///
/// Allows you to Run following a specific path. Supports options to prevent combat
/// (disables CC while running), use Click-To-Move instead of Navigator, and
/// the ability to specify a mob that when it enters the specified range, causes
/// you to move to the nexts point.
///
/// A few key difference between this and having several RunTo/NoCombatMoveTo in sequence:
/// - HonorBuddy allows CC control between lines if attacked; RunLikeHell does not
/// - Syntax allows easy switch from ClickToMove() to Navigator.MoveTo() when a mesh is updated
/// - On startup, RunLikeHell finds the closest point in the path and starts there
/// - If Combat=true, will only fight if aggro picked up while running.. will not Pull
///
/// If QuestId is non-zero, behavior will stop when quest becomes complete even if
/// it has not completed NumOfTimes iterations of full path specified
///
/// You can control the movement with the options below.
///
/// ##Syntax##
/// [Optional] QuestId: Id of the quest (default is 0)
/// [Optional] WaitTime: ms to pause at each point (default is 0)
/// [Optional] MobId: wait at point until mob is within Range yds (default is to move immediately)
/// [Optional] Range: when mob is within this distance, move to next point (default is 15)
/// [Optional] NumOfTimes: number of times to run path (default is 1)
/// [Optional] Combat: fight back if attacked (default is true, false you keep moving)
/// [Optional] UseCTM: use ClickToMove if true, otherwise Navigator (default is false)
/// [Required] : child elements specifying path to run
///
/// ##Examples##
/// following will take path one time as listed
///
///
///
///
///
///
/// following path up to 4 times and moves to next spot only
/// if the mob #40434 is within 10 yds
///
///
///
///
///
///
/// following follows path up to 4 times and moves to next spot only
/// if the mob #40434 is within 10 yds. stops at 4 loops or when quest complete
///
///
///
///
///
///
///