How do I rotate a projectile?

What I have I a rocket launcher. When the spacebar is pressed it shoots out a missle. However, when it shoots it shoots is standing vertically. I want the rocket to shoot horizontally just like its supposed to do. Heres its the script that is shooting my missle....

var speed = 3.0;
var rotateSpeed = 3.0;
var bullitPrefab:Transform;

function Update ()
{
    var controller : CharacterController = GetComponent(CharacterController);

    // Rotate around y - axis
    transform.Rotate(0, Input.GetAxis ("Horizontal") * rotateSpeed, 0);

    // Move forward / backward
    var forward = transform.TransformDirection(Vector3.forward);
    var curSpeed = speed * Input.GetAxis ("Vertical");
    controller.SimpleMove(forward * curSpeed);

    if(Input.GetButtonDown("Jump"))
    {
    	var bullit = Instantiate(bullitPrefab, GameObject.Find("spawnPoint").transform.position, Quaternion.identity);

    	bullit.rigidbody.AddForce(transform.forward * 10000);
    }

}

@script RequireComponent(CharacterController)

BTW, this script is moving the character and shooting. Thanks!

When you instantiate the rocket (or spear or giraffe), you should try to replace the quaternion.identity as the last parameter. Quaternion.identity basically means that the prefab is instantiated without rotating it. Replace that with transform.rotation and it will also face the direction in which you are facing (in case you attach this script to the Main camera). Be careful when using the First Person Controller: attaching this script to the First Person Controller will ignore the vertical rotation. Attach the script to your main camera and it will launch your rockets/spears/giraffes in whichever direction you are looking.

When trying the script, I used the following (I only had a giraffe model at hand, thats why my reference to this unusal projectile). But to be honest, shooting giraffes from your bare hands at an insane speed..that's fun and maybe the next best game :)

var bulletPrefab:Transform;

function Update() {
    if(Input.GetButtonDown("Jump")) {
        var bullet = Instantiate(bulletPrefab, transform.position, transform.rotation);
        bullet.rigidbody.AddForce(transform.forward * 10000);
    }
}