public void FindNextPosition()
            {
                if (m_positionIndex > (Positions.Count - 1))
                {
                    Vector3 posM = new Vector3(
                        0,// MyVRageUtils.GetRandomFloat(0,1),
                        0,
                        MyUtils.GetRandomFloat(0, -1));
                    Vector2 rot = new Vector2(
                        0,
                        MyUtils.GetRandomFloat(-10.0f, 10.0f));

                    MyLemmingPosition pos = new MyLemmingPosition()
                    {
                        //Position = Character.GetPosition() + dir
                        Position = posM,
                        Rotation = rot
                    };

                    if (MyUtils.GetRandomFloat(0, 1) < 0.2f)
                    {
                        pos.Action = MyLemmingAction.Jump;
                    }
                    else
                    if (MyUtils.GetRandomFloat(0, 1) < 0.3f)
                    {
                        pos.Action = MyLemmingAction.Crouch;
                    }
                    else
                    if (MyUtils.GetRandomFloat(0, 1) < 0.2f)
                    {
                        pos.Action = MyLemmingAction.Sit;
                    }

                    Positions.Add(pos);
                    CurrentPosition = pos;
                    SetState(MyLemmingState.Go);
                }
                else
                {
                    CurrentPosition = Positions[m_positionIndex];
                    SetState(MyLemmingState.Go);
                }

                if (State != MyLemmingState.FindNextPosition)
                {
                    switch (Positions[m_positionIndex].Action)
                    {
                    case MyLemmingAction.Jump:
                        Character.Jump();
                        break;

                    case MyLemmingAction.Crouch:
                        Character.Crouch();
                        break;

                    case MyLemmingAction.Sit:
                        break;

                    case MyLemmingAction.None:
                        break;
                    }

                    m_positionIndex++;
                }
            }
            public void FindNextPosition()
            {
                if (m_positionIndex > (Positions.Count - 1))
                {

                    Vector3 posM = new Vector3(
                        0,// MyVRageUtils.GetRandomFloat(0,1),
                        0,
                        MyUtils.GetRandomFloat(0, -1));
                    Vector2 rot = new Vector2(
                        0,
                        MyUtils.GetRandomFloat(-10.0f, 10.0f));

                    MyLemmingPosition pos = new MyLemmingPosition()
                    {
                        //Position = Character.GetPosition() + dir
                        Position = posM,
                        Rotation = rot
                    };

                    if (MyUtils.GetRandomFloat(0, 1) < 0.2f)
                    {
                        pos.Action = MyLemmingAction.Jump;
                    }
                    else
                        if (MyUtils.GetRandomFloat(0, 1) < 0.3f)
                        {
                            pos.Action = MyLemmingAction.Crouch;
                        }
                        else
                            if (MyUtils.GetRandomFloat(0, 1) < 0.2f)
                            {
                                pos.Action = MyLemmingAction.Sit;
                            }

                    Positions.Add(pos);
                    CurrentPosition = pos;
                    SetState(MyLemmingState.Go);
                }
                else
                {
                    CurrentPosition = Positions[m_positionIndex];
                    SetState(MyLemmingState.Go);
                }

                if (State != MyLemmingState.FindNextPosition)
                {
                    switch (Positions[m_positionIndex].Action)
                    {
                        case MyLemmingAction.Jump:
                            Character.Jump();
                            break;
                        case MyLemmingAction.Crouch:
                            Character.Crouch();
                            break;
                        case MyLemmingAction.Sit:
                            break;
                        case MyLemmingAction.None:
                            break;
                    }

                    m_positionIndex++;
                }
            }