Gun Turret will not Shoot.

So not sure where to start. My problem is the Turret will not shoot at targets, He will aim at the target and that is it. I need help making him shoot at the target. Here is my script:

var myProjectile : GameObject;
var reloadTime : float = 1f;
var turnSpeed : float = 5f;
var firePauseTime : float = .25f;
var muzzleEffect : GameObject;
var errorAmount : float = .001;
var myTarget : Transform;
var muzzlePositions : Transform[];
var turretBall : Transform;

private var nextFireTime : float;
private var nextMoveTime : float;
private var desiredRotation : Quaternion;
private var aimError : float;


function Start ()
{


}
function Update ()
{
	if(myTarget)
{
	if(Time.time >= nextMoveTime)
{
CalculateAimPosition(myTarget.position);
turretBall.rotation = Quaternion.Lerp(turretBall.rotation, desiredRotation, Time.deltaTime*turnSpeed);

}

if(Time.time >= nextFireTime)
{
   FireProjectile();

}
}
}

function OnTriggerEnter(other : Collider)
{
if(other.gameObject.tag == "Enemy")
{
nextFireTime = Time.time+(reloadTime*.5);
myTarget = other.gameObject.transform;
}
}

function OnTriggerExit(other : Collider)
{
if(other.gameObject.transform == myTarget)
{
myTarget = null;
}
}

function CalculateAimPosition(targetPos : Vector3)
{
var aimPoint = Vector3(targetPos.x-transform.position.x+aimError, targetPos.y-transform.position.y+aimError, targetPos.z-transform.position.z+aimError);
desiredRotation = Quaternion.LookRotation(aimPoint);
}

function CalculateAimError()
{
aimError= Random.Range(-errorAmount, errorAmount);
}
function FireProjectile(){

	audio.Play();
	nextFireTime = Time.time+reloadTime;
	nextMoveTime = Time.time+firePauseTime;
	CalculateAimError();

for(theMuzzlePos in muzzlePositions)
{
Instantiate(myProjectile, theMuzzlePos.position, theMuzzlePos.rotation);
Instantiate(muzzleEffect, theMuzzlePos.position, theMuzzlePos.rotation);
}
}

Here is the image of how I have set up. Please help me. Thank you for your time. I am still really new so please dumb it down the best you can, Thank you.

You don’t add any force to your projectile. Assuming it is aimed the correct way, you would do something like:

var go  = Instantiate(myProjectile, theMuzzlePos.position, theMuzzlePos.rotation);
go.rigidbody.AddRelativeForce(Vector3.forward * 2000);

or

go.rigidbody.AddForce(Transform.forward * 2000);