chaning fire properties thru player score

hey
got this script where i want to change the amount according to levels of player score.

it’s not working a 100% atm which i think is because of the
if(playerscript.playerScore >= 1000) {amount=…
and then
if(playerscript.playerScore >= 5000){amount=…
I think the amount should be set only if the playerScore is between 1000 5000, so i would like to use a Mathf.Clamp… only i don’t get it in the right way.
I’m no programmer so it can take a long time just to get it working with copy/paste, trail and error, the way i did the rest of the script
any suggestions are welcome :wink:
the Mathf.Clamp is where i thought it would work, which it didn’t… the other scores is the way it was before which work a little bit… meaning my other firing script destorys at score 1000 and this one started working but only made one chance and didn’t change a thing when reaching 5000…

var projectile : GameObject;
var amount : int;


function Update () {
	if( Input.GetButtonUp( "Jump" ) )
	{
	if(playerscript.playerScore = Mathf.Clamp (playerscript.playerScore, 1000, 5000)) {	
		amount= 2;
		for (var i = 0; i <= amount; i++){

			var instantiatedProjectile : GameObject = Instantiate( projectile, transform.position, transform.rotation );
			instantiatedProjectile.transform.eulerAngles = Vector3( (-30)+(60/amount*i), 0, 0);
			}
		}
	if(playerscript.playerScore>=5000){	
		amount= 3;
		for ( i = 0; i <= amount; i++){

			Instantiate( projectile, transform.position, transform.rotation );
			instantiatedProjectile.transform.eulerAngles = Vector3( (-30)+(60/amount*i), 0, 0);
			}
		}
	if(playerscript.playerScore>=10000){	
		amount= 4;
		for ( i = 0; i <= amount; i++){

			Instantiate( projectile, transform.position, transform.rotation );
			instantiatedProjectile.transform.eulerAngles = Vector3( (-30)+(60/amount*i), 0, 0);
			}
		}
	}
}

anybody?

update, this works for the faseOne, but at faseTwo i get a null reference exception at line 24…?

var projectile : GameObject;
var amount : int;



function Update () {
	if( Input.GetButtonUp( "Jump" ) )
	{
		var faseOne = Mathf.Clamp (playerscript.playerScore, 1000, 2500);
	if(playerscript.playerScore == faseOne){	
		amount= 1;
		for (var i = 0; i <= amount; i++){

			var instantiatedProjectile : GameObject = Instantiate( projectile, transform.position, transform.rotation );
			instantiatedProjectile.transform.eulerAngles = Vector3( (-30)+(60/amount*i), 0, 0);
			}
		}
		var faseTwo = Mathf.Clamp (playerscript.playerScore, 2500, 5000);
	if(playerscript.playerScore==faseTwo){	
		amount= 2;
		for ( i = 0; i <= amount; i++){

			instantiatedProjetile = Instantiate( projectile, transform.position, transform.rotation );
			instantiatedProjectile.transform.eulerAngles = Vector3( (-30)+(60/amount*i), 0, 0);
			}
		}
	if(playerscript.playerScore>=10000){	
		amount= 3;
		for ( i = 0; i <= amount; i++){

			instantiatedProjetile = Instantiate( projectile, transform.position, transform.rotation );
			instantiatedProjectile.transform.eulerAngles = Vector3( (-30)+(60/amount*i), 0, 0);
			}
		}
	}
}

well should anyone need it this version works fine

var projectile : GameObject;
var amount : int;

var instantiatedProjectile : GameObject;



function Update () {
	if( Input.GetButtonUp( "Jump" ) )
	{
		var faseOne = Mathf.Clamp (playerscript.playerScore, 1000, 2500);
	if(playerscript.playerScore == faseOne){	
		amount= 1;
		for (var i = 0; i <= amount; i++)
			{
			instantiatedProjectile = Instantiate( projectile, transform.position, transform.rotation );
			instantiatedProjectile.transform.eulerAngles = Vector3( (-30)+(60/amount*i), 0, 0);
			}
		}
		var faseTwo = Mathf.Clamp (playerscript.playerScore, 2500, 5000);
	if(playerscript.playerScore==faseTwo){	
		amount= 2;
		for ( i = 0; i <= amount; i++)
			{
			instantiatedProjectile = Instantiate( projectile, transform.position, transform.rotation );
			instantiatedProjectile.transform.eulerAngles = Vector3( (-30)+(60/amount*i), 0, 0);
			}
		}
		var faseThree = Mathf.Clamp (playerscript.playerScore, 5000, 10000);
	if(playerscript.playerScore==faseThree){	
		amount= 3;
		for ( i = 0; i <= amount; i++)
			{
			instantiatedProjectile = Instantiate( projectile, transform.position, transform.rotation );
			instantiatedProjectile.transform.eulerAngles = Vector3( (-30)+(60/amount*i), 0, 0);
			}
		}
		var faseFour = Mathf.Clamp (playerscript.playerScore, 10000, 15000);
	if(playerscript.playerScore==faseFour){	
		amount= 4;
		for ( i = 0; i <= amount; i++)
			{
			instantiatedProjectile = Instantiate( projectile, transform.position, transform.rotation );
			instantiatedProjectile.transform.eulerAngles = Vector3( (-30)+(60/amount*i), 0, 0);
			}
		}
		var faseFive = Mathf.Clamp (playerscript.playerScore, 15000, 50000);
	if(playerscript.playerScore==faseFive){	
		amount= 5;
		for ( i = 0; i <= amount; i++)
			{
			instantiatedProjectile = Instantiate( projectile, transform.position, transform.rotation );
			instantiatedProjectile.transform.eulerAngles = Vector3( (-30)+(60/amount*i), 0, 0);
			}
		}
	}
}