Clicking won't throw object

So when i am ingame, i can’t get this object to be thrown, it just tells me that there is no input set up for it. I can pick it up because i added an input for that, but i don’t understand how to edit the other button inputs to get them to work.

how do i get them to work properly?

Any thoughts will help! thanks!!

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ThrowObject : MonoBehaviour
{

    public Transform player;
    public Transform PlayerCam;
    public float throwForce = 10;
    bool hasPlayer = false;
    bool beingCarried = false;
    public AudioClip[] soundToPlay;
    private AudioSource audio;
    public int dmg;
    private bool touched = false;

    // Start is called before the first frame update
    void Start()
    {
        audio = GetComponent<AudioSource>();
    }

    // Update is called once per frame
    void Update()
    {
        float dist = Vector3.Distance(gameObject.transform.position, player.position);
        if (dist <= 2.5f)
        {
            hasPlayer = true;
        }
        else
        {
            hasPlayer = false;
        }
        if (hasPlayer && Input.GetButtonDown("Use"))
        {
            GetComponent<Rigidbody>().isKinematic = true;
            transform.parent = PlayerCam;
            beingCarried = true;
        }
        if (beingCarried)
        {
            if(touched)
            {
                GetComponent<Rigidbody>().isKinematic = false;
                transform.parent = null;
                beingCarried = false;
                touched = false;
            }
            if (Input.GetMouseButtonDown(0))
            {
                GetComponent<Rigidbody>().isKinematic = false;
                transform.parent = null;
                beingCarried = false;
                GetComponent<Rigidbody>().AddForce(PlayerCam.forward * throwForce);
                RandomAudio();
            }
            else if (Input.GetMouseButtonDown(1))
            {
                GetComponent<Rigidbody>().isKinematic = false;
                transform.parent = null;
                beingCarried = false;
            }
        }
    }
    void RandomAudio()
    {
        if (audio.isPlaying)
        {
            return;
        }
        audio.clip = soundToPlay[Random.Range(0, soundToPlay.Length)];
        audio.Play();
    }
    void OnTriggerEnter()
    {
        if (beingCarried)
        {
            touched = true;
        }
    }
}

131825-screen-shot-2019-01-23-at-31053-pm.png

Hello, can you open one of those buttons tab? and share a screenshot? probably they have nothing set in the Positive Button property.

I think this is what you were talking about, if not please let me know!