--
--		local targetOffsetVector = (lastTargetPos - target)
--		if targetOffsetVector.magnitude < math.huge then
--			targetOffsetVector = (lastTargetPos - target) * Vector3.new(1,0,1)	
--		end

		if targetOffset > TargetOffsetMax then
		--if targetOffsetVector.magnitude > TargetOffsetMax then
			--print("moveto")
			local startPoint = character.HumanoidRootPart.Position
			local humanoidState = character.Humanoid:GetState()
			if humanoidState == Enum.HumanoidStateType.Jumping or humanoidState == Enum.HumanoidStateType.Freefall then
				--print("this")				
				local ray = Ray.new(character.HumanoidRootPart.Position, Vector3.new(0, -100, 0))
				local hitPart, hitPoint = game.Workspace:FindPartOnRay(ray, character)
				if hitPart then
					startPoint = hitPoint
				end
			end
			--print("making new path")
			local newTarget = target
			local ray = Ray.new(target + Vector3.new(0,-3,0), Vector3.new(0, -100, 0))			
			local hitPart, hitPoint = game.Workspace:FindPartOnRay(ray, character)
			if hitPoint then
				if (hitPoint - target).magnitude > 4 then
					newTarget = newTarget * Vector3.new(1,0,1) + Vector3.new(0,3,0)
				end
			end	
			
			--local newTarget = Vector3.new(1,0,1) * target + Vector3.new(0, 2, 0)
			path = PathfindingService:ComputeSmoothPathAsync(startPoint, newTarget, 500)
			if path.Status ~= Enum.PathStatus.Success then
				--print(tostring(path.Status))
			end
			--path = PathfindingService:ComputeRawPathAsync(startPoint, target, 500)			
			