Enemy AI Not Working?

Ok so I have many different varieties of enemies in my game and for some reason, this one isn’t working:

var player : GameObject; 
var speed : float=6f; 
var range : float=15f;
var hitRange : float=6f;
var enemyDamage : float=10f;
var rotationSpeed : float=5f;
var damageTimer : float=0f;
var delta : Vector3;
var distance;
var me : GameObject;
var projectile : Rigidbody;
var initialSpeed = 20.0;
var exit : GameObject;
    function Start()
    {
    	player = GameObject.FindGameObjectWithTag("Player");
    }
    
    function Update()
    {
    	//calculate the enemy's distance from player and do a check to see if we should 
            //progress then call the necessary methods
    
    	distance = Vector3.Distance(transform.position, player.transform.position);
    	if(distance<=range)
    	{	
    		MoveTowards();
    		RotateTowards();
    		AttackPlayer();
    	}
    }
    
    function MoveTowards()
    {
    	delta = player.transform.position - transform.position;
    	delta.Normalize();
    	delta.y = 0;
    	if(distance<=(hitRange/1.5))
    	{
    		return;
    	}
    	var moveSpeed = speed * Time.deltaTime;
    	transform.position = transform.position + (delta * moveSpeed);
    }
    
    function RotateTowards()
    {
    	transform.rotation = Quaternion.RotateTowards (transform.rotation, Quaternion.LookRotation(delta), rotationSpeed);
    	transform.rotation = Quaternion.Euler(0, transform.eulerAngles.y, 0);
    }
    
    function AttackPlayer()
    {
    	damageTimer+=Time.deltaTime;
    	if (distance < hitRange && damageTimer>=1.5)
    	{
    		damageTimer=0f;
    		Shot();
    	}
    }
    
    function Shot()
    {
    	var instantiatedProjectile : Rigidbody = Instantiate (projectile, exit.position, exit.rotation);
    			
    		// Give it an initial forward velocity. The direction is along the z-axis of the missile launcher's transform.
    		instantiatedProjectile.velocity = exit.TransformDirection(Vector3 (0, 0, initialSpeed));
    
    		// Ignore collisions between the missile and the character controller
    		Physics.IgnoreCollision(instantiatedProjectile.collider, transform.root.collider);
    }

The enemy does move toward the player just fine but the projectile doesn’t instantaniate. Help please???

For

if (distance < hitRange && damageTimer>=1.5)

Try

if (distance < hitRange && (damageTimer>=1.5))