Activate something if the tag is specific

This is hard to explain but ill have a go.

In my scene i have a cube , with a tag AUG. I have another cube with the tag BE , Both have colliders set to triggers.

When i walk into the AUG trigger i want to be able to buy my AUG which i have sorted out.
When i walk into the BE Trigger , i need to buy the black eagle , also sorted out.

But for some reason , if i walk into the BE trigger , it ends up buying the AUG instead of the Black eagle

I need to be able to buy the black eagle if the tag of my trigger is BE , Same goes to AUG.

    var GunOverSound : AudioClip;
    var BoughtGun : AudioClip;
    var buyAUG : boolean = false;
    var buyBE : boolean = false;
    private var StringText : String;
    private var StringTextCanBuy : String;
    var AUGBuyPrice: float;
    var BEBuyPrice: float;
    var ump1 : Vector2;
    var ump2 : Vector2;
    
    static var isBuy : boolean = false;
    
    var changeToClass = Shoot_script.GunManager;
    
    
    

    
    function Update (){
    
    ///////////////////////////////////AUG////////////////////////////////////////////////////
    if( buyAUG == true ){
    if(Input.GetKey(KeyCode.E) &&  isBuy == true && buyAUG == true && MoneyScript.CurrentMoney >= AUGBuyPrice){ 
          	MoneyScript.CurrentMoney -= AUGBuyPrice; 
          	ChangeToAUG();
          	isBuy = false;
            audio.PlayOneShot(BoughtGun);  
    }
    }
      
    if( MoneyScript.CurrentMoney < AUGBuyPrice && buyAUG == true){   
       		StringText = "Sorry you don't have enough money 

you need :" + AUGBuyPrice;
}
else
{
if(MoneyScript.CurrentMoney >= AUGBuyPrice){
StringText = “Buy AUG for” + AUGBuyPrice;
buyAUG = true;
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
if( buyBE == true ){
if(Input.GetKey(KeyCode.E) && isBuy == true && buyBE == true && MoneyScript.CurrentMoney >= BEBuyPrice){
MoneyScript.CurrentMoney -= BEBuyPrice;
ChangeToBE();
isBuy = false;
audio.PlayOneShot(BoughtGun);
}
}

    if( MoneyScript.CurrentMoney < BEBuyPrice && buyBE == true){   
       		StringText = "Sorry you don't have enough money 

you need :" + BEBuyPrice;
}
else
{
if(MoneyScript.CurrentMoney >= BEBuyPrice){
StringText = “Buy Black Eagle for” + BEBuyPrice;
buyBE = true;
}
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

    function OnTriggerEnter (col : Collider){
    if( col.gameObject.tag == "AUG" ){
    buyAUG = true;
       isBuy = true;
       audio.PlayOneShot(GunOverSound);
       GunBuy = true; 
       }
       
       if( col.gameObject.tag == "BE" ){
    buyBE = true;
       isBuy = true;
       audio.PlayOneShot(GunOverSound);
       GunBuy = true; 
       }
    } 
    
    
    
    
    function OnTriggerExit (){
       isBuy = false;   
    }
       
       
       
       
   
    
    
    function ChangeToAUG (){
    if( Shoot_script.isHoldingPrimary ){
    	Shoot_script.currentPrimary = GunManager.AUG;
    	}
    	
    	if( Shoot_script.isHodlingSecondary ){
    	Shoot_script.currentSecondary = GunManager.AUG;
    	}
    }	
    
    
    
    
    function ChangeToBE (){
    if( Shoot_script.isHoldingPrimary ){
    	Shoot_script.currentPrimary = GunManager.BlackEagle;
    	}
    	
    	if( Shoot_script.isHodlingSecondary ){
    	Shoot_script.currentSecondary = GunManager.BlackEagle;
    	}
    }

Some thing is not right and im sure it has something to do with this , Thank you.

I guess this script you have provided is attached to your player object.

If so, then you should check tag of the colliding object to be either AUG or BE.

function OnTriggerEnter (col : Collider){
if( col.gameObject.tag == "AUG" ){
buyAUG = true;
   isBuy = true;
   audio.PlayOneShot(GunOverSound);
   GunBuy = true; 
   }
 
   if( col.gameObject.tag == "BE" ){
    buyBE = true;
   isBuy = true;
   audio.PlayOneShot(GunOverSound);
   GunBuy = true; 
   }
}