How do i make my grenade do damage to my turret?

I am making (or at least trying to) make a FPS. I am a begginer and i have know idea how to script. I took a tutorial on how to make a fps and he didn't show me hot to make the grenade do damage. This is my grenade script so far

var creationTime = Time.time; var explosionPrefab : Transform;

function Awake() { creationTime = Time.time; }

function Update () { if(Time.time > (creationTime + 3)) { Destroy(gameObject); Instantiate(explosionPrefab, transform.position, Quaternion.identity); } }

Please help!

well what kind of turret is it? if it is a turret you go on let me know. if it is a turret controlled by AI, i recommend putting a damage receiver on it. if you don't have one i will post one below. as for grenade. does it already have damage? if not go to dastardlybanana.com and download their weapons package. ts VERY helpful. once you've done so find the gunscript from the package or use their premade grenade from their demo scene (f you cant figure it out open the demo scene copy the weapon and camera then paste it into your scene) here is the damage receiver script (also from dastardly banana

 var hitPoints = 100.0;
    var detonationDelay = 0.0;
    var explosion : Transform;
    private var gos : GameObject[];
    var deadReplacement : Rigidbody;

    function ApplyDamage (damage : float) {
        if (hitPoints <= 0.0) {

        // We already have less than 0 hitpoints, maybe we got killed already?

        }   
        if (hitPoints <= 0.0)
            return;

        hitPoints -= damage;
        if (hitPoints <= 0.0) {

            // Start emitting particles
            var emitter : ParticleEmitter = GetComponentInChildren(ParticleEmitter);
            if (emitter)
                emitter.emit = true;

            Invoke("DelayedDetonate", detonationDelay);
        }
    }

    function DelayedDetonate () {
        BroadcastMessage ("Detonate");
    }

    function Detonate () {
        // Destroy ourselves
    //  gos = GameObject.FindGameObjectsWithTag("ScoreCounter");
    //  for(var go : GameObject in gos){
    //      go.SendMessage("addScore", pointsValue);
    //  }

        // Create the explosion
        if (explosion)
            Instantiate (explosion, transform.position, transform.rotation);

        // If we have a dead barrel then replace ourselves with it!
        if (deadReplacement) {
            var dead : Rigidbody = Instantiate(deadReplacement, transform.position, transform.rotation);

            // For better effect we assign the same velocity to the exploded barrel
            dead.rigidbody.velocity = rigidbody.velocity;
            dead.angularVelocity = rigidbody.angularVelocity;
        }

        // If there is a particle emitter stop emitting and detach so it doesnt get destroyed
        // right away
        var emitter : ParticleEmitter = GetComponentInChildren(ParticleEmitter);
        if (emitter) {
            emitter.emit = false;
            emitter.transform.parent = null;
        }
        Destroy(gameObject);

    }

    // We require the barrel to be a rigidbody, so that it can do nice physics
    @script RequireComponent (Rigidbody)

It's controlled by AI. all it does is turn and shoot.

okay than the above script should work just fine