Doesnt rotate! Please help.

Hello, I`m already tried for 4~5 hours to make that script to work.
The problem is ;
When the magintude of the transform.position reaches below 1 from the first waypoint, it has to rotate, but it doesnt rotate…
I tried LookAt I tried Quaternion.LookRotation,
but nothing works. but then I tried Destroy(gameObject); , and it did destroy it.
I try to rotate the gameObject in lines 61-64
Is there any other rotation? Like making the rotation automatically in run-time another rotation? without LookAt, something like :
transform.rotation(x,y,z);?
the code in website:
http://www.pasteit4me.com/90005

using UnityEngine;
using System.Collections;

public class AIIscript : MonoBehaviour {
	//game objects  (variables which point to game objects)
	Vector3[] waypoints = new Vector3[13];
	private GameObject objCamera;
	private VariableScript ptrScriptVariable;
	int current = 0;
	//input variables (variables used to process and handle input)
	private Vector3 inputRotation;
	private Vector3 inputMovement;
	private bool meleeAttackState;
	public GameObject objWP1;
	//identity variables (variables specific to the game object)
	public float moveSpeed = 8000f;
	public float health = 50f;
//	private bool thisIsPlayer;

	// calculation variables (variables used for calculation)
	private Vector3 tempVector;
	private Vector3 tempVector2;

	
	// animation variables (variables used for processing aniamtion)

	

	// Use this for initialization
	void Start () {
	Debug.Log("Start for " + this.GetType() + ":  " + Time.time);
		if (gameObject.tag == "Player")
			{ 
//				thisIsPlayer = true; 
			}
			waypoints[0] = new Vector3(97,0,97);
			waypoints[1] = new Vector3(101,0,52);
			waypoints[2] = new Vector3(275,0,52);
	}
	
	// Update is called once per frame
	void Update () {
		inputMovement = waypoints[current] - transform.position;
		if (health <= 0)
		{
			Destroy(gameObject);
		}
		ProcessMovement();
	}

			
			
	void ProcessMovement()
	{
		if ((transform.position - waypoints[current]).magnitude < 1)
			{ 
				++current; 
			}
			// The problem in that "if" it doesn't effect on the dog.
			// if I add Destroy(gameObject); , then it affects.
		if ((transform.position - waypoints[0]).magnitude < 1  (transform.position - waypoints[2]).magnitude < 1)
		{
				transform.rotation = Quaternion.LookRotation(waypoints[1]);
		}

		tempVector = rigidbody.GetPointVelocity(transform.position) * Time.deltaTime * 1000;
		rigidbody.AddForce (-tempVector.x, -tempVector.y, -tempVector.z);
		rigidbody.AddForce (inputMovement.normalized * moveSpeed * Time.deltaTime);
		transform.rotation = Quaternion.LookRotation(inputRotation);
		//It works, It's upwards.
		transform.eulerAngles = new Vector3(180,transform.eulerAngles.y + 180,0);
		transform.position = new Vector3(transform.position.x,0,transform.position.z);
	}
}

You were nearly right - the command is transform.Rotate.