When NPC wants to jump it breaks

So when it wants to jump it breaks look in this clip https://gyazo.com/f6210c35a4078f856ad02c8196fe7574

local Target = workspace:WaitForChild("JibWorx")
local PathfindingService = game:GetService("PathfindingService")
for i,v in pairs(script.Parent:GetChildren()) do
	if v:IsA("BasePart") then
		v.Anchored = false
		v.CanCollide = false
		v:SetNetworkOwner(nil)
	end
end
local BG = Instance.new("BodyGyro")
BG.MaxTorque = Vector3.new(1,1,1)*math.huge
BG.D = 100
BG.P = 10000
--BG.Parent = script.Parent.HumanoidRootPart
--BG.CFrame = CFrame.new(script.Parent.HumanoidRootPart.Position,Vector3.new(Target:WaitForChild("Torso").Position.X,script.Parent.HumanoidRootPart.Position.Y,Target:WaitForChild("Torso").Position.Z))
while true do
	--BG.CFrame = CFrame.new(script.Parent.HumanoidRootPart.Position,Vector3.new(Target:WaitForChild("Torso").Position.X,script.Parent.HumanoidRootPart.Position.Y,Target:WaitForChild("Torso").Position.Z))
	local Parameters = {
		AgentRadius = 2;
		AgentHeight = 5;
		AgentCanJump = false;
	}

 	local path = PathfindingService:CreatePath(Parameters)
	path:ComputeAsync(script.Parent.Torso.Position, Target:WaitForChild("Torso").Position)
	local waypoints = path:GetWaypoints()

	if waypoints and waypoints[2] then
		local data = waypoints[2]
		script.Parent.Humanoid:MoveTo(data.Position)
	end
	task.wait()
end

this is because path finding service does not come built in with the ability to jump. If you wish to implement this, you will have to make/use a custom pathfinding module.