error CS0120: An object reference is required to access non-static member `CarControl

this script gets the player to enter/exit the car. when i’m controlling the player i want the car to stop. how do i do this?
the car scripts are called Car.js and CarController.cs

the line CarController.Update.enable = false; i called the CarController script to disable the function update.

what is going wrong?

Car.js:

private var wheelRadius : float = 0.4;
var suspensionRange : float = 0.1;
var suspensionDamper : float = 50;
var suspensionSpringFront : float = 18500;
var suspensionSpringRear : float = 9000;

public var brakeLights : Material;

var dragMultiplier : Vector3 = new Vector3(2, 5, 1);

var throttle : float = 0; 
private var steer : float = 0;
private var handbrake : boolean = false;

var centerOfMass : Transform;

var frontWheels : Transform[];
var rearWheels : Transform[];

private var wheels : Wheel[];
wheels = new Wheel[frontWheels.Length + rearWheels.Length];

private var wfc : WheelFrictionCurve;

var topSpeed : float = 160;
var numberOfGears : int = 5;

var maximumTurn : int = 15;
var minimumTurn : int = 10;

var resetTime : float = 5.0;
private var resetTimer : float = 0.0;

private var engineForceValues : float[];
private var gearSpeeds : float[];

private var currentGear : int;
private var currentEnginePower : float = 0.0;

private var handbrakeXDragFactor : float = 0.5;
private var initialDragMultiplierX : float = 10.0;
private var handbrakeTime : float = 0.0;
private var handbrakeTimer : float = 1.0;

private var skidmarks : Skidmarks = null;
private var skidSmoke : ParticleEmitter = null;
var skidmarkTime : float[];

private var sound : SoundController = null;
sound = transform.GetComponent(SoundController);

private var canSteer : boolean;
private var canDrive : boolean;

class Wheel
{
	var collider : WheelCollider;
	var wheelGraphic : Transform;
	var tireGraphic : Transform;
	var driveWheel : boolean = false;
	var steerWheel : boolean = false;
	var lastSkidmark : int = -1;
	var lastEmitPosition : Vector3 = Vector3.zero;
	var lastEmitTime : float = Time.time;
	var wheelVelo : Vector3 = Vector3.zero;
	var groundSpeed : Vector3 = Vector3.zero;
}

function Start()
{	
	// Measuring 1 - 60
	accelerationTimer = Time.time;
	
	SetupWheelColliders();
	
	SetupCenterOfMass();
	
	topSpeed = Convert_Miles_Per_Hour_To_Meters_Per_Second(topSpeed);
	
	SetupGears();
	
	SetUpSkidmarks();
	
	initialDragMultiplierX = dragMultiplier.x;
}

function Update()
{		
	var relativeVelocity : Vector3 = transform.InverseTransformDirection(rigidbody.velocity);
	
	GetInput();
	
	Check_If_Car_Is_Flipped();
	
	UpdateWheelGraphics(relativeVelocity);
	
	UpdateGear(relativeVelocity);
}

function FixedUpdate()
{	
	// The rigidbody velocity is always given in world space, but in order to work in local space of the car model we need to transform it first.
	var relativeVelocity : Vector3 = transform.InverseTransformDirection(rigidbody.velocity);
	
	CalculateState();	
	
	UpdateFriction(relativeVelocity);
	
	UpdateDrag(relativeVelocity);
	
	CalculateEnginePower(relativeVelocity);
	
	ApplyThrottle(canDrive, relativeVelocity);
	
	ApplySteering(canSteer, relativeVelocity);
}

/**************************************************/
/* Functions called from Start()                  */
/**************************************************/

function SetupWheelColliders()
{
	SetupWheelFrictionCurve();
		
	var wheelCount : int = 0;
	
	for (var t : Transform in frontWheels)
	{
		wheels[wheelCount] = SetupWheel(t, true);
		wheelCount++;
	}
	
	for (var t : Transform in rearWheels)
	{
		wheels[wheelCount] = SetupWheel(t, false);
		wheelCount++;
	}
}

function SetupWheelFrictionCurve()
{
	wfc = new WheelFrictionCurve();
	wfc.extremumSlip = 1;
	wfc.extremumValue = 50;
	wfc.asymptoteSlip = 2;
	wfc.asymptoteValue = 25;
	wfc.stiffness = 1;
}

function SetupWheel(wheelTransform : Transform, isFrontWheel : boolean)
{
	var go : GameObject = new GameObject(wheelTransform.name + " Collider");
	go.transform.position = wheelTransform.position;
	go.transform.parent = transform;
	go.transform.rotation = wheelTransform.rotation;
		
	var wc : WheelCollider = go.AddComponent(typeof(WheelCollider)) as WheelCollider;
	wc.suspensionDistance = suspensionRange;
	var js : JointSpring = wc.suspensionSpring;
	
	if (isFrontWheel)
		js.spring = suspensionSpringFront;
	else
		js.spring = suspensionSpringRear;
		
	js.damper = suspensionDamper;
	wc.suspensionSpring = js;
		
	wheel = new Wheel(); 
	wheel.collider = wc;
	wc.sidewaysFriction = wfc;
	wheel.wheelGraphic = wheelTransform;
	wheel.tireGraphic = wheelTransform.GetComponentsInChildren(Transform)[1];
	
	wheelRadius = wheel.tireGraphic.renderer.bounds.size.y / 2;	
	wheel.collider.radius = wheelRadius;
	
	if (isFrontWheel)
	{
		wheel.steerWheel = true;
		
		go = new GameObject(wheelTransform.name + " Steer Column");
		go.transform.position = wheelTransform.position;
		go.transform.rotation = wheelTransform.rotation;
		go.transform.parent = transform;
		wheelTransform.parent = go.transform;
	}
	else
		wheel.driveWheel = true;
		
	return wheel;
}

function SetupCenterOfMass()
{
	if(centerOfMass != null)
		rigidbody.centerOfMass = centerOfMass.localPosition;
}

function SetupGears()
{
	engineForceValues = new float[numberOfGears];
	gearSpeeds = new float[numberOfGears];
	
	var tempTopSpeed : float = topSpeed;
		
	for(var i = 0; i < numberOfGears; i++)
	{
		if(i > 0)
			gearSpeeds[i] = tempTopSpeed / 4 + gearSpeeds[i-1];
		else
			gearSpeeds[i] = tempTopSpeed / 4;
		
		tempTopSpeed -= tempTopSpeed / 4;
	}
	
	var engineFactor : float = topSpeed / gearSpeeds[gearSpeeds.Length - 1];
	
	for(i = 0; i < numberOfGears; i++)
	{
		var maxLinearDrag : float = gearSpeeds[i] * gearSpeeds[i];// * dragMultiplier.z;
		engineForceValues[i] = maxLinearDrag * engineFactor;
	}
}

function SetUpSkidmarks()
{
	if(FindObjectOfType(Skidmarks))
	{
		skidmarks = FindObjectOfType(Skidmarks);
		skidSmoke = skidmarks.GetComponentInChildren(ParticleEmitter);
	}
	else
		Debug.Log("No skidmarks object found. Skidmarks will not be drawn");
		
	skidmarkTime = new float[4];
	for (var f : float in skidmarkTime)
		f = 0.0;
}

/**************************************************/
/* Functions called from Update()                 */
/**************************************************/

function GetInput()
{
	throttle = Input.GetAxis("Vertical");
	steer = Input.GetAxis("Horizontal");
	
	if(throttle < 0.0)
		brakeLights.SetFloat("_Intensity", Mathf.Abs(throttle));
	else
		brakeLights.SetFloat("_Intensity", 0.0);
	
	CheckHandbrake();
}

function CheckHandbrake()
{
	if(Input.GetKey("space"))
	{
		if(!handbrake)
		{
			handbrake = true;
			handbrakeTime = Time.time;
			dragMultiplier.x = initialDragMultiplierX * handbrakeXDragFactor;
		}
	}
	else if(handbrake)
	{
		handbrake = false;
		StartCoroutine(StopHandbraking(Mathf.Min(5, Time.time - handbrakeTime)));
	}
}

function StopHandbraking(seconds : float)
{
	var diff : float = initialDragMultiplierX - dragMultiplier.x;
	handbrakeTimer = 1;
	
	// Get the x value of the dragMultiplier back to its initial value in the specified time.
	while(dragMultiplier.x < initialDragMultiplierX  !handbrake)
	{
		dragMultiplier.x += diff * (Time.deltaTime / seconds);
		handbrakeTimer -= Time.deltaTime / seconds;
		yield;
	}
	
	dragMultiplier.x = initialDragMultiplierX;
	handbrakeTimer = 0;
}

function Check_If_Car_Is_Flipped()
{
	if(transform.localEulerAngles.z > 80  transform.localEulerAngles.z < 280)
		resetTimer += Time.deltaTime;
	else
		resetTimer = 0;
	
	if(resetTimer > resetTime)
		FlipCar();
}

function FlipCar()
{
	transform.rotation = Quaternion.LookRotation(transform.forward);
	transform.position += Vector3.up * 0.5;
	rigidbody.velocity = Vector3.zero;
	rigidbody.angularVelocity = Vector3.zero;
	resetTimer = 0;
	currentEnginePower = 0;
}

var wheelCount : float;
function UpdateWheelGraphics(relativeVelocity : Vector3)
{
	wheelCount = -1;
	
	for(var w : Wheel in wheels)
	{
		wheelCount++;
		var wheel : WheelCollider = w.collider;
		var wh : WheelHit = new WheelHit();
		
		// First we get the velocity at the point where the wheel meets the ground, if the wheel is touching the ground
		if(wheel.GetGroundHit(wh))
		{
			w.wheelGraphic.localPosition = wheel.transform.up * (wheelRadius + wheel.transform.InverseTransformPoint(wh.point).y);
			w.wheelVelo = rigidbody.GetPointVelocity(wh.point);
			w.groundSpeed = w.wheelGraphic.InverseTransformDirection(w.wheelVelo);
			
			// Code to handle skidmark drawing. Not covered in the tutorial
			if(skidmarks)
			{
				if(skidmarkTime[wheelCount] < 0.02  w.lastSkidmark != -1)
				{
					skidmarkTime[wheelCount] += Time.deltaTime;
				}
				else
				{
					var dt : float = skidmarkTime[wheelCount] == 0.0 ? Time.deltaTime : skidmarkTime[wheelCount];
					skidmarkTime[wheelCount] = 0.0;

					var handbrakeSkidding : float = handbrake  w.driveWheel ? w.wheelVelo.magnitude * 0.3 : 0;
					var skidGroundSpeed = Mathf.Abs(w.groundSpeed.x) - 15;
					if(skidGroundSpeed > 0 || handbrakeSkidding > 0)
					{
						var staticVel : Vector3 = transform.TransformDirection(skidSmoke.localVelocity) + skidSmoke.worldVelocity;
						if(w.lastSkidmark != -1)
						{
							var emission : float = UnityEngine.Random.Range(skidSmoke.minEmission, skidSmoke.maxEmission);
							var lastParticleCount : float = w.lastEmitTime * emission;
							var currentParticleCount : float = Time.time * emission;
							var noOfParticles : int = Mathf.CeilToInt(currentParticleCount) - Mathf.CeilToInt(lastParticleCount);
							var lastParticle : int = Mathf.CeilToInt(lastParticleCount);
							
							for(var i = 0; i <= noOfParticles; i++)
							{
								var particleTime : float = Mathf.InverseLerp(lastParticleCount, currentParticleCount, lastParticle + i);
								skidSmoke.Emit(	Vector3.Lerp(w.lastEmitPosition, wh.point, particleTime) + new Vector3(Random.Range(-0.1, 0.1), Random.Range(-0.1, 0.1), Random.Range(-0.1, 0.1)), staticVel + (w.wheelVelo * 0.05), Random.Range(skidSmoke.minSize, skidSmoke.maxSize) * Mathf.Clamp(skidGroundSpeed * 0.1,0.5,1), Random.Range(skidSmoke.minEnergy, skidSmoke.maxEnergy), Color.white);
							}
						}
						else
						{
							skidSmoke.Emit(	wh.point + new Vector3(Random.Range(-0.1, 0.1), Random.Range(-0.1, 0.1), Random.Range(-0.1, 0.1)), staticVel + (w.wheelVelo * 0.05), Random.Range(skidSmoke.minSize, skidSmoke.maxSize) * Mathf.Clamp(skidGroundSpeed * 0.1,0.5,1), Random.Range(skidSmoke.minEnergy, skidSmoke.maxEnergy), Color.white);
						}
					
						w.lastEmitPosition = wh.point;
						w.lastEmitTime = Time.time;
					
						w.lastSkidmark = skidmarks.AddSkidMark(wh.point + rigidbody.velocity * dt, wh.normal, (skidGroundSpeed * 0.1 + handbrakeSkidding) * Mathf.Clamp01(wh.force / wheel.suspensionSpring.spring), w.lastSkidmark);
						sound.Skid(true, Mathf.Clamp01(skidGroundSpeed * 0.1));
					}
					else
					{
						w.lastSkidmark = -1;
						sound.Skid(false, 0);
					}
				}
			}
		}
		else
		{
			// If the wheel is not touching the ground we set the position of the wheel graphics to
			// the wheel's transform position + the range of the suspension.
			w.wheelGraphic.position = wheel.transform.position + (-wheel.transform.up * suspensionRange);
			if(w.steerWheel)
				w.wheelVelo *= 0.9;
			else
				w.wheelVelo *= 0.9 * (1 - throttle);
			
			if(skidmarks)
			{
				w.lastSkidmark = -1;
				sound.Skid(false, 0);
			}
		}
		// If the wheel is a steer wheel we apply two rotations:
		// *Rotation around the Steer Column (visualizes the steer direction)
		// *Rotation that visualizes the speed
		if(w.steerWheel)
		{
			var ea : Vector3 = w.wheelGraphic.parent.localEulerAngles;
			ea.y = steer * maximumTurn;
			w.wheelGraphic.parent.localEulerAngles = ea;
			w.tireGraphic.Rotate(Vector3.right * (w.groundSpeed.z / wheelRadius) * Time.deltaTime * Mathf.Rad2Deg);
		}
		else if(!handbrake  w.driveWheel)
		{
			// If the wheel is a drive wheel it only gets the rotation that visualizes speed.
			// If we are hand braking we don't rotate it.
			w.tireGraphic.Rotate(Vector3.right * (w.groundSpeed.z / wheelRadius) * Time.deltaTime * Mathf.Rad2Deg);
		}
	}
}

function UpdateGear(relativeVelocity : Vector3)
{
	currentGear = 0;
	for(var i = 0; i < numberOfGears - 1; i++)
	{
		if(relativeVelocity.z > gearSpeeds[i])
			currentGear = i + 1;
	}
}

/**************************************************/
/* Functions called from FixedUpdate()            */
/**************************************************/

function UpdateDrag(relativeVelocity : Vector3)
{
	var relativeDrag : Vector3 = new Vector3(	-relativeVelocity.x * Mathf.Abs(relativeVelocity.x), 
												-relativeVelocity.y * Mathf.Abs(relativeVelocity.y), 
												-relativeVelocity.z * Mathf.Abs(relativeVelocity.z) );
	
	var drag = Vector3.Scale(dragMultiplier, relativeDrag);
		
	if(initialDragMultiplierX > dragMultiplier.x) // Handbrake code
	{			
		drag.x /= (relativeVelocity.magnitude / (topSpeed / ( 1 + 2 * handbrakeXDragFactor ) ) );
		drag.z *= (1 + Mathf.Abs(Vector3.Dot(rigidbody.velocity.normalized, transform.forward)));
		drag += rigidbody.velocity * Mathf.Clamp01(rigidbody.velocity.magnitude / topSpeed);
	}
	else // No handbrake
	{
		drag.x *= topSpeed / relativeVelocity.magnitude;
	}
	
	if(Mathf.Abs(relativeVelocity.x) < 5  !handbrake)
		drag.x = -relativeVelocity.x * dragMultiplier.x;
		

	rigidbody.AddForce(transform.TransformDirection(drag) * rigidbody.mass * Time.deltaTime);
}

function UpdateFriction(relativeVelocity : Vector3)
{
	var sqrVel : float = relativeVelocity.x * relativeVelocity.x;
	
	// Add extra sideways friction based on the car's turning velocity to avoid slipping
	wfc.extremumValue = Mathf.Clamp(300 - sqrVel, 0, 300);
	wfc.asymptoteValue = Mathf.Clamp(150 - (sqrVel / 2), 0, 150);
		
	for(var w : Wheel in wheels)
	{
		w.collider.sidewaysFriction = wfc;
		w.collider.forwardFriction = wfc;
	}
}

function CalculateEnginePower(relativeVelocity : Vector3)
{
	if(throttle == 0)
	{
		currentEnginePower -= Time.deltaTime * 200;
	}
	else if( HaveTheSameSign(relativeVelocity.z, throttle) )
	{
		normPower = (currentEnginePower / engineForceValues[engineForceValues.Length - 1]) * 2;
		currentEnginePower += Time.deltaTime * 200 * EvaluateNormPower(normPower);
	}
	else
	{
		currentEnginePower -= Time.deltaTime * 300;
	}
	
	if(currentGear == 0)
		currentEnginePower = Mathf.Clamp(currentEnginePower, 0, engineForceValues[0]);
	else
		currentEnginePower = Mathf.Clamp(currentEnginePower, engineForceValues[currentGear - 1], engineForceValues[currentGear]);
}

function CalculateState()
{
	canDrive = false;
	canSteer = false;
	
	for(var w : Wheel in wheels)
	{
		if(w.collider.isGrounded)
		{
			if(w.steerWheel)
				canSteer = true;
			if(w.driveWheel)
				canDrive = true;
		}
	}
}

function ApplyThrottle(canDrive : boolean, relativeVelocity : Vector3)
{
	if(canDrive)
	{
		var throttleForce : float = 0;
		var brakeForce : float = 0;
		
		if (HaveTheSameSign(relativeVelocity.z, throttle))
		{
			if (!handbrake)
				throttleForce = Mathf.Sign(throttle) * currentEnginePower * rigidbody.mass;
		}
		else
			brakeForce = Mathf.Sign(throttle) * engineForceValues[0] * rigidbody.mass;
		
		rigidbody.AddForce(transform.forward * Time.deltaTime * (throttleForce + brakeForce));
	}
}

function ApplySteering(canSteer : boolean, relativeVelocity : Vector3)
{
	if(canSteer)
	{
		var turnRadius : float = 3.0 / Mathf.Sin((90 - (steer * 30)) * Mathf.Deg2Rad);
		var minMaxTurn : float = EvaluateSpeedToTurn(rigidbody.velocity.magnitude);
		var turnSpeed : float = Mathf.Clamp(relativeVelocity.z / turnRadius, -minMaxTurn / 10, minMaxTurn / 10);
		
		transform.RotateAround(	transform.position + transform.right * turnRadius * steer, 
								transform.up, 
								turnSpeed * Mathf.Rad2Deg * Time.deltaTime * steer);
		
		var debugStartPoint = transform.position + transform.right * turnRadius * steer;
		var debugEndPoint = debugStartPoint + Vector3.up * 5;
		
		Debug.DrawLine(debugStartPoint, debugEndPoint, Color.red);
		
		if(initialDragMultiplierX > dragMultiplier.x) // Handbrake
		{
			var rotationDirection : float = Mathf.Sign(steer); // rotationDirection is -1 or 1 by default, depending on steering
			if(steer == 0)
			{
				if(rigidbody.angularVelocity.y < 1) // If we are not steering and we are handbraking and not rotating fast, we apply a random rotationDirection
					rotationDirection = Random.Range(-1.0, 1.0);
				else
					rotationDirection = rigidbody.angularVelocity.y; // If we are rotating fast we are applying that rotation to the car
			}
			// -- Finally we apply this rotation around a point between the cars front wheels.
			transform.RotateAround( transform.TransformPoint( (	frontWheels[0].localPosition + frontWheels[1].localPosition) * 0.5), 
																transform.up, 
																rigidbody.velocity.magnitude * Mathf.Clamp01(1 - rigidbody.velocity.magnitude / topSpeed) * rotationDirection * Time.deltaTime * 2);
		}
	}
}

/**************************************************/
/*               Utility Functions                */
/**************************************************/

function Convert_Miles_Per_Hour_To_Meters_Per_Second(value : float) : float
{
	return value * 0.44704;
}

function Convert_Meters_Per_Second_To_Miles_Per_Hour(value : float) : float
{
	return value * 2.23693629;	
}

function HaveTheSameSign(first : float, second : float) : boolean
{
	if (Mathf.Sign(first) == Mathf.Sign(second))
		return true;
	else
		return false;
}

function EvaluateSpeedToTurn(speed : float)
{
	if(speed > topSpeed / 2)
		return minimumTurn;
	
	var speedIndex : float = 1 - (speed / (topSpeed / 2));
	return minimumTurn + speedIndex * (maximumTurn - minimumTurn);
}

function EvaluateNormPower(normPower : float)
{
	if(normPower < 1)
		return 10 - normPower * 9;
	else
		return 1.9 - normPower * 0.9;
}

function GetGearState()
{
	var relativeVelocity : Vector3 = transform.InverseTransformDirection(rigidbody.velocity);
	var lowLimit : float = (currentGear == 0 ? 0 : gearSpeeds[currentGear-1]);
	return (relativeVelocity.z - lowLimit) / (gearSpeeds[currentGear - lowLimit]) * (1 - currentGear * 0.1) + currentGear * 0.1;
}

this is the CarController.cs:

	// current input state
	float brake;
	float throttle;
	float throttleInput;
	float steering;
	float lastShiftTime = -1;
	float handbrake;
		
	// cached Drivetrain reference
	Drivetrain drivetrain;
	
	// How long the car takes to shift gears
	public float shiftSpeed = 0.8f;
	

	// These values determine how fast throttle value is changed when the accelerate keys are pressed or released.
	// Getting these right is important to make the car controllable, as keyboard input does not allow analogue input.
	// There are different values for when the wheels have full traction and when there are spinning, to implement 
	// traction control schemes.
		
	// How long it takes to fully engage the throttle
	public float throttleTime = 1.0f;
	// How long it takes to fully engage the throttle 
	// when the wheels are spinning (and traction control is disabled)
	public float throttleTimeTraction = 10.0f;
	// How long it takes to fully release the throttle
	public float throttleReleaseTime = 0.5f;
	// How long it takes to fully release the throttle 
	// when the wheels are spinning.
	public float throttleReleaseTimeTraction = 0.1f;

	// Turn traction control on or off
	public bool tractionControl = true;
	
	
	// These values determine how fast steering value is changed when the steering keys are pressed or released.
	// Getting these right is important to make the car controllable, as keyboard input does not allow analogue input.
	
	// How long it takes to fully turn the steering wheel from center to full lock
	public float steerTime = 1.2f;
	// This is added to steerTime per m/s of velocity, so steering is slower when the car is moving faster.
	public float veloSteerTime = 0.1f;

	// How long it takes to fully turn the steering wheel from full lock to center
	public float steerReleaseTime = 0.6f;
	// This is added to steerReleaseTime per m/s of velocity, so steering is slower when the car is moving faster.
	public float veloSteerReleaseTime = 0f;
	// When detecting a situation where the player tries to counter steer to correct an oversteer situation,
	// steering speed will be multiplied by the difference between optimal and current steering times this 
	// factor, to make the correction easier.
	public float steerCorrectionFactor = 4.0f;

	// Used by SoundController to get average slip velo of all wheels for skid sounds.
	public float slipVelo {
		get {
			float val = 0.0f;
			foreach(Wheel w in wheels)
				val += w.slipVelo / wheels.Length;
			return val;
		}
	}

	// Initialize
	void Start () 
	{
		if (centerOfMass != null)
			rigidbody.centerOfMass = centerOfMass.localPosition;
		rigidbody.inertiaTensor *= inertiaFactor;
		drivetrain = GetComponent (typeof (Drivetrain)) as Drivetrain;
	}
	
	void Update () 
	{
		// Steering
		Vector3 carDir = transform.forward;
		float fVelo = rigidbody.velocity.magnitude;
		Vector3 veloDir = rigidbody.velocity * (1/fVelo);
		float angle = -Mathf.Asin(Mathf.Clamp( Vector3.Cross(veloDir, carDir).y, -1, 1));
		float optimalSteering = angle / (wheels[0].maxSteeringAngle * Mathf.Deg2Rad);
		if (fVelo < 1)
			optimalSteering = 0;
				
		float steerInput = 0;
		if (Input.GetKey (KeyCode.LeftArrow))
			steerInput = -1;
		if (Input.GetKey (KeyCode.RightArrow))
			steerInput = 1;

		if (steerInput < steering)
		{
			float steerSpeed = (steering>0)?(1/(steerReleaseTime+veloSteerReleaseTime*fVelo)) :(1/(steerTime+veloSteerTime*fVelo));
			if (steering > optimalSteering)
				steerSpeed *= 1 + (steering-optimalSteering) * steerCorrectionFactor;
			steering -= steerSpeed * Time.deltaTime;
			if (steerInput > steering)
				steering = steerInput;
		}
		else if (steerInput > steering)
		{
			float steerSpeed = (steering<0)?(1/(steerReleaseTime+veloSteerReleaseTime*fVelo)) :(1/(steerTime+veloSteerTime*fVelo));
			if (steering < optimalSteering)
				steerSpeed *= 1 + (optimalSteering-steering) * steerCorrectionFactor;
			steering += steerSpeed * Time.deltaTime;
			if (steerInput < steering)
				steering = steerInput;
		}
		
		// Throttle/Brake

		bool accelKey = Input.GetKey (KeyCode.UpArrow);
		bool brakeKey = Input.GetKey (KeyCode.DownArrow);
		
		if (drivetrain.automatic  drivetrain.gear == 0)
		{
			accelKey = Input.GetKey (KeyCode.DownArrow);
			brakeKey = Input.GetKey (KeyCode.UpArrow);
		}
		
		if (Input.GetKey (KeyCode.LeftShift))
		{
			throttle += Time.deltaTime / throttleTime;
			throttleInput += Time.deltaTime / throttleTime;
		}
		else if (accelKey)
		{
			if (drivetrain.slipRatio < 0.10f)
				throttle += Time.deltaTime / throttleTime;
			else if (!tractionControl)
				throttle += Time.deltaTime / throttleTimeTraction;
			else
				throttle -= Time.deltaTime / throttleReleaseTime;

			if (throttleInput < 0)
				throttleInput = 0;
			throttleInput += Time.deltaTime / throttleTime;
			brake = 0;
		}
		else 
		{
			if (drivetrain.slipRatio < 0.2f)
				throttle -= Time.deltaTime / throttleReleaseTime;
			else
				throttle -= Time.deltaTime / throttleReleaseTimeTraction;
		}
		throttle = Mathf.Clamp01 (throttle);

		if (brakeKey)
		{
			if (drivetrain.slipRatio < 0.2f)
				brake += Time.deltaTime / throttleTime;
			else
				brake += Time.deltaTime / throttleTimeTraction;
			throttle = 0;
			throttleInput -= Time.deltaTime / throttleTime;
		}
		else 
		{
			if (drivetrain.slipRatio < 0.2f)
				brake -= Time.deltaTime / throttleReleaseTime;
			else
				brake -= Time.deltaTime / throttleReleaseTimeTraction;
		}
		brake = Mathf.Clamp01 (brake);
		throttleInput = Mathf.Clamp (throttleInput, -1, 1);
				
		// Handbrake
		handbrake = Mathf.Clamp01 ( handbrake + (Input.GetKey (KeyCode.Space)? Time.deltaTime: -Time.deltaTime) );
		
		// Gear shifting
		float shiftThrottleFactor = Mathf.Clamp01((Time.time - lastShiftTime)/shiftSpeed);
		drivetrain.throttle = throttle * shiftThrottleFactor;
		drivetrain.throttleInput = throttleInput;
		
		if(Input.GetKeyDown(KeyCode.A))
		{
			lastShiftTime = Time.time;
			drivetrain.ShiftUp ();
		}
		if(Input.GetKeyDown(KeyCode.Z))
		{
			lastShiftTime = Time.time;
			drivetrain.ShiftDown ();
		}

		// Apply inputs
		foreach(Wheel w in wheels)
		{
			w.brake = brake;
			w.handbrake = handbrake;
			w.steering = steering;
		}
	}
	
	// Debug GUI. Disable when not needed.
	void OnGUI ()
	{
		GUI.Label (new Rect(0,60,100,200),"km/h: "+rigidbody.velocity.magnitude * 3.6f);
		tractionControl = GUI.Toggle(new Rect(0,80,300,20), tractionControl, "Traction Control (bypassed by shift key)");
	}
}

this is the script i am trying to edit so the car will not move, while the player controls the character:

public class ChangeCameraMoreSimple : MonoBehaviour

{
    public GameObject carCamera;
    public GameObject playerCamera;
	public GameObject Car;
	public GameObject Player;
	public GameObject SpawnPoint;
	public CarController other;

	// Use this for initialization
	void Start () {		

	}
	
	// Update is called once per frame
	void Update () {
	    if (Input.GetKey(KeyCode.E))
	    {
	        carCamera.active = true;
	        playerCamera.active = false;

			
	        Player.active = false;
	        Car.active = true;
	    }
        if (Input.GetKey(KeyCode.R))
        {
            playerCamera.active = true;
            carCamera.active = false;
			
       		Player.active = true;
        	Car.active = true;
			Player.transform.position = SpawnPoint.transform.position + SpawnPoint.transform.right * 5;
			CarController.Update.enable = false;


		}
	}
}

last line of your posted code. you say type.method. thats only valid for static methods. you want to say object/instance.method. as you declare public CarController other i guess you want to use other.Update.enabled = false;
i suggest you to read the C# Yellow Book (free).

edit: its also usefull to use a naming scheme to avoid such mistakes. usually types and methods start with upercase (pascal convention) and private stuff starts lowercase (camelcase). search for c# naming convention.