add time to countdown

ok.im using the countdown found in this post
Unity Community – View topic - Adding Time to a Timer.htm

var startTime = 30.0; 

function Update () { 
   //The time left for player to complete level 
   timeLeft = startTime - Time.time; 
   //Don't let the time left go below zero 
   timeLeft = Mathf.Max (0, timeLeft); 
   //Format the time nicely 
   guiText.text = FormatTime (timeLeft); 
} 

//Format time like this 
//12(minutes):34(seconds).5(fraction) 

function FormatTime (time) { 
   var intTime : int = time; 
   var minutes : int = intTime / 60; 
   var seconds : int = intTime % 60; 
   var fraction : int = time * 10; 
   fraction = fraction % 10; 
    
   //Build string with format 
   //12(minutes):34(seconds).5(fraction) 
    
   timeText = minutes.ToString () + ":"; 
   timeText = timeText + seconds.ToString (); 
   timeText += "." + fraction.ToString (); 
   return timeText; 
}

and now im using
timer.startTime += 30.0;
to add 30 s to my countdown when i kill a enemy.i use the character damage script

var hitPoints = 100.0;
var deadReplacement : Transform;
var dieSound : AudioClip;
var killsCounter : KillsCounter;
var timer : Timer;

function ApplyDamage (damage : float) {
	// We already have less than 0 hitpoints, maybe we got killed already?
	if (hitPoints <= 0.0)
		return;

	hitPoints -= damage;
	if (hitPoints <= 0.0)
	
	{
		Detonate();
		Kill();
		
    }
}
function Detonate () {
	// Destroy ourselves
	Destroy(gameObject);
	
	  
	// Play a dying audio clip
	if (dieSound)
		AudioSource.PlayClipAtPoint(dieSound, transform.position);

	// Replace ourselves with the dead body
	if (deadReplacement) {
		var dead : Transform = Instantiate(deadReplacement, transform.position, transform.rotation);
		
		// Copy position  rotation from the old hierarchy into the dead replacement
		CopyTransformsRecurse(transform, dead);
	}
}
function Kill() {
    killsCounter.AddKill();
	timer.startTime +=30.0;

	
}
static function CopyTransformsRecurse (src : Transform,  dst : Transform) {
	dst.position = src.position;
	dst.rotation = src.rotation;
	
	for (var child : Transform in dst) {
		// Match the transform with the same name
		var curSrc = src.Find(child.name);
		if (curSrc)
			CopyTransformsRecurse(curSrc, child);
	}
}

ok, i dont have errors in the unity editor, but i dont see 30s more in the countdown when i kill my enemy.what im doing wrong.???

Question : how is the variable timer (of the second script) related / linked to any value to the first script ?

the first script is timer.js, and the second script have a variable timer.Then, in the enemy with character damage(secon script,with timer.startmer += 30.0;), in the inspector , i link the timer.The countdown is working, and the character damage dont send error,but i dont see 30s more, i dont know why.

ja ja, it was my fault…i dont apply the scrip in the correct mesh.now is working…thanks