Bullet Destroying script

Hello. trying to get my bullet to get destroyed on collision but i can’t make it work. please Help.

var maxDistance = 50;

var LookAtTarget:Transform;

var bullitPrefab:GameObject;

var damp = 6.0;

var savedTime = 0;

function Update ()
{

 if(LookAtTarget && distance < maxDistance)
 {
 var rotate = Quaternion.LookRotation(LookAtTarget.position - transform.position);

 transform.rotation = Quaternion.Slerp(transform.rotation,rotate,Time.deltaTime * damp);

 var seconds : int = Time.time;

 var evenodd = (seconds / 2);

 if (evenodd) 
 {
 Shoot(seconds);
 }
 }

}
function Shoot(seconds)
{

 if(seconds!=savedTime)
 {
    var bullit = Instantiate(bullitPrefab,transform.Find("spawnPoint").transform.position,
                 Quaternion.identity);

    bullit.rigidbody.AddForce(transform.forward * speed);

    savedTime = (seconds);    
	if (collision : Collision){
	Destroy(bullitPrefab.)
 } 

}
function OnCollisionEnter(collision : Collision) {

// Remove the Bullet from the world
Destroy(bullitPrefab.gameObject);

}

With Destroy(bullitPrefab.gameObject) you’re trying to destroy the prefab itself and not the instance you created with Instantiate. Anyway you should really move the function OnCollisionEnter into a script that you’ll attach to your bullet prefab (but replacing bullitPrefab.gameObject with gameObject), so it’s running on the bullet and will destroy itself (that is the correct logic).