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How do i go to differant scripts in other objects on touch. Please edit this script:

function Update()
{
	transform.position += transform.up * 30 * Time.deltaTime;
}

function OnTriggerEnter (otherTwo : Collider)
{
	if (otherTwo.gameObject.CompareTag("Enemy"))
	{
		var other:String = "Health";
		var curTransformTwo = GetComponent(otherTwo);
		var curTransform = curTransformTwo.GetComponent(other);
		curTransform.health += -1;
		Destroy (this.gameObject, 0.1F);
	}
}

There at Update, makes a bullet fly.
I cannot understand this:

Assets/Fly.js(12,62): BCE0023: No appropriate version of 'UnityEngine.GameObject.GetComponent' for the argument list '(UnityEngine.Collider)' was found.

and:

NullReferenceException: Object reference not set to an instance of an object
Boo.Lang.Runtime.RuntimeServices.GetDispatcher (System.Object target, System.String cacheKeyName, System.Type[] cacheKeyTypes, Boo.Lang.Runtime.DynamicDispatching.DispatcherFactory factory)
Boo.Lang.Runtime.RuntimeServices.GetDispatcher (System.Object target, System.Object[] args, System.String cacheKeyName, Boo.Lang.Runtime.DynamicDispatching.DispatcherFactory factory)
Boo.Lang.Runtime.RuntimeServices.GetProperty (System.Object target, System.String name)
UnityScript.Lang.UnityRuntimeServices.GetProperty (System.Object target, System.String name)
Fly.OnTriggerEnter (UnityEngine.Collider otherTwo) (at Assets/Fly.js:13)

I have tried fixing them but they do not do anything when i try except make more errors.
What i want to do is add 1 to the health script that is located in a object called Enemy with a tag of Enemy. The colliders are working.

You must know the name of the script where the variable health is - when compiled, a script becomes a component whose type is its name without quotes or extension. If the desired script is “Health.js”, for instance, its type will be Health:

function OnTriggerEnter (otherTwo : Collider)
{
    if (otherTwo.gameObject.CompareTag("Enemy"))
    {  // supposing the script is called Health:
       var healthScript = otherTwo.GetComponent(Health);
       healthScript.health -= 1;
       Destroy (this.gameObject, 0.1F);
    }
}

NOTE: Moving the bullet by setting its transform.position isn’t a good idea - the collision system will not work properly. You should instead add a rigidbody to the bullet and move it by physics (set rigidbody.velocity at Start). The collider must also have Is Trigger set to generate OnTrigger events.