function GoTo(A)Path:ComputeAsync(NPC.HumanoidRootPart.Position,A)if Path.Status==Enum.PathStatus.NoPath then else local A=Path:GetWaypoints()for A,r in ipairs(A)do NPC.Humanoid:MoveTo(r.Position)if r.Action==Enum.PathWaypointAction.Jump then NPC.Humanoid.Jump=true end end end end
--pathfind
function GoTo(Target)
	Path:ComputeAsync(NPC.HumanoidRootPart.Position, Target)
	if Path.Status == Enum.PathStatus.NoPath then
	else
		local WayPoints = Path:GetWaypoints()

		for _, WayPoint in ipairs(WayPoints) do
			NPC.Humanoid:MoveTo(WayPoint.Position)
			if WayPoint.Action == Enum.PathWaypointAction.Jump then
				NPC.Humanoid.Jump = true
			end
		end
	end
end
