make enemy only follow along the X and Z axis

currently I have this script which makes my enemy move towards me and attack me when he in a surtain distance away from the player but when He gets that close first he stards to rotate like he is looking up to me and when I jump he even rotates like he is lying on the ground just to follow the player and I dont want that I only want the enemy to follow the player and rotate towards his X and Z axis

var Target : Transform;
var Speed : float;
var Hit = 1;
var HitDelay = 1;

function Update () {
	var distance = Vector3.Distance(gameObject.transform.position, Target.transform.position);
	if(distance > 2) {
		GetComponent.<Animation>().Play("walk");	
		var Step = Speed * Time.deltaTime;
		var relativePos = Target.position - transform.position;
		var rotation = Quaternion.LookRotation(relativePos);
		transform.rotation = rotation;
		transform.position = Vector3.MoveTowards(transform.position, Target.position, Step);
		}
	else if(distance < 2) {
		Attack();

	}
}

function Attack() {
		GetComponent.<Animation>().Play("attack");
		yield WaitForSeconds(HitDelay);
		Target.transform.SendMessage("PlayerHitted", Hit, SendMessageOptions.DontRequireReceiver);

}

I know that there is nothing like something.position.x/y/z when using vector3.MoveTowards
and the rotation thing I used doesn’t work either because it’s the MoveTowards that makes him rotate the strange way it does
I hope someone can help me thanks

Do it like this:

 function Update () {
     var distance = Vector3.Distance(gameObject.transform.position, Target.transform.position);
     if(distance > 2) {
         GetComponent.<Animation>().Play("walk");    
         var Step = Speed * Time.deltaTime;
         var TargetPos = Target.Position;
         TargetPos.y = transform.position.y;
         var relativePos = TargetPos - transform.position;
         var rotation = Quaternion.LookRotation(relativePos);
         transform.rotation = rotation;
         transform.position = Vector3.MoveTowards(transform.position, TargetPos, Step);
         }
     else if(distance < 2) {
         Attack();
 
     }
 }