Collision with enemy = lose health + Score when ennemy dies

I have the following code :

Enemy:

    var target : Transform; //the enemy's target
    var moveSpeed = 3; //move speed
    var rotationSpeed = 3; //speed of turning
    var range : float=10f;
    var range2 : float=10f;
    var stop : float=0;
    var myTransform : Transform; //current transform data of this enemy
	var attackRange = 15.0;
	
    function Awake()
    {
    myTransform = transform; //cache transform data for easy access/preformance
    }
     
    function Start()
    {
    target = GameObject.FindWithTag("Player").transform; //target the player
     
    }
     
	 function OnCollisionEnter(collision : Collision){
		if(collision.gameObject.CompareTag("Player")){
        //Reduce global health var here
		transform.Translate.x(Vector3.forward * moveSpeed * Time.deltaTime,0,0);

        //now we'll knock the player back
        var myWorldForward : Vector3 = transform.TransformDirection(Vector3.forward); // convert my local forward to world space
        collision.gameObject.SendMessage("Knockback", myWorldForward);

    }

}
	 
	 
    function Update () {
    //rotate to look at the player
    var distance = Vector3.Distance(myTransform.position, target.position);
    if (distance<=range2 && distance>=range){
    myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
    Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
    }
     
     
    else if(distance<=range && distance>stop){
     
    //move towards the player
    myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
    Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
    myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
    }
    else if (distance<=stop) {
    myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
    Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
    }
     
     
    }

Player:

#pragma strict

var MaxHealth = 100;
var Health : int;
var maximumHitPoints = 100;
var hitPoints : float;
var regenerationSpeed : float = 5;

var damageSound : AudioClip[];
private var edamageSound : int = 0;

var playSoundsGO : GameObject;
var shakeGO : GameObject;
var die : AudioClip;
var deadReplacement : Transform;
var mySkin : GUISkin;
var canRegenerate : boolean = true;

private var radar : GameObject;
private var maxHitPoints : int;
var damageTexture : Texture;

private var time : float = 0.0;
private var alpha : float;
private var callFunction : boolean = false;
private var showTexture : boolean = false;
private var damageMessage : boolean = false;



function Start (temp)
{
	Health = MaxHealth;
	GUI.Box (new Rect (0,0,100,50), "Top-left");
		
	
	
}

function ApplyDammage (TheDammage : int)
{
	Health -= TheDammage;
		playSoundsGO.audio.clip = damageSound[Random.Range(0, damageSound.length)];
		playSoundsGO.audio.volume = 0.4;
		playSoundsGO.audio.Play();
		time += TheDammage/7;

		if(Health <= 0)
	{
		Dead();
	}
}

function Dead()
{
	RespawnMenuV2.playerIsDead = true;
	Debug.Log("Player Died");
}

function RespawnStats ()
{
	Health = MaxHealth;
}

I want to make a damage to a player when enemy touch firs person controller. I found this : Collision with enemy = lose health
however I put it in my code but it doesn’t work :confused:
Also I want to make a score when enemy died for example when I kill one enemy I will receive one point and so on. Any advice how to that ?

Every Help Appreciated.

Thanks

I don’t know how but I have the health for my enemy set-up in unity and when I shoot him he disappear after 3 shoots from my gun.