Beginner gun script, 4.0 woe, assistance sought

The problem is not the script,the script works fine the problem is that in unity 4.0 the function
animation.Play(“walking”)
isnt working i dont know what to do for that so if someone knows plz help me because have stuck at this problem for almost 3 months and i can do nothing!!

here is the script if anyone knows hot to make the animation to play in unity 4.0 plz help me

var Clips : int = 20; 
var Range : float = 900; 
var Force : float = 900; 
var BulletsInClip : int = 27; 
var RelodeTime : float = 4; 
var BulletsLeft : int = 0; 
var ShootTimer : float = 0; 
var ShootCooler : float =0.9; 
var RelodingAudio : AudioClip; 
var ShootingAudio : AudioClip;
var ShootingAnimation : Animation;
var ReloadingAnimation : Animation;
var ReloadingString : String;
var ShootingString : String;


function Start () 
{ 
    BulletsLeft = BulletsInClip; 
} 

function Update () 
{ 
    if (ShootTimer > 0) 
    {
        ShootTimer -= Time.deltaTime; 
    } 

    if (ShootTimer < 0) 
    {
        ShootTimer = 0; 
    } 

    if (Input.GetMouseButton(0)&& BulletsLeft > 0) 
    {
        if(BulletsLeft == 0) 
        {
            Relode(); 
        } 

        if (ShootTimer == 0) 
        {
            Shooter(); 
            ShootTimer = ShootCooler; 
        }
    }

    if (Input.GetKeyDown(KeyCode.R))
    { 
        Relode(); 
    }  
}



function Shooter () 
{
    ShootingAnimation.Play(ShootingString);
    var Hit : RaycastHit; 
    var DirectionRay = transform.TransformDirection(Vector3.forward); 
    if(Physics.Raycast(transform.position, DirectionRay,Hit,Range)) 
    { 

        if (Hit.rigidbody) 
        { 
            Hit.rigidbody.AddForceAtPosition(DirectionRay* Force, Hit.point); 
        } 
    } 
    BulletsLeft --; 
    PlayShootAudio(); 
    if(BulletsLeft < 0) 
    { 
        BullletsLeft =0; 
    } 

    if(BulletsLeft == 0) 
    { 
        Relode(); 
    } 
} 

function Relode () 
{ 
    PlayRelodeAudio(); 
    ReloadingAnimation.Play(ReloadingString);
    yield WaitForSeconds(RelodeTime); 

    if(Clips > 0) 
    {
        BulletsLeft = BulletsInClip; Clips --; 
    } 
} 

function PlayShootAudio () 
{
    audio.PlayOneShot(ShootingAudio); 
}

function PlayRelodeAudio () 
{
    audio.PlayOneShot(RelodingAudio); 
}

Without knowing what exactly does not work, there is only a limited amount of insight I can give you.

First, (BulletsLeft == 0) is never true inside if(BulletsLeft > 0). Even if you pull it below the shoot part, where BulletsLeft is decremented it is still redundant, since you reload as part of the shooter function.

if(BulletsLeft < 0) inside the shooter function is redundant, since it is only called when you have at least one bullet left.