}
StructFloatX3 angles
{
Floats [0.00, 0.00, 0.00]
}
StructQBKey name = PedPath_Bat2_6
StructQBKey class = Waypoint
StructQBKey type = Concrete
StructQBKey terraintype = TERRAIN_DEFAULT
StructQBKey CreatedAtStart
StructQBKey PedType = Walk
StructQBKey Continue
StructInt ContinueWeight = 1
StructQBKey Priority = Normal
StructArray links
{
ArrayInteger
[
916
]
}
}
StructHeader
{
StructFloatX3 pos
{
Floats [4209.79, 145.26, 404.02]
}
StructFloatX3 angles
{
Floats [0.00, 0.00, 0.00]
}
StructQBKey name = PedPath_Bat2_7
StructQBKey class = Waypoint
StructQBKey type = Concrete
StructQBKey terraintype = TERRAIN_DEFAULT
StructQBKey CreatedAtStart
StructQBKey PedType = Walk
StructQBKey Continue
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