Cross Reference Not Working

I have this command for the player to pick up speed boots which would speed the character up for a short period of time. This was all working fine, until I included the pragma directive. The issue Im having is that its not accepting the SpeedControl.QuickMovementSpeed(); call. I get a NullReferenceException error when I collide with the speed boot powerup object. It only has this issue with the Controller script which handles all the characters key movements. I know Im missing some code in the reference call.

I have multiple characters I want this to work for, not just one. I can assign each character to the Controller reference and it will work fine, but I want to make it universal through the script so all the characters can activate it. I know Im missing something in the SpeedControl = GetComponent(“Controller”) as Controller;. Each character tagged with the name of “Player”. I tried to add findGameObject.Find(“Player”) to the component call and it causes more problems. I hope what Im explaining makes sense. Anyone have an idea how to make this call work?

Thanks!

 #pragma strict

var PowerupIcon : Texture2D;
var PowerupObject: GameObject;
var PowerupTimer : float = 0.0;
var PowerupCount : float = 0.0;
var activatePowerup : boolean;
var Boots : boolean = false;
private var GUIActive : boolean = true;

var SpeedControl : Controller;
var SpeedBoots : AllPowerupIcons;

var timerLabel : GUIText;

//Pre-reference components
function Start(){

SpeedControl = GetComponent("Controller") as Controller;

SpeedBoots = gameObject.Find("BootIcon").GetComponent("AllPowerupIcons") as AllPowerupIcons;

}

function Update(){

//Display timer
if(activatePowerup == true){

	PowerupCount -= Time.deltaTime;

	var timerValueCeil : float = Mathf.Ceil(PowerupCount);

	if(timerValueCeil > 0)
	{
		timerLabel.text = timerValueCeil.ToString();
	}
	
	//Once the timer has reached 0, the speed goes back to original state
	if(PowerupCount <= 0){
		
		//Turn off timer
		activatePowerup = false;
		GUIActive = true;
		
		timerLabel.text = " ";
		
		//Reset timer
		PowerupCount = PowerupTimer;
		
		//Deactivate GUI
		PowerupsOff();
		
		Debug.Log("Times up!");

	}
}

}

//Display powerup icon on GUI
function ApplyTexture(){

guiTexture.texture = PowerupIcon;
guiTexture.enabled = true;

}

//Destroy powerup icon on GUI
function DestroyTexture(){

guiTexture.enabled = false;

}

//Trigger system that will activate upon particular object collision.
function Powerups(){

//If true, activate speed boots
else if(Boots){

	if(GUIActive){
	
		SpeedControl.QuickMovementSpeed();
		SpeedBoots.ApplyTexture();
		
	}
	
	//Dont let reactivate
	GUIActive = false;

	activatePowerup = true;
	
}

}

Never mind, I figured out the issue.