Enemy shooting at spawn point not player

The enemy that spawn into my game from the Prefab folder does not shoot at the player, but where the player spawns.

//enemy shooting script

var projectile: Rigidbody;
 
var speed = 25;
 
var player : Transform;
 
 
 

function Start() {
    var rendum = Random.Range(1F,3F);
    InvokeRepeating("Shuut", 2, rendum);
}
 
 
 
function Update() {
    transform.LookAt(player);
}
 
function Shuut () {
 
 
clone = Instantiate(projectile, transform.position, transform.rotation);
clone.velocity = transform.TransformDirection( Vector3 (0, 0, speed));
 
Destroy (clone.gameObject, 50);
}

//enemy movement script

	var startMarker: Transform;
	var endMarker: Transform;
	
	// Movement speed in units/sec.
	var speed = 10.0;
	
	// Time when the movement started.
	private var startTime: float;
	
	// Total distance between the markers.
	private var journeyLength: float;
	
	var target : Transform;
	var smooth = 5.0;
	
	function Start() {
		// Keep a note of the time the movement started.
		startTime = Time.time;
		
		// Calculate the journey length.
		journeyLength = Vector3.Distance(startMarker.position, endMarker.position);
	}
	
	// Follows the target position like with a spring
	function Update () {
		// Distance moved = time * speed.
		var distCovered = (Time.time - startTime) * speed;
		
		// Fraction of journey completed = current distance divided by total distance.
		var fracJourney = distCovered / journeyLength;
		

		transform.position=Vector3.Lerp(startMarker.position, endMarker.position, Mathf.PingPong(Time.time*speed, 1.0f));
	}

Looking at your shooting script, you are turning your enemy toward the “player” target. Have you confirmed that you put the actual player transform into that public variable and not the player’s spawn point?

For further testing, use the Project View to watch the enemy after you have moved the player away from the starting position. Is the enemy actually rotating to face the player position as that enemy moves between the two ends of its movement path?