Pathfinding Not working!

So I made a Follow Closet Player but the pathfinding doesn’t work here is the code

moveid = moveid + 1
local id = moveid


--//Tunnells PathFinder//
function findNearestTorso(pos)
	local list = game.Workspace:children()
	local dist = 1000
	local temp = nil
	local temp2 = nil
	local human = nil
	local torso = nil
	for x = 1, #list do
		temp2 = list[x]
		if (temp2.className == "Model") and (temp2 ~= script.Parent) then
			temp = temp2:findFirstChild("HumanoidRootPart")
			human = temp2:findFirstChild("Humanoid")
			if (temp ~= nil) and (human ~= nil) and (human.Health > 0) then
				if (temp.Position - pos).magnitude < dist then
					torso = temp
					dist = (temp.Position - pos).magnitude
				end
			end
		end
	end
	return torso
end


while true do
	wait()
	local target = findNearestTorso(script.Parent.HumanoidRootPart.Position)
	if target then
		local path = game:GetService("PathfindingService"):FindPathAsync(script.Parent.HumanoidRootPart.Position, target.CFrame.p)
		if path.Status == Enum.PathStatus.Success then
			--//WayPoints//
			
			
			local waypoints = path:GetWaypoints()
			for _, waypoint in pairs(waypoints) do
				local part = Instance.new("Part")
				part.Shape = "Block"
				part.Material = "Neon"
				part.Size = Vector3.new(0.6, 0.6, 0.6)
				part.Position = waypoint.Position
				part.Anchored = true
				part.CanCollide = false
				part.Parent = game.Workspace
			end
			
			for i = 6, #waypoints do
				if id ~= moveid then break end
				local waypoint = waypoints[i]
				local destination = waypoint.Position
				script.Parent.Humanoid:MoveTo(destination)
				local connection;
				if waypoint.Action == Enum.PathWaypointAction.Jump then
					script.Parent.Humanoid.Jump = true
					connection = script.Parent.Humanoid.Changed:Connect(function()
						script.Parent.Humanoid.Jump = true
					end)
				end
				
				local reached = script.Parent.Humanoid.MoveToFinished
				
				local function onPathBlocked(blockedWaypointIndex)
					-- Check if the obstacle is further down the path
					if blockedWaypointIndex > waypoints then
						-- Call function to re-compute the path
						findNearestTorso(destination)
					end
				end

				-- Connect 'Blocked' event to the 'onPathBlocked' function
				path.Blocked:Connect(onPathBlocked)
			
				if connection then
					connection:Disconnect()
				end
				if not reached then
					break
				end
			end
		else


		end
	end
end

    ![2021-03-21 14-26-35|video](upload://lfEyXx4eawEuM9VUbiDyYfDSbRf.mp4)

The first thing I would do is find out if the path is being created:

print(path.Status) -- Will print out the result of Pathfinding
if path.Status == Enum.PathStatus.Success then

16:01:34.089 :arrow_forward: Enum.PathStatus.Success (x317) - Server - Script:36