Help With AI Error

The 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/812c4f5049264fad/Runtime/ExportGenerated/Editor/UnityEngineTransform.cs:19)
enemyai.Update () (at Assets/OG_Scripts/Health/enemyai.cs:30),

I set a deadreplacement ragdoll to instansiate after death, but the ai of the enemies would error x20000 and lag till the game crashed,help please.

public Transform target;
public int moveSpeed;
public int rotationSpeed;
public int maxDistance;

private Transform myTransform;

void Awake() {
	myTransform = transform;
}

// Use this for initialization
void Start () {
	GameObject go = GameObject.FindGameObjectWithTag("Player");
	
	 target = go.transform;

	maxDistance = 2;
}

// Update is called once per frame
void Update () {

// Debug.DrawLine(target.position, myTransform.position, Color.yellow);

	//Look at target
	myTransform.rotation = Quaternion.Slerp(myTransform.rotation, Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed * Time.deltaTime);
	
	if(Vector3.Distance(target.position, myTransform.position) > maxDistance) {
	 //Move towards target
	 myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
	}
}

}

If you destroyed on your Player GameObject, then yeah, the reference is hosed and needs to be re-referenced. I assume this is what is happening. You could wrap the Update instructions with.

void Update () {
    // Check target is not null.
    if(target)
    {
        // Debug.DrawLine(target.position, myTransform.position, Color.yellow);
    
        //Look at target
        myTransform.rotation = Quaternion.Slerp(myTransform.rotation, Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed * Time.deltaTime);
     
        if(Vector3.Distance(target.position, myTransform.position) > maxDistance) {
         //Move towards target
         myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
    }
}