Flame Thrower's flames won't scale...

Hi community,
I’m writing a flame-thrower code, but the flames don’t scale/increase velocity… :?

This is the code:

var Range = 6.0;
var Damage = 10;
var force = 3.0;
var MaxFlameEmission = 60;
var MinFlameEmission = 10;
var Flames : ParticleEmitter;
var GetsBurned : Transform;
private var attack : boolean = false;
var maxFlameVelocity : Vector3;
var minFlameVelocity : Vector3;

audio.Play();
audio.loop = true;

function Fire (burn : boolean) {
	attack = burn;
	if (burn) {
		audio.pitch = 2.0;
		Flames.maxEmission = MaxFlameEmission;
		Flames.minEmission = MaxFlameEmission;
		Flames.localVelocity = maxFlameVelocity;
		Flames.maxSize *= 2c;
		yield new WaitForSeconds(0.4);
		burn = false;
		Flames.localVelocity = minFlameVelocity;
		Flames.maxEmission = MinFlameEmission;
		Flames.minEmission = MinFlameEmission;
		Flames.maxSize /= 2;
		audio.pitch = 1.0;
	}
	else {
	}
}
function Update () {
	var direction = transform.forward;
	var hit : RaycastHit;
	if (attack == true) {
		// Did we hit anything?
		if (Physics.Raycast (transform.position, direction, hit, Range))
		{
		// Apply a force to the rigidbody we hit
		if (hit.rigidbody)
			hit.rigidbody.AddForceAtPosition(force * direction, hit.point);
		

		// Send a damage message to the hit object			
		hit.collider.SendMessageUpwards("ApplyDamage", Damage/2, SendMessageOptions.DontRequireReceiver);
		}
	}
}

The damage part is working, but the one that scales/accelerates the particles does nothing at all…

I solved the problem:

var Range = 6.0;
var Damage = 10;
var force = 3.0;
var MaxFlameEmission = 60;
var MinFlameEmission = 10;
var Flames : ParticleEmitter;
var GetsBurned : Transform;
var attack : boolean = false;
var maxFlameVelocity : Vector3;
var minFlameVelocity : Vector3;
var burn : boolean = true;

audio.Play();
audio.loop = true;

function Fire () {
	attack = burn;
	if (burn == true) {
		attack = true;
		audio.pitch = 2.0;
		Flames.maxEmission = MaxFlameEmission;
		Flames.minEmission = MaxFlameEmission;
		Flames.localVelocity = maxFlameVelocity;
		Flames.maxSize *= 2;
		yield new WaitForSeconds(0.4);
		Flames.localVelocity = minFlameVelocity;
		Flames.maxEmission = MinFlameEmission;
		Flames.minEmission = MinFlameEmission;
		Flames.maxSize /= 2;
		audio.pitch = 1.0;
		yield new WaitForSeconds(0.1);		
		attack = false;
	}
	else {
		Flames.localVelocity = minFlameVelocity;
		Flames.maxEmission = MinFlameEmission;
		Flames.minEmission = MinFlameEmission;
		Flames.maxSize /= 2;
		audio.pitch = 1.0;

	}
}
function Update () {
	var direction = transform.forward;
	var hit : RaycastHit;
	if (attack == true) {
		// Did we hit anything?
		if (Physics.Raycast (transform.position, direction, hit, Range))
		{
		// Apply a force to the rigidbody we hit
		if (hit.rigidbody)
			hit.rigidbody.AddForceAtPosition(force * direction, hit.point);
		

		// Send a damage message to the hit object			
		hit.collider.SendMessageUpwards("ApplyDamage", Damage/2, SendMessageOptions.DontRequireReceiver);
		
		// Place the particle system for spawing out of place where we hit the surface!
		// And spawn a couple of particles
		}
	}
}