All the answers I have been given before are kinda difficult to understand. This is my code

extends KinematicBody
var destination = Vector3 (0,0,0)

The rest of the code basically just moves it to the destination at a consistent speed

NamedNode.global_transform.basis

or for the current node self.global_transform.basis or global_transform.basis

For Vector 3 it would be Vector3 (NamedNode.global_transform.basis.x, NamedNode.global_transform.basis.y, NamedNode.global_transform.basis.z)

Let me know if that helps.

    Lethn But how do I add this to my code and while also sending the the input from node to node

    Lethn this is my code now what have I done wrong
    var point = Vector3 (NewFPC.global_transform.basis.x, NewFPC.global_transform.basis.y, NewFPC.global_transform.basis.z)

    You'd need to post the full code for us to understand what exactly it is you're trying to do.

      And Spatial position (a 3D visual node) can get got with translation.

      var player = get_node("Player")
      var player_position = player.translation

      You can also get the global position:

      var player_position = player.global_translation

      Lethn This is the enemy's code

      extends KinematicBody
      var Health = 90
      var speed = 20
      var point = Vector3 (NewFPC.global_transform.basis.x, NewFPC.global_transform.basis.y, NewFPC.global_transform.basis.z)
      var direction = Vector3()
      func _ready():
      	pass 
      func _process(delta):
      	var direction
      	if Health <= 0:
      		translate(Vector3(0.1, 0, 0))
      	if point.distance_to(transform.origin) > 1:
      		direction = point - transform.origin
      		direction = direction.normalized() * speed
      	else:
      		direction = point - transform.origin
      
      	move_and_slide(direction) 

      and this is the players code

      extends KinematicBody
      var interaction = 1
      var gravity = Vector3()
      var gravity_speed 
      var gravity_speed_normal = 7
      var gravity_speed_fast = 60
      var jump = 200
      var jump_speed = Vector3()
      var speed 
      var gravity_1_2
      var defult_speed = 10
      var sprint = 18
      var stamina = 50
      var mouse_sensitivity = 0.3
      var direction = Vector3()
      var movement = Vector3()
      var run_speed = 50
      var damage = 30
      onready var colision = $CollisionShape
      onready var head = $Head
      onready var camera = $Head/Camera
      onready var rey_cast = $Head/Camera/RayCast
      onready var Progress = $ProgressBar
      func _ready():
      	Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
      func _input(event):
      	if event is InputEventMouseMotion:
      		rotate_y (deg2rad(-event.relative.x * mouse_sensitivity))
      		head.rotate_x(deg2rad(-event.relative.y * mouse_sensitivity))
      		head.rotation.x = clamp(head.rotation.x, deg2rad(-89), deg2rad(89))
      func _physics_process(delta):
      	speed = defult_speed 
      	gravity_speed = gravity_speed_normal
      	Attack()
      	select()
      	jump_speed = Vector3()
      	gravity = Vector3()
      	direction = Vector3()
      	if Input.is_action_pressed("Move"):
      		direction -= transform.basis.z
      	elif Input.is_action_pressed("Move_back"):
      		direction += transform.basis.z
      	if Input.is_action_pressed("Move_left"):
      		direction -= transform.basis.x
      	elif Input.is_action_pressed("Move_right"):
      		direction += transform.basis.x
      	if Input.is_action_pressed("Jump") and is_on_floor():
      		jump_speed += transform.basis.y 
      	elif not is_on_floor():
      		gravity -= transform.basis.y 
      		
      	if Input.is_action_pressed("Run") and stamina >= 0 and is_on_floor():
      		Progress = stamina
      		speed = sprint
      		stamina -= interaction
      		$ProgressBar.set_percent_value_int (float(stamina))
      	elif gravity_1_2 == 2  and not is_on_floor():
      		gravity_speed = gravity_speed_fast
      	if is_on_floor():
      		gravity_1_2 = 0
      	elif not is_on_floor():
      		gravity_1_2 = 1
      	direction = direction.normalized()
      	move_and_slide(direction * speed, Vector3.UP)
      	move_and_slide_with_snap(jump_speed * jump, Vector3.UP)
      	move_and_slide(gravity * gravity_speed, Vector3.UP)
      func select():
      	if Input.is_action_just_pressed("Select"):
      		if rey_cast.is_colliding():
      			var target = rey_cast.get_collider()
      			if target.is_in_group("entitys"):
      				target.Info -= interaction
      func Attack():
      	if Input.is_action_just_pressed("Attack"):
      		if rey_cast.is_colliding():
      			var target = rey_cast.get_collider()
      			if target.is_in_group("Enemys"):
      				target.Health -= damage
      func _on_Timer_timeout():
      	if stamina <= 50 and not Input.is_action_just_pressed("Run"):
      		stamina += 5
      func _on_Timer2_timeout():
      	if gravity_1_2 == 1 and not is_on_floor() :
      		gravity_1_2 = 2