Errors

Hello, please how can i fix this errors:
1)MissingFieldException: Field ‘MouseLook.offsetY’ not found.
Boo.Lang.Runtime.DynamicDispatching.PropertyDispatcherFactory.FindExtension (IEnumerable`1 candidates)
Boo.Lang.Runtime.DynamicDispatching.PropertyDispatcherFactory.Create (SetOrGet gos)
Boo.Lang.Runtime.DynamicDispatching.PropertyDispatcherFactory.CreateSetter ()
Boo.Lang.Runtime.RuntimeServices.DoCreatePropSetDispatcher (System.Object target, System.Type type, System.String name, System.Object value)
Boo.Lang.Runtime.RuntimeServices.CreatePropSetDispatcher (System.Object target, System.String name, System.Object value)
Boo.Lang.Runtime.RuntimeServices+c__AnonStorey16.<>m__C ()

2)NullReferenceException
gunscript.Start () (at Assets/ScriptsDB/gunscript.js:175)

3)NullReferenceException: Object reference not set to an instance of an object
UnityEngine.GUIUtility.GetControlID (Int32 hint, FocusType focus, Rect position) (at C:/BuildAgent/work/842f9557127e852/Runtime/ExportGenerated/Editor/GUIUtility.cs:253)
UnityEditor.EditorGUI.GetControlID (Int32 hash, FocusType fType, Rect position) (at C:/BuildAgent/work/842f9557127e852/Editor/MonoGenerated/Editor/EditorGUI.cs:240)
UnityEditor.PreviewResizer.get_id () (at C:/BuildAgent/work/842f9557127e852/Editor/Mono/GUI/PreviewResizer.cs:29)
UnityEditor.PreviewResizer.GetPreviewSize () (at C:/BuildAgent/work/842f9557127e852/Editor/Mono/GUI/PreviewResizer.cs:126)
UnityEditor.ObjectSelector.OnEnable () (at C:/BuildAgent/work/842f9557127e852/Editor/Mono/ObjectSelector.cs:133)

Here is a script

//FPS Constructor - Weapons
//Copyright© Dastardly Banana Productions 2010
//This script, and all others contained within the Dastardly Banana Weapons Package, may not be shared or redistributed. They can be used in games, either commerical or non-commercial, as long as Dastardly Banana Productions is attributed in the credits.
//Permissions beyond the scope of this license may be available at mailto://info@dastardlybanana.com.


//Gun Types
enum gunTypes {gun, launcher, sustained, melee}
var gunType : gunTypes = gunTypes.gun;

//Launcher-Specific Variables
var projectile : Rigidbody;
var initialSpeed = 20.0;
var projectileCount : int = 1;
var launchPosition : GameObject;

//Gun-Specific Variables
var range = 100.0;
var force = 10.0;
var damage = 5.0;
var shotCount : int = 6;
var burstFire : boolean = false;
var burstCount : int = 1;
var burstTime : float = .5;
var penetrateVal : int = 1;
//Sustained Fire (Laser) Specific Variables
var damagePerSecond : float;
var ammoPerSecond : float;
var laserRange : float;
var laserGFX : GameObject;
static var takingOut : boolean = false;

//Sustained Fire and Gun shared variables
var kickbackZ : float = 0;
private var startKickback : boolean = false;

//General Variables
private var hitParticles : ParticleEmitter;
var ammoPerClip : int = 40;
var clips : int = 20;
var maxClips : int = 20;
var reloadTime = 0.5;
var reloadInTime = 0.5;
var reloadOutTime = 0.5;
var muzzleFlash : Renderer;
var waitforReload = 0.00;
var gunActive : boolean = false;
var infiniteAmmo : boolean = false;
var reloading : boolean = false;
var ammoLeft : float = 0;
var nextFireTime = 0.0;
private var m_LastFrameShot = -1;
private var muzzleFlashOn : boolean = false;
private var mainCam : GameObject;
private var weaponCam : GameObject;
var kickbackAngle : float;
var isPrimaryWeapon : boolean = true;
private var primaryWeapon : gunscript;
var secondaryWeapon : gunscript;
var secondaryActive : boolean = false;
var secondaryInterrupt : boolean = false;
var secondaryFire : boolean = false;
enum ammoTypes {byClip, byBullet}
var ammoType : ammoTypes = ammoTypes.byClip;
var shellEjection : boolean = false;
var ejectorPosition : GameObject;
var shell : GameObject;

//Variables shared between launcher and Gun
var fireRate = 0.05;
static var crosshairSpread : float;
private var shotSpread : float;
private var actualSpread : float;
var standardSpread = .1;
private var spreadRate = .05;
var maxSpread = .25;
var crouchSpreadModifier = .7;
var moveSpreadModifier = 1.5;
var standardSpreadRate = .05;
var aimSpreadRate = .01;
var aimSpread = .01;
var spDecRate = .05;
var autoFire : boolean;
var fireAnim : boolean = false;
var progressiveReload : boolean = false;
private var progressiveReloading : boolean = false;
private var pReloadTime : float = 0;
var delay : float = 0;
private var inDelay : boolean = false;
var hitBox : boolean = false;

//Ammo Sharing
var sharesAmmo : boolean = false;
var shareLoadedAmmo : boolean = false;
var ammoSetUsed : int = 0;
var managerObject : GameObject;
managerObject = GameObject.FindWithTag("Manager");


//Sway
var swayFactor : Vector3;
private var walkSway1 : Vector3;
private var walkSway2 : Vector3;
private var swayTarget : int = 1;
var swayRate : float = .5;
private var player : GameObject;
private var startPosition : Vector3;
private var areSprinting : boolean = false;
var aim : boolean = false;
var aim1 : aimmode;

function aiming () {
	shotSpread = aimSpread;
	spreadRate = aimSpreadRate;
	if(FPSWalkerDB.crouching)
		crouching();
	if(FPSWalkerDB.walking)
		walking();
}

function crouching () {
	shotSpread *= crouchSpreadModifier;
	spreadRate *= crouchSpreadModifier;
}
function walking () {
	shotSpread = Mathf.Max(standardSpread*moveSpreadModifier, shotSpread);
	spreadRate *= moveSpreadModifier;
}
function stopWalking () {
	spreadRate = standardSpreadRate;
	if(shotSpread < standardSpread)
		shotSpread = standardSpread;
	if(GetComponentInChildren(aimmode).aiming){
		spreadRate = aimSpreadRate;
		shotSpread = aimSpread;
	}
	if(shotSpread > maxSpread)
		shotSpread = maxSpread;

}
function stopAiming () {
	shotSpread = standardSpread;
	spreadRate = standardSpreadRate;
	if(FPSWalkerDB.crouching){
		crouching();
	}
	if(FPSWalkerDB.walking)
		walking();
}
function Cooldown () {
	if(FPSWalkerDB.crouching  FPSWalkerDB.walking  shotSpread > standardSpread*crouchSpreadModifier*moveSpreadModifier){
		shotSpread = Mathf.Max(standardSpread*crouchSpreadModifier*moveSpreadModifier, shotSpread - spDecRate);
	} else if(FPSWalkerDB.crouching  shotSpread > standardSpread*crouchSpreadModifier){
		shotSpread = Mathf.Max(standardSpread*crouchSpreadModifier, shotSpread - spDecRate);
	} else if(FPSWalkerDB.walking  shotSpread > standardSpread*moveSpreadModifier){
		shotSpread = Mathf.Max(standardSpread*moveSpreadModifier, shotSpread - spDecRate);
	} else if(shotSpread > standardSpread  !FPSWalkerDB.walking  !FPSWalkerDB.crouching){
		shotSpread = Mathf.Max(standardSpread, shotSpread - spDecRate);
	}
	if(laserGFX != null){
		laserGFX.active = false;
		if (audio) {
			audio.Stop();
		}
	}

}

function Start () {
	aim1 = GetComponentInChildren(aimmode);
	inDelay = false;
	hitBox = false;
	
	if(sharesAmmo){
		clips = managerObject.GetComponent(AmmoManager).clipsArray[ammoSetUsed];
		maxClips = managerObject.GetComponent(AmmoManager).maxClipsArray[ammoSetUsed];
		infiniteAmmo = managerObject.GetComponent(AmmoManager).infiniteArray[ammoSetUsed];
		
	}

	if(!isPrimaryWeapon){
		gunActive = false;
		var wpns = new Array();
		wpns = this.GetComponents(gunscript);
		for(var p : int = 0; p < wpns.length; p++){
			if(wpns[p].isPrimaryWeapon){
				primaryWeapon = wpns[p];
			}
		}
	}
	if(laserGFX != null)
		laserGFX.active = false;
	hitParticles = GetComponentInChildren(ParticleEmitter);
	shotSpread = standardSpread;
	spreadRate = standardSpreadRate;
	// We don't want to emit particles all the time, only when we hit something.
	if (hitParticles)
		hitParticles.emit = false;
	ammoLeft = ammoPerClip;
	SendMessage("updateAmmo", ammoLeft, SendMessageOptions.DontRequireReceiver);
	SendMessage("updateClips", clips, SendMessageOptions.DontRequireReceiver);
	player = GameObject.FindWithTag("Player");
	controller = player.GetComponent(Rigidbody);
	defineSwayPoints();
	startPosition = transform.localPosition;
	muzzleFlash.enabled = false;
	mainCam = GameObject.FindWithTag("MainCamera");
	weaponCam = GameObject.FindWithTag("WeaponCamera");
}
function Update () {
	if(progressiveReloading){
		if(ammoLeft < ammoPerClip){
			if(Time.time > pReloadTime){
				BroadcastMessage("ReloadAnim", reloadTime);
				pReloadTime = Time.time + reloadTime;
				ammoLeft++;
				clips--;
				SendMessage("updateAmmo", ammoLeft, SendMessageOptions.DontRequireReceiver);
				SendMessage("updateClips", clips, SendMessageOptions.DontRequireReceiver);
			}
		} else if(Time.time > pReloadTime) {
			progressiveReloading = false;
			BroadcastMessage("ReloadOut", reloadOutTime);
			reloading=false;
			if(aim)
				aim1.aim = true;
			aim1.canSwitchWeaponAim = true;
			ApplyToSharedAmmo();
		}
	}
	
	if(actualSpread != shotSpread){
		actualSpread += (shotSpread-actualSpread)*Time.deltaTime*16;
	}
	if(gunActive){
		if(!playerweapons.autoFire  autoFire){
			SendMessageUpwards("FullAuto");
		}
		if(playerweapons.autoFire  !autoFire){
			SendMessageUpwards("SemiAuto");
		}
	}
}
function LateUpdate() {
	if(shotSpread > maxSpread)
		shotSpread = maxSpread;

	if(gunActive)
		crosshairSpread = actualSpread*180/mainCam.camera.fieldOfView*Screen.height;
	
	if(!gunActive || reloading){
		if(laserGFX != null){
			laserGFX.active = false;		
			if (audio) {
				audio.Stop();
			}
		}
	}
	
	if(Input.GetKeyDown("q")  secondaryWeapon != null){
		if(!secondaryWeapon.gunActive){
			activateSecondary();
		} else if(secondaryWeapon.gunActive){
			activatePrimary();
		}
	}
	
	if(FPSWalkerDB.walking){
		walkSway();
	} else {
		resetPosition();
	}
		
	if (muzzleFlash  muzzleFlashOn) {
		// We shot this frame, enable the muzzle flash
		var scoped : boolean = transform.Find("AimObject").GetComponent(aimmode).inScope;
		if (m_LastFrameShot == Time.frameCount) {
			if(!scoped)
				muzzleFlash.enabled = true;
			if (audio) {
					audio.Play();
				audio.loop = true;
			}
		} else {
		// We didn't, disable the muzzle flash
			muzzleFlash.enabled = false;
			muzzleFlashOn = false;
			
			// Play sound
			if (audio){
				audio.loop = false;
			}
		}
	}
}
function FireAlt () {
	if(!isPrimaryWeapon){
		AlignToSharedAmmo();
		gunActive = true;
		Fire();
		gunActive = false;
	}
}
function AlignToSharedAmmo () {
	if(sharesAmmo){
		clips = managerObject.GetComponent(AmmoManager).clipsArray[ammoSetUsed];
		maxClips = managerObject.GetComponent(AmmoManager).maxClipsArray[ammoSetUsed];
		infiniteAmmo = managerObject.GetComponent(AmmoManager).infiniteArray[ammoSetUsed];
		SendMessage("updateAmmo", ammoLeft, SendMessageOptions.DontRequireReceiver);
		SendMessage("updateClips", clips, SendMessageOptions.DontRequireReceiver);	
	}

}
function ApplyToSharedAmmo () {
	if(sharesAmmo){
		managerObject.GetComponent(AmmoManager).clipsArray[ammoSetUsed] = clips;
		managerObject.GetComponent(AmmoManager).maxClipsArray[ammoSetUsed] = maxClips;
		managerObject.GetComponent(AmmoManager).infiniteArray[ammoSetUsed] = infiniteAmmo;
		}

}
function Fire2 () {
	if(isPrimaryWeapon  secondaryWeapon != null  gunActive  secondaryWeapon.secondaryFire){
		ApplyToSharedAmmo();
		secondaryWeapon.FireAlt();

	}
}
function Fire () {
	if (!gunActive || areSprinting || inDelay)
		return;
	if(progressiveReloading){
		progressiveReloading = false;
		reloading = false;
		if(aim)
			aim1.aim = true;
		aim1.canSwitchWeaponAim = true;
		if(secondaryWeapon != null  secondaryWeapon.secondaryFire  !secondaryWeapon.secondaryInterrupt){
				secondaryWeapon.reloading = false;
			} else if(secondaryFire !secondaryInterrupt  !isPrimaryWeapon){
				primaryWeapon.reloading = false;
			}

	}

	var b : int = 1; //variable to control burst fire
		
	if ((ammoLeft <= 0) || ( nextFireTime > Time.time ) || !gunActive || reloading){
		if(ammoLeft <=0){
			Reload();
		}
		return;
	}
	hitBox = true;

	if(gunType != gunTypes.sustained){
		if(burstFire){
			b = burstCount;
		} else {
			b = 1;
		}
		for(var i=0; i<b; i++){
			if(ammoLeft > 0){
				FireShot();
				ammoLeft--;
				if(fireRate<delay){	
					nextFireTime = Time.time+delay;
				} else {
					nextFireTime = Time.time+fireRate;
				}
				if(secondaryWeapon != null  secondaryWeapon.secondaryFire  !secondaryWeapon.secondaryInterrupt){
					if(fireRate<delay){	
						secondaryWeapon.nextFireTime = Time.time+delay;
					} else {
						secondaryWeapon.nextFireTime = Time.time+fireRate;
					}
				} else if(secondaryFire  !secondaryInterrupt  !isPrimaryWeapon){
					if(fireRate<delay){	
						primaryWeapon.nextFireTime = Time.time+delay;
					} else {
						primaryWeapon.nextFireTime = Time.time+fireRate;
					}

				}
				if(burstFire  i < (b-1)){
					if(burstTime/burstCount<delay){	
						yield new WaitForSeconds(delay);
					} else {
						yield new WaitForSeconds(burstTime/burstCount);
					}
				}
			}		
		}
	} else {	
		FireLaser();
		var APS : float = ammoPerSecond*Time.deltaTime;
		ammoLeft -= APS;
	}	
	ApplyToSharedAmmo();
		
	SendMessage("updateAmmo", ammoLeft, SendMessageOptions.DontRequireReceiver);
	SendMessage("updateClips", clips, SendMessageOptions.DontRequireReceiver);
	if (ammoLeft <= 0){
		if(fireRate<delay){
			yield new WaitForSeconds(delay);
		} else {
			yield new WaitForSeconds(fireRate);
		}
		Reload();
	
	}

}
function FireShot () {
	if(isPrimaryWeapon){
		if(fireAnim  !autoFire  !burstFire){
			BroadcastMessage("singleFireAnim", fireRate);
		} else {
			BroadcastMessage("FireAnim");
		}
	} else {
		if(fireAnim  !autoFire  !burstFire){
			BroadcastMessage("singleSecFireAnim", fireRate);
		} else {
			BroadcastMessage("SecondaryFireAnim");
		}
	}
	if(shellEjection  !this.GetComponentInChildren(aimmode).inScope)
		ejectShell();
	if(gunType == gunTypes.gun || gunType == gunTypes.melee){
		inDelay = true;
		yield new WaitForSeconds(delay);
		inDelay = false;
		for (var i=0; i<shotCount; i++) {
			FireOneBullet();
			Kickback();
		}
	} else if (gunType == gunTypes.launcher){
		inDelay = true;
		yield new WaitForSeconds(delay);
		inDelay = false;
		for (var p=0; p<projectileCount; p++) {
			FireOneProjectile();
		}
	}	
		m_LastFrameShot = Time.frameCount;
		muzzleFlashOn = true;
		if(shotSpread < maxSpread)
			shotSpread = shotSpread + spreadRate;
		hitBox = false;
}
function FireLaser () {
		var layerMask = 1 << 8;
  		layerMask = ~layerMask;
		var hit : RaycastHit;
		var direction = transform.TransformDirection(Vector3(0,0,1));
		
	// Did we hit anything?
		if (Physics.Raycast (transform.position, direction, hit, laserRange, layerMask)) {
			// Apply a force to the rigidbody we hit information
			var hitRotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
			var hitInfo = new Array(hit.point, hitRotation, hit.transform, hit.normal); 
			if (hit.rigidbody)
				hit.rigidbody.AddForceAtPosition(force * direction, hit.point);
		
			// Place the particle system for spawing out of place where we hit the surface!
			// And spawn a couple of particles
			if (hitParticles) {
				hitParticles.transform.position = hit.point;
				hitParticles.transform.rotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
				hitParticles.Emit();
			}

			// Send a damage message to the hit object			
			hit.collider.SendMessageUpwards("ApplyDamage", damagePerSecond*Time.deltaTime, SendMessageOptions.DontRequireReceiver);
			hit.collider.SendMessageUpwards("accuracy", SendMessageOptions.DontRequireReceiver);
			//And send a message to the DecalManager
			hit.collider.SendMessageUpwards("ApplyLaserDecal", hitInfo, SendMessageOptions.DontRequireReceiver);
		}
		if(laserGFX != null){
			laserGFX.active = true;
			laserGFX.GetComponent(LineRenderer).enabled = true;
			if (audio  !audio.isPlaying) {
				audio.loop = true;
				audio.Play();
			}
			var laserPoint = Vector3(0,0, Mathf.Abs(Vector3.Distance(laserGFX.transform.position , hit.point) + 1));
			laserGFX.GetComponent(LineRenderer).SetPosition(1 , laserPoint);
		}
			Kickback();
}
	
function FireOneProjectile () {
	//if(isPrimaryWeapon){
	//	BroadcastMessage("FireAnim");
	//} else {
	//	BroadcastMessage("SecondaryFireAnim");

	//}

	var direction = SprayDirection();

	if(launchPosition != null){
		var instantiatedProjectile1 : Rigidbody = Instantiate (projectile, launchPosition.transform.position, mainCam.transform.rotation);
	} else {
		var instantiatedProjectile : Rigidbody = Instantiate (projectile, transform.position, mainCam.transform.rotation);
	}
	
	if(launchPosition != null){
		instantiatedProjectile1.velocity = transform.TransformDirection(Vector3 (0, 0, initialSpeed));
		Physics.IgnoreCollision(instantiatedProjectile1.collider, transform.root.collider);
		Physics.IgnoreCollision(instantiatedProjectile1.collider, gameObject.FindWithTag("Player").transform.root.collider);

	} else {
		instantiatedProjectile.velocity = transform.TransformDirection(Vector3 (0, 0, initialSpeed));
		Physics.IgnoreCollision(instantiatedProjectile.collider, transform.root.collider);
		Physics.IgnoreCollision(instantiatedProjectile.collider, gameObject.FindWithTag("Player").transform.collider);

	}

	Kickback();
}

function FireOneBullet () {  
	var penetrate : boolean = true;
	var pVal : int = penetrateVal;
	var layerMask = 1<<8 + 1<<2;
  	layerMask = ~layerMask;
  	var hits : RaycastHit[];
	var direction = SprayDirection();
  	hits = Physics.RaycastAll (transform.position, direction, range, layerMask);
	System.Array.Sort(hits, Comparison);  	
//	 Did we hit anything?
	for (var i=0;i<hits.length;i++){
        var hit : RaycastHit = hits[i];
        var BP : BulletPenetration = hit.transform.GetComponent("BulletPenetration");
        if(penetrate){
       		if(BP == null){
        		penetrate = false;
       		} else {
       			if(pVal < BP.penetrateValue){
       				penetrate = false;
       			} else {
       				pVal -= BP.penetrateValue;
       			}	
       		}
			//The DecalManager needs two bits of information
			var hitRotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
			var hitInfo = new Array(hit.point, hitRotation, hit.transform, hit.normal); 
			// Apply a force to the rigidbody we hit
			if (hit.rigidbody)
				hit.rigidbody.AddForceAtPosition(force * direction, hit.point);
		
			// Place the particle system for spawing out of place where we hit the surface!
			// And spawn a couple of particles
			if (hitParticles) {
				hitParticles.transform.position = hit.point;
				hitParticles.transform.rotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
				hitParticles.Emit();
			}
		

//			// Send a damage message to the hit object			
			hit.collider.SendMessageUpwards("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);
			hit.collider.SendMessageUpwards("accuracy", SendMessageOptions.DontRequireReceiver);
			//And send a message to the decal manager
			hit.collider.SendMessageUpwards("ApplyDecal", hitInfo, SendMessageOptions.DontRequireReceiver);

		}
	}

}
function Comparison(x : RaycastHit, y : RaycastHit) : int { 
   var xDistance = x.distance; 
   var yDistance = y.distance; 
   return xDistance - yDistance; 
}
function SprayDirection() {
	var vx = (1 - 2 * Random.value) * actualSpread;
	var vy = (1 - 2 * Random.value) * actualSpread;
	var vz = 1.0;
	return mainCam.transform.TransformDirection(Vector3(vx,vy,vz));

}
function Reload () {
	if(ammoLeft >= ammoPerClip || clips <= 0 || !gunActive){
		return;
	}
	if(progressiveReload){
		ProgReload();
		return;
	}
	if(!reloading){
		//if ((ammoType == ammoTypes.byClip  ammoLeft < ammoPerClip  clips > 0  gunActive) || (ammoType == ammoTypes.byBullet  ammoLeft < ammoPerClip  clips > 0  gunActive)){
			aim1.canSwitchWeaponAim = false;
			if(aim1.aim){
				aim1.aim = false;
				aim = true;
				}
			reloading=true;
			if(secondaryWeapon != null){
				secondaryWeapon.reloading = true;
			} else if(!isPrimaryWeapon){
				primaryWeapon.reloading = true;
			}
			yield WaitForSeconds(waitforReload);
					if(isPrimaryWeapon){
						BroadcastMessage("ReloadAnim", reloadTime);
					} else {
						BroadcastMessage("SecondaryReloadAnim", reloadTime);
					}	

		// Wait for reload time first - then add more bullets!
		yield WaitForSeconds(reloadTime);
		reloading = false;
		if(secondaryWeapon != null){
			secondaryWeapon.reloading = false;
		} else if(!isPrimaryWeapon){
			primaryWeapon.reloading = false;
		}
		// We have a clip left reload
		if(ammoType == ammoTypes.byClip){
			if (clips > 0) {
				if(!infiniteAmmo)
					clips--;
				ammoLeft = ammoPerClip;
			}
		} else if (ammoType == ammoTypes.byBullet){
			if(clips > 0){
					if(clips > ammoPerClip){
						clips -= ammoPerClip - ammoLeft;
						ammoLeft = ammoPerClip;
				 	} else {
						ammoVal = Mathf.Clamp(ammoPerClip, clips, ammoLeft+clips);
						clips -= (ammoVal - ammoLeft);
						ammoLeft = ammoVal;
					}
				}	
			}
		if(aim)
			aim1.aim = true;
		aim1.canSwitchWeaponAim = true;
		SendMessage("updateAmmo", ammoLeft, SendMessageOptions.DontRequireReceiver);
		SendMessage("updateClips", clips, SendMessageOptions.DontRequireReceiver);
		//}
		ApplyToSharedAmmo();

	}
}
function ProgReload (){
	if(reloading)
		return;
	aim1.canSwitchWeaponAim = false;
	if(aim1.aim){
		aim1.aim = false;
		aim = true;
	}

	BroadcastMessage("ReloadIn", reloadInTime);
	yield WaitForSeconds(reloadInTime);
	progressiveReloading = true;
	reloading=true;
	if(secondaryWeapon != null  secondaryWeapon.secondaryFire  !secondaryWeapon.secondaryInterrupt){
		secondaryWeapon.reloading = true;
	} else if(secondaryFire  !secondaryInterrupt  !isPrimaryWeapon){
		primaryWeapon.reloading = false;
	}
	
}
function GetBulletsLeft () {
	return ammoLeft;
}
function selectWeapon () {	
	AlignToSharedAmmo();

	var aim1 : aimmode = GetComponentInChildren(aimmode);
	
	if(!isPrimaryWeapon)
			return;
			
	var gos = GetComponentsInChildren(Renderer);
	for( var go : Renderer in gos){
		if (go.name != "muzzle_flash")
		go.enabled=true;
	}
	if(secondaryWeapon != null){
		secondaryWeapon.gunActive = false;
		secondaryWeapon.secondaryActive = false;
		BroadcastMessage("aimPrimary", SendMessageOptions.DontRequireReceiver);
	}
	if(!takingOut  !gunActive){
		aim1.canSwitchWeaponAim = false;
		BroadcastMessage("TakeOutAnim");
		takingOut = true;
	//	gunActive=false;
		yield WaitForSeconds(.6);
		gunActive=true;
		takingOut = false;
		aim1.canSwitchWeaponAim = true;
	}


}
function deselectWeapon () {
	gunActive=false;
	var gos = GetComponentsInChildren(Renderer);
	for( var go : Renderer in gos){
		go.enabled=false;

	}

}function walkSway () {
		if(swayTarget == 1){	
			 if (Vector3.Distance(transform.localPosition, walkSway1) >= .01){
				curVect= walkSway1 - transform.localPosition;
				transform.Translate(curVect*Time.deltaTime*swayRate*player.GetComponent("FPSWalkerDB").speed,Space.Self);
			} else {
				swayTarget = 2;
			}
		} else if(swayTarget == 2) {
			if (Vector3.Distance(transform.localPosition, walkSway2) >= .01){
				curVect= walkSway2 - transform.localPosition;
				transform.Translate(curVect*Time.deltaTime*swayRate*player.GetComponent("FPSWalkerDB").speed,Space.Self);
			} else {
				swayTarget = 1;
			}
		}
}

function defineSwayPoints () {
	walkSway1 = transform.localPosition + swayFactor;
	walkSway2 = transform.localPosition - swayFactor;
}

function resetPosition () {
		 if (transform.localPosition != startPosition){
			curVect= startPosition - transform.localPosition;
			transform.Translate(curVect*Time.deltaTime*2,Space.Self);
		 }
}

function sprinting () {
	areSprinting = true;
}
function normalSpeed () {
	areSprinting = false;
	if(secondaryWeapon != null){
		if(isPrimaryWeapon  secondaryWeapon.secondaryActive)
			return;
	}
	if(!isPrimaryWeapon  !secondaryActive)
		return;

	gunActive = true;
}
function Kickback () {
	mainCam.GetComponent("MouseLook").offsetY = kickbackAngle;
	weaponCam.GetComponent("MouseLook").offsetY = kickbackAngle;
}

function KickbackZ () {
	startKickback = true;
	walkSway1 = Vector3( walkSway1.x, walkSway1.y, (walkSway1.z - kickbackZ));
	walkSway2 = Vector3( walkSway2.x, walkSway2.y, (walkSway2.z - kickbackZ));
	startPosition = Vector3( startPosition.x, startPosition.y, (startPosition.z - kickbackZ));

}

function ceaseFiring () {
	walkSway1 = Vector3( walkSway1.x, walkSway1.y, (walkSway1.z + kickbackZ));
	walkSway2 = Vector3( walkSway2.x, walkSway2.y, (walkSway2.z + kickbackZ));
	startPosition = Vector3( startPosition.x, startPosition.y, (startPosition.z + kickbackZ));
	startKickback = false;
}
function activateSecondary () {
	if(secondaryWeapon == null || secondaryWeapon.secondaryFire)
		return;
	AlignToSharedAmmo();
	
	if(gunActive){
		gunActive = false;
		secondaryWeapon.gunActive = true;
		secondaryWeapon.secondaryActive = true;
		SendMessage("updateAmmo", secondaryWeapon.ammoLeft, SendMessageOptions.DontRequireReceiver);
		SendMessage("updateClips", secondaryWeapon.clips, SendMessageOptions.DontRequireReceiver);
		BroadcastMessage("aimSecondary", SendMessageOptions.DontRequireReceiver);

	}
}
function activatePrimary () {
	AlignToSharedAmmo();
	if(!gunActive){
		gunActive = true;
		secondaryWeapon.gunActive = false;
		secondaryWeapon.secondaryActive = false;
		SendMessage("updateAmmo", ammoLeft, SendMessageOptions.DontRequireReceiver);
		SendMessage("updateClips", clips, SendMessageOptions.DontRequireReceiver);
		BroadcastMessage("aimPrimary", SendMessageOptions.DontRequireReceiver);

	}
}
function ejectShell () {
		var instantiatedProjectile1 = Instantiate (shell, ejectorPosition.transform.position, ejectorPosition.transform.rotation);
		instantiatedProjectile1.transform.parent = ejectorPosition.transform;
}

first error is in this line → mainCam.GetComponent(“MouseLook”).offsetY = kickbackAngle;
second error is in this line → clips = managerObject.GetComponent(AmmoManager).clipsArray[ammoSetUsd];
Thank’s advanced.

Please read this. http://forum.unity3d.com/threads/97860-Read-this-before-posting-questions-in-the-scripting-section

Please post all the relevant scripts either in a package or zip them up. Currently when i use ur above scripts. There’s a lot of missing things like gunscript and such.

Gunscript I have entered here. Any error related to its.

How bout fpswalker? I don’t know i had too much error when i imported in and a lot of missing files. Can post an example project?