Changing a value in a script but only for a specific object with that script attached?

Currently, I have a script that checks if the player has moved past a certain point, and if so, it changes a boolean in another script attache to a separate object that makes it move. But, how can I reference the script or variable within the script only for that object (as many objects will have this script)?

Trigger code (Ignore the callSend var, does nothing thus far)
#pragma strict

function Start () {

}

var obj : GameObject;
var callSend = 1;

function Update () {
    var lineRenderer : LineRenderer = GetComponent(LineRenderer);
    
    lineRenderer.useWorldSpace = false;
    lineRenderer.SetVertexCount(2);
    
    var hit : RaycastHit;
    
    Physics.Raycast(transform.position, transform.forward, hit);
    
    if(hit.collider){
    	lineRenderer.SetPosition(1,Vector3(0, 0, hit.distance));
    	if(hit.collider.tag == "Player") {
    		obj.GetComponent(TransformObject).condition = true; //The (not working) line I need.
    		Debug.Log("Hit laser. ");
    	}
    }
    else{
        lineRenderer.SetPosition(1,Vector3(0, 0, 5000));
    }
    
}
 
@script RequireComponent(LineRenderer)

TransformObject.js (Ignore CallRecieve)
#pragma strict

var time = 5; //In frames.
var speed = 1; //Time.deltaTimer * this
var direction = 1; //1 = up, 2 = down, 3 = forward, 4 = backward, 5 = right, 6 = left
var callRecieve = 1;
public static var condition = false;

function Start () {
	
}

function Update () {
	if(condition)MoveStuff();
}

function MoveStuff() {
	if(direction == 1) {
		if(time > 0) {
				transform.Translate(Vector3.up * (Time.deltaTime * speed));
				time -= 1;
				Debug.Log("Moved up. ");
			}
			} else if(direction == 2) {
		if(time > 0) {
				transform.Translate(Vector3.down * (Time.deltaTime * speed));
				time -= 1;
				Debug.Log("Moved down. ");
			}
		} else if(direction == 3) {
			if(time > 0) {
				transform.Translate(Vector3.forward * (Time.deltaTime * speed));
				time -= 1;
				Debug.Log("Moved forward. ");
			}
		} else if(direction == 4) {
			if(time > 0) {
				transform.Translate(Vector3.back * (Time.deltaTime * speed));
				time -= 1;
				Debug.Log("Moved back. ");
			}
		} else if(direction == 5) {
			if(time > 0) {
				transform.Translate(Vector3.right * (Time.deltaTime * speed));
				time -= 1;
				Debug.Log("Moved right. ");
			}
		} else if(direction == 6) {
			if(time > 0) {
				transform.Translate(Vector3.left * (Time.deltaTime * speed));
				time -= 1;
				Debug.Log("Moved left. ");
			}
		}
}

This is pure EXAMPLE. Say you have a script attached to each desired GameObject, named TestScript. Say you have a bool in TestScript called On, which is false by default. Now you want to enable On variable in the first object that contains this script.

//TestScript.cs

using UnityEngine;
using System.Collections;

public class TestScript : MonoBehaviour
{
    public bool On = false;
}

And now your Example script.

//Example.CS
    
using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class Example : MonoBehaviour 
{
	List<TestScript> test = new List<TestScript>();
	
	void Awake()
	{
		foreach(TestScript t in GameObject.FindObjectsOfType(typeof(TestScript)))
		{
			test.Add(t);
		}
		test[0].On = true;
		print (test[0].On);
	}
}