A* Pathfinding project feeling from player

I trying to force feel enemy from player using A* Pathfinding project, but enemy always moving to (0, 0, 0).


   if (isChasing) {
        // A score of 1000 is approximately equal to the cost of moving one world unit.
        int theGScoreToStopAt = 100000;

        // Create a path object
        FleePath path = FleePath.Construct(transform.position, player.position, theGScoreToStopAt);
        Debug.Log(path.startPoint + " / " + path.endPoint);

        // This is how strongly it will try to flee, if you set it to 0
        //it will behave like a RandomPath
        path.aimStrength = 1;

        // Determines the variation in path length that is allowed
        path.spread = 4000;

        // Get the Seeker component which must be attached to this GameObject
        Seeker seeker = GetComponent<Seeker>();

        // Start the path and return the result to MyCompleteFunction (which is a function you have to 
        //define, the name can of course be changed)
        seeker.StartPath(transform.position, path.endPoint);

I killing myself during 2 hours, solution is change:

seeker.StartPath(transform.position, path.endPoint);