Friend NPC help

I have a problem with the script.:frowning:
I use the (AI), the FPS tutorial.

The script I use AI as a friend.

At first I specified in (var target: Transform) to attack enemies. be fore using Player i add Robot(enemy)

However okay, after the AI friend, kill the enemy, shows error, the friend AI stands.

Someone help me, for the (AI) friend, continue to attack and patrol.

Detecting the enemies (tags), and not by the object. (var target: Transform).

I have all enemies whit name tag (“enemies”)

error:
MissingReferenceException: The object of type ‘Transform’ has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
UnityEngine.Transform.get_position () (at C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Editor/BaseClass.cs:771)
NPCFollow.CanSeeTarget () (at Assets/Scripts/NPCFollow.js:52)
NPCFollow+$AttackPlayer$131+$.MoveNext () (at Assets/Scripts/NPCFollow.js:80)

var speed = 3.0;
var rotationSpeed = 5.0;
var shootRange = 15.0;
var attackRange = 30.0;
var shootAngle = 4.0;
var dontComeCloserRange = 5.0;
var delayShootTime = 0.35;
var pickNextWaypointDistance = 2.0;
var target : Transform;
private var lastShot = -10.0;
 
// Make sure there is always a character controller
@script RequireComponent (CharacterController)
function Start ()
 {
 // Auto setup player as target through tags
 if (target == null  GameObject.FindWithTag("enemy"))
  target = GameObject.FindWithTag("enemy").transform;
 Patrol();
}
function Patrol ()
{
 
 var curWayPoint = AutoWayPoint.FindClosest(transform.position);
 while (true)
 {
  var waypointPosition = curWayPoint.transform.position;
  // Are we close to a waypoint? -> pick the next one!
  if (Vector3.Distance(waypointPosition, transform.position) < pickNextWaypointDistance)
   curWayPoint = PickNextWaypoint (curWayPoint);
  // Attack the player and wait until
  // - player is killed
  // - player is out of sight  
  if (CanSeeTarget ())
   yield StartCoroutine("AttackPlayer");
 
  // Move towards our target
  MoveTowards(waypointPosition);
 
  yield;
 }
}
 
function CanSeeTarget () : boolean {
 if (Vector3.Distance(transform.position, target.position) > attackRange)
  return false;
 
 var hit : RaycastHit;
 if (Physics.Linecast (transform.position, target.position, hit))
  return hit.transform == target;
 return false;
}
function Shoot () {
 // Start shoot animation
 animation.CrossFade("shoot", 0.3);
 // Wait until half the animation has played
 yield WaitForSeconds(delayShootTime);
 
 // Fire gun
 BroadcastMessage("Fire");
 
 // Wait for the rest of the animation to finish
 yield WaitForSeconds(animation["shoot"].length - delayShootTime);
}
function AttackPlayer ()
{
 var lastVisiblePlayerPosition = target.position;
 while (true) {
  if (CanSeeTarget ())
  {
   // Target is dead - stop hunting
   if (target == null)       
    return;
   // Target is too far away - give up 
   var distance = Vector3.Distance(transform.position, target.position);
   if (distance > shootRange * 3)
    return;
 
   lastVisiblePlayerPosition = target.position;   
   if (distance > dontComeCloserRange)       
    MoveTowards (lastVisiblePlayerPosition);    
   else
    RotateTowards(lastVisiblePlayerPosition);
   var forward = transform.TransformDirection(Vector3.forward);
   var targetDirection = lastVisiblePlayerPosition - transform.position;
   targetDirection.y = 0;
   var angle = Vector3.Angle(targetDirection, forward);
   // Start shooting if close and play is in sight
   if (distance < shootRange  angle < shootAngle)
    yield StartCoroutine("Shoot");
  }
  else
  {
   yield StartCoroutine("SearchPlayer", lastVisiblePlayerPosition);
   // Player not visible anymore - stop attacking
   if (!CanSeeTarget ())
    return;
  }
  yield;
 }
}
function SearchPlayer (position : Vector3)
{
 // Run towards the player but after 3 seconds timeout and go back to Patroling
 var timeout = 3.0;
 while (timeout > 0.0)
 {
  MoveTowards(position);
  // We found the player
  if (CanSeeTarget ())
   return;
  timeout -= Time.deltaTime;
  yield;
 }
}
function RotateTowards (position : Vector3)
{
 SendMessage("SetSpeed", 0.0);
 
 var direction = position - transform.position;
 direction.y = 0;
 if (direction.magnitude < 0.1)
  return;
 
 // Rotate towards the target
 transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(direction), rotationSpeed * Time.deltaTime);
 transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0);
}
function MoveTowards (position : Vector3)
{
 var direction = position - transform.position;
 direction.y = 0;
 if (direction.magnitude < 0.5)
 {
  SendMessage("SetSpeed", 0.0);
  return;
 }
 
 // Rotate towards the target
 transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(direction), rotationSpeed * Time.deltaTime);
 transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0);
 // Modify speed so we slow down when we are not facing the target
 var forward = transform.TransformDirection(Vector3.forward);
 var speedModifier = Vector3.Dot(forward, direction.normalized);
 speedModifier = Mathf.Clamp01(speedModifier);
 // Move the character
 direction = forward * speed * speedModifier;
 GetComponent (CharacterController).SimpleMove(direction);
 
 SendMessage("SetSpeed", speed * speedModifier, SendMessageOptions.DontRequireReceiver);
}
function PickNextWaypoint (currentWaypoint : AutoWayPoint)
{
 // We want to find the waypoint where the character has to turn the least
 // The direction in which we are walking
 var forward = transform.TransformDirection(Vector3.forward);
 // The closer two vectors, the larger the dot product will be.
 var best = currentWaypoint;
 var bestDot = -10.0;
 for (var cur : AutoWayPoint in currentWaypoint.connected)
 {
  var direction = Vector3.Normalize(cur.transform.position - transform.position);
  var dot = Vector3.Dot(direction, forward);
  if (dot > bestDot  cur != currentWaypoint)
  {
   bestDot = dot;
   best = cur;
  }
 }
 
 return best;
}

Any one. How to AI friendly attack multiple targets?

never mind i found the way;)

If you found the way, tell it please, to help the community.

Indeed. This will come in handy for myself soon.