EMERGENCY!!! NEED HELP AS SOON AS POSSIBLE!!!

Sorry Again, but I am REALLY REALLY RIGHT NOW!!! My turret is not shooting at my character but it is lookaing at it… I have all the var things right. This is the error.

NullReferenceException
TurretControlTest.Shoot (System.Object seconds) (at Assets/_Scripts/TurretControlTest.js:27)
TurretControlTest.Update () (at Assets/_Scripts/TurretControlTest.js:19)

PLEASE HELP
Here is the code

var LookAtTarget : Transform;
var damp = 6.0;
var bulletPrefab : Transform;
var savedTime;

function Update ()
{
	if(LookAtTarget)
	{
		var rotate = Quaternion.LookRotation(LookAtTarget.position - transform.position);
		
		transform.rotation = Quaternion.Slerp(transform.rotation, rotate, Time.deltaTime * damp);
		
		var seconds : int = Time.time;
		var oddeven = (seconds % 2);
		
		if(oddeven)
		{
			Shoot(seconds);
		}
	}
}
function Shoot(seconds)
{
	if(seconds!=savedTime)
	{
		var bullet = Instantiate(bulletPrefab, transform.Find("SpawnPoint").transform.position, 													Quaternion.identity);
		
		bullet.rigidbody.AddForce(transform.forward * 1000);
		
		savedTime=seconds;
	}
}

I think I misunderstood you in my first answer. Try something like this I think he was right about you just not declaring your bullets properly.

//prefab bullet

public Rigidbody bullet;

public int bulletVelocity = 2000;

Update()

{

//new bullet

Rigidbody instantiateBullet;

//use new bullet from your prefab bullet

instantiateBullet = (Rigidbody)Instantiate(bullet, transform.position, Quaternion.identity);

//add force to bullet

instantiateBullet.AddForce(transform.forward * bulletVelocity);

//use this only if your bullets aren’t working after previous steps you may have collision problems

Physics.IgnoreCollision(instantiateBullet.collider, gameObject.collider);

}

grrrr. I am having all kinds of problems with the code posts right now weird. sorry