Getting Quaternion To Work With Time.deltaTime

Hi all, I have a simple script here which moves and rotates the player based on a random range. The problem I am having is that I can’t get the line I marked to work with Time.deltaTime. This is the error I am getting: Operator ‘*’ cannot be used with a left hand side of type ‘UnityEngine.Quaternion’ and a right hand side of type ‘float’.

Shake.js

var x : float;
var y : float;
var z : float;
var xRot : float;
var yRot : float;
var zRot : float;

var xCont : float;
var yCont : float;
var zCont : float;

var xContMax : float;
var yContMax : float;
var zContMax : float;

var xRotCont : float;
var yRotCont : float;
var zRotCont : float;

var xRotContMax : float;
var yRotContMax : float;
var zRotContMax : float;

function PlayCameraShake() {
if(this.GetComponent("EnemyDamageReciever1").hitPoints <= 0) {
this.GetComponent("EnemyAII").active = false;
this.rigidbody.useGravity = true;
//this.GetComponent("iTweenEvent").Play();

}
}

function Update() {
x = Random.RandomRange (xCont, xContMax);
y = Random.RandomRange (yCont, yContMax);
z = Random.RandomRange (zCont, zContMax);
xRot = Random.RandomRange (xRotCont, xRotContMax);
yRot = Random.RandomRange (yRotCont, yRotContMax);
zRot = Random.RandomRange (zRotCont, zRotContMax);

this.rigidbody.velocity = new Vector3 (x, y, z) * Time.deltaTime;
this.rigidbody.rotation = new Quaternion.Euler (xRot, yRot, zRot) * Time.deltaTime; <<<Error Here
} 

I checked the docs and searched here for awhile but couldn’t find a solution. Can someone give me an idea how to make this work? Thank you!

this.transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler (xRot, yRot, zRot), Time.deltatime );

“rotation” isn’t a property of Rigidbody, and all physics is handled in FixedUpdate, so you don’t really need Update and Time.deltaTime here anyway. (Also there doesn’t seem to be any reason to declare the x/y/z and xRot/yRot/zRot variables outside Update, and you should use Random.Range, not Random.RandomRange.)

function FixedUpdate () {
    rigidbody.velocity = Vector3(Random.Range (xCont, xContMax),
                                 Random.Range (yCont, yContMax),
                                 Random.Range (zCont, zContMax));
    rigidbody.angularVelocity = Vector3(Random.Range (xRotCont, xRotContMax);
                                        Random.Range (yRotCont, yRotContMax);
                                        Random.Range (zRotCont, zRotContMax));
}