GetComponentInChildren(Renderer).active wont work?

Hi in one of my scripts this part, the other.gameObject.GetComponentInChildren(Renderer).active = false; line works great but in this script(script below) that same line doesn’t work and it gives me the error below. And it doesn’t reactivate the child renderer when it runs the if statement(note the line right above it works so it is getting inside the if statement)

function RespawnDoublePoints () 
{
    for (var i : int = 0; i < doublePointsClonesArray.Length; i++) 
    {        	
       if (doublePointsClonesArray*.transform.position.x < doublePointsResetPosition)*

{
doublePointsClonesArray*.transform.position = gameObject.transform.position + Vector3(Random.Range(4, 15), Random.Range(-4, 4), 0);*
doublePointsClonesArray*.gameObject.GetComponentInChildren(Renderer).active = true;*

}
}

}
The part not working:
doublePointsClonesArray*.gameObject.GetComponentInChildren(Renderer).active = true;*
Error:
NullReferenceException: Object reference not set to an instance of an object
Double Points Spawner Script.RespawnDoublePoints () (at Assets/Scripts/Double Points Spawner Script.js:38)
Double Points Spawner Script.Update () (at Assets/Scripts/Double Points Spawner Script.js:22)

It means the component doesn’t exist. Check for whether the component is null first before you try to do anything with it. By the way, .active is deprecated; you should be using SetActive().

I found a work around I just made another array and gave the child objects tags and filled that separate array with those objects. Thanks @robertbu and @Eric5h5

 function Start () 
    {
        for (var j : int = 0; j < 2; j++) 
        {
        	array[0] = GameObject.FindGameObjectWithTag("DoublePointsChildGlow"); 
        	array[1] = GameObject.FindGameObjectWithTag("DoublePointsChildCore");
        }
        
        
     	
    }
     
     
    function Update () 
    {
     	RespawnDoublePoints();
    }
     
     
    function RespawnDoublePoints () 
    {
    
    for (var j : int = 0; j < array.Length; j++) 
        {    	
           if (array[j].transform.position.x < doublePointsResetPosition)
           {
             array[j].gameObject.active = true;
           }
        }
     
    }