Error: not a member of 'UnityEngine.GameObject[]'.

Hi the code below is giving me this error and I can’t seem to figure out why I think its from assigning something with the array wrong but can’ t figure why it gives me the error below?

Code:

#pragma strict

var birdAnimator : Animator;
var electricityParticleGameObject : GameObject;
var scoreValue = 1;
var script : Move_Left_Script;
var scoreControlScript : Score_Control_Script;
var coinBurstParticles : GameObject;
var magnetGlowParticles : GameObject;
var coins : GameObject[];
var trigger = false;
var speed : float;


function Start ()
{
	for (var i : int = 0; i < 7; i++)
	{
		coins = GameObject.FindGameObjectsWithTag("Coin");
	}
}

function OnTriggerEnter2D(other : Collider2D)
{
	
	if (other.tag == "EvilCloud")
	{
	
//		script.pauseEvilCloudTrigger = true;
		// Activate bird shocking animation
		birdAnimator.enabled = true;
		// Trigger for update function to make sure bird hit cloud before it runs electricity shocking effect
		electricityParticleGameObject.active = true;
		// Destroy Bounce Controller Script on Bird so it disables bouncing from the players input
		Destroy(GetComponent(Bounce_Controller_Script));
		// Destroy Rigidbody so Bird doesn't fall right away
		ShockPauseFall();
		// Set High Score
		scoreControlScript.SetHighScore();
		
		Debug.Log("Player hit evil cloud. End Game!");
	}
	
	if (other.tag == "Coin")
	{
		// Spawns coin burst particles at the location of where the coin was hit and then destroys the particle system after 2 seconds
		var coinBurstClone : GameObject = Instantiate(coinBurstParticles, other.transform.position, Quaternion.identity);
		Destroy(coinBurstClone, 2);
		// Add a point to the current score when coin is hit and also update high score if its lower then current score
		// then disable renderer and collider2D and it gets renabled when it repostions in Coin Spawner Script
		Score_Control_Script.currentScore += scoreValue;
		other.gameObject.renderer.enabled = false;
		other.gameObject.collider2D.enabled = false;
		
	}
	
	if (other.tag == "Magnet")
	{
		magnetGlowParticles.active = true;
		other.gameObject.renderer.enabled = false;
		other.gameObject.collider2D.enabled = false;
		trigger = true;
		Debug.Log("Magnet hit bring that ish!");
   	 }
}

function Update () 
{
	var step = speed * Time.deltaTime;
	
	if (trigger == true)
	{
	 	coins.transform.position = Vector3.MoveTowards(coins.transform.position, gameObject.transform.position, step);
	}
}

function ShockPauseFall () 
{
	// Destroys rigidbody2D component so bird pauses then waits 2 seconds then adds a rigidbody2d and sets its gravity to 3 so it falls fast
	Destroy(GetComponent(Rigidbody2D));
		
}

Error:

Assets/Scripts/Gameplay Functionality Script.js(75,23): BCE0019: 'transform' is not a member of 'UnityEngine.GameObject[]'. 

Assets/Scripts/Gameplay Functionality Script.js(75,70): BCE0019: 'transform' is not a member of 'UnityEngine.GameObject[]'.

On line 73 you call coins.transform

coins is a GameObject. Arrays do not have a transform.

To access the transform you need to call coins*.transform where i is the index of the coin you want to access.*
Another way to do this is with foreach (c# code)
foreach (GameObject coin in coins){
coin.transform. //do whatever
}
(As an aside your for loop in the start function is doing you no good. Removing line 17 will give you the exact same result faster.)

This solved the problem thanks to @tanoshimi for the answer!

if (trigger == true)
    {
        for(var coin : GameObject in coins){
            coin.transform.position = Vector3.MoveTowards(coin.transform.position, gameObject.transform.position, step);
        }
    }