How could I add Jumping to my Pathfinding chase script

I have this pathfinding code I followed a tutorial to create, It works really well.
But I want to add the ability for the NPC the script is used on to be able to jump, and I do not know how to add it.

-- Variables --

local Pathfinding = game:GetService("PathfindingService")
local Players = game:GetService("Players")
local Runservice = game:GetService("RunService")

local path = Pathfinding:CreatePath({
	AgentHeight = 6;
	AgentRadius = 3;
	AgentCanJump = true;
	
	Costs = {
		Water = 100;
		DangerZone = math.huge
	}
})

local Character = script.Parent
local humanoid = Character:WaitForChild("Zombanoid")

local waypoints
local nextWaypointIndex
local reachedConnection
local blockedConnection

local function findTarget()
	local maxdistance = 500
	local nearestTarget
	
	for index, player in pairs(Players:GetPlayers()) do
		if player.Character then
			local target = player.Character
			local distance = (Character.HumanoidRootPart.Position - target.HumanoidRootPart.Position).Magnitude
			
			if distance < maxdistance and target.Humanoid.Health > 0 then
				nearestTarget = target
				maxdistance = distance
				
			end
		end
	end
	
	return nearestTarget
end

local function followpath(destination)
	
	local success, errorMessage = pcall(function()
		path:ComputeAsync(Character.PrimaryPart.Position, destination)
	end)
	
	if success and path.Status == Enum.PathStatus.Success then
		waypoints = path:GetWaypoints()

		blockedConnection = path.blocked:Connect(function(blockedWaypointIndex)
			if blockedWaypointIndex >= nextWaypointIndex then
				blockedConnection:Disconnect()
				followpath(destination)
			end
		end)
		
		if not reachedConnection then
			reachedConnection = humanoid.MoveToFinished:Connect(function(reached)
				if reached and nextWaypointIndex < #waypoints then
					nextWaypointIndex += 1
					humanoid:MoveTo(waypoints[nextWaypointIndex].Position)
				else
					reachedConnection:Disconnect()
					blockedConnection:Disconnect()
				end
			end)
		end
		
		nextWaypointIndex = 2
		humanoid:MoveTo(waypoints[nextWaypointIndex].Position)
	else
		warn("No good, Path not computed.", errorMessage)
	end
end

while wait() do
	local target = findTarget()
	if target then
		print(target.Name)
		followpath(target.HumanoidRootPart.Position)
	end
end

local npcRootPart = script.Parent.HumanoidRootPart
npcRootPart:SetNetworkOwner(nil)

If anyone knows how to do it, please tell me how.

Don’t you have “AgentCanJump” set to false?

	AgentCanJump = false;

Oh I am so dumb, I didn’t realise that :skull:
I changed script on the first post.

But can you help with adding a jump to the script, It still wouldn’t work if I set it to true.