GUI Text from script Java

Hi I am trying to get my randomly generated to names to appear on some GUI in game. For this it would be the Name1. I have tryed as seen below in my code. (Nameone is the name of the gui in game,)

#pragma strict

#pragma strict
 
var enemyPrefabs : GameObject[]; // Array of different Enemies that are used.
var spawnPoints : Transform[];  // Array of spawn points to be used.
var Name1Choices : String[] = ["Bob", "Mary", "Maxo"];
var Name2Choices : String[] = ["Berry", "Richards", "Stephens"];
var Backstory1Choices : String[];
var Backstory2Choices : String[];
var Backstory3Choices : String[];
var Name1;
var Name2;
var Backstory1;
var Backstory2;
var Backstory3;
 
var mission : boolean = false;
var money : float;
 
function Start () 
{
    MissionGen();
}
 
function MissionGen () 
{
    if( !mission )
    {
       var pos :  Transform = spawnPoints[Random.Range(0, spawnPoints.length)];  // Randomize the spawnPoints to instantiate enemy at next.
       var obj : GameObject = enemyPrefabs[Random.Range(0, enemyPrefabs.length)];
       Instantiate(obj, pos.position, pos.rotation); 
 
       	Name1 = Name1Choices[ Random.Range( 0, Name1Choices.length ) ]; //Randomly Generated Name
      	Name2 = Name2Choices[ Random.Range( 0, Name2Choices.length ) ]; //Randomly Generated Name Part 2
       	Backstory1 = Backstory1Choices[ Random.Range( 0, Backstory1Choices.length ) ]; //Randomly Generated BackStory Part 1
       	Backstory2 = Backstory2Choices[ Random.Range( 0, Backstory2Choices.length ) ]; //Randomly Generated Backstroy Part 2
  		Backstory3 = Backstory3Choices[ Random.Range( 0, Backstory3Choices.length ) ]; //Randomly Generated Backstory Part 3
       	mission = true;
       	// GameObject.Find("Nameone").guiText.text = Name1; my feeble attempt at getting the gui to work
    }
    else
    {
       Invoke( "MissionGen", 30.0f );
    }
}
 
function Check () 
{
    var BadGuyCheck : GameObject = GameObject.FindGameObjectWithTag( "BadGuy" );
    if ( BadGuyCheck == null )
    {
       mission = false;
       money += Random.Range(1000,10000);
       yield WaitForSeconds (30);
       Invoke( "MissionGen", 30.0f );
    }
}

#pragma strict

#pragma strict
 
var enemyPrefabs : GameObject[]; // Array of different Enemies that are used.
var spawnPoints : Transform[];  // Array of spawn points to be used.
var Name1Choices : String[] = ["Bob", "Mary", "Maxo","Phil","Noobas","Hervard","Dan","Daniel","Johnathan"];
var Name2Choices : String[] = ["Berry", "Richards", "Stephens"];
var Backstory1Choices : String[];
var Backstory2Choices : String[];
var Backstory3Choices : String[];
var Name1;
var Name2;
var Backstory1;
var Backstory2;
var Backstory3;
var guiText : GUIText;
 
var mission : boolean = false;
var money : float;
 
function Start () 
{
    MissionGen();
}
 
function MissionGen () 
{
    if( !mission )
    {
       var pos :  Transform = spawnPoints[Random.Range(0, spawnPoints.length)];  // Randomize the spawnPoints to instantiate enemy at next.
       var obj : GameObject = enemyPrefabs[Random.Range(0, enemyPrefabs.length)];
       Instantiate(obj, pos.position, pos.rotation); 
 
       	Name1 = Name1Choices[ Random.Range( 0, Name1Choices.length ) ]; //Randomly Generated Name
      	Name2 = Name2Choices[ Random.Range( 0, Name2Choices.length ) ]; //Randomly Generated Name Part 2
       	Backstory1 = Backstory1Choices[ Random.Range( 0, Backstory1Choices.length ) ]; //Randomly Generated BackStory Part 1
       	Backstory2 = Backstory2Choices[ Random.Range( 0, Backstory2Choices.length ) ]; //Randomly Generated Backstroy Part 2
  		Backstory3 = Backstory3Choices[ Random.Range( 0, Backstory3Choices.length ) ]; //Randomly Generated Backstory Part 3
       	mission = true;
       	guiText.text = Name1;
    }
    else
    {
       Invoke( "MissionGen", 30.0f );
    }
}
 
function Check () 
{
    var BadGuyCheck : GameObject = GameObject.FindGameObjectWithTag( "BadGuy" );
    if ( BadGuyCheck == null )
    {
       mission = false;
       money += Random.Range(1000,10000);
       yield WaitForSeconds (30);
       Invoke( "MissionGen", 30.0f );
    }
}