Editing an AI patrolling script

I found an AI patrolling script (JS) that uses GameObjects as waypoints for a car game I am making for a project at college. The script is exactly what I wanted except for the fact that it has some code in that makes the waypoints always at the characters height. As my game has different levels and ramps, as soon as the car goes of the end of the ramp it just then patrols the points at the same height rather than coming back down. How can I change the code to accommodate this? It’s under function patrol. I have tried taking the 3 lines out but I get a compiler error and I tried changing the axis to no avail.

#pragma strict
 
 var waypoint : Transform[];            // The amount of Waypoint you want
 var patrolSpeed : float = 3;        // The walking speed between Waypoints
 var loop : boolean = true;            // Do you want to keep repeating the Waypoints
 var dampingLook = 6.0;                // How slowly to turn
 var pauseDuration : float = 0;        // How long to pause at a Waypoint
 
 private var curTime : float;
 private var currentWaypoint : int = 0;
 private var character : CharacterController;
 
 function Start(){
 
     character = GetComponent(CharacterController);
 }
 
 function Update(){
 
     if(currentWaypoint < waypoint.length){
         patrol();
         }else{    
     if(loop){
         currentWaypoint=0;
         } 
     }
 }
 
 function patrol(){
 
         var target : Vector3 = waypoint[currentWaypoint].position;
         target.y = transform.position.y; // Keep waypoint at character's height
         var moveDirection : Vector3 = target - transform.position;
 
     if(moveDirection.magnitude < 0.5){
         if (curTime == 0)
             curTime = Time.time; // Pause over the Waypoint
         if ((Time.time - curTime) >= pauseDuration){
             currentWaypoint++;
             curTime = 0;
         }
     }else{        
         var rotation = Quaternion.LookRotation(target - transform.position);
         transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * dampingLook);
         character.Move(moveDirection.normalized * patrolSpeed * Time.deltaTime);
     }    
 }

I think that removing the line target.y = transform.position.y (line 32) should work though I cannot test it at the moment.