How to access 2d array in outside script

So here I have my code:

var pathScript;
var i;
var j;

function Start(){
	pathScript = transform.parent.gameObject.GetComponent(nodecreator);
	Debug.Log("I'm born!");
	Debug.Log("i = " + i);
	Debug.Log("j = " + j);
}

function OnTriggerEnter(other: Collider){
	if (other.transform.tag == "wall"){
		Debug.Log("Destroy Me");
		pathScript.array[i,j] = null;
		Destroy(transform.gameObject);
		Debug.Log("I'm dead");
	}
}

Unity gives me an error

MissingFieldException: UnityEngine.Transform[,].
Boo.Lang.Runtime.DynamicDispatching.SliceDispatcherFactory.ResolveMember ()
Boo.Lang.Runtime.DynamicDispatching.SliceDispatcherFactory.CreateSetter ()
Boo.Lang.Runtime.RuntimeServices.CreateSetSliceDispatcher (System.Object target, System.String name, System.Object[] args)
Boo.Lang.Runtime.RuntimeServices+<SetSlice>c__AnonStorey1E.<>m__15 ()
Boo.Lang.Runtime.DynamicDispatching.DispatcherCache.Get (Boo.Lang.Runtime.DynamicDispatching.DispatcherKey key, Boo.Lang.Runtime.DynamicDispatching.DispatcherFactory factory)
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.SetSlice (System.Object target, System.String name, System.Object[] args)
Boo.Lang.Runtime.DynamicDispatching.SliceDispatcherFactory+<CreateSetter>c__AnonStorey13.<>m__6 (System.Object o, System.Object[] arguments)
Boo.Lang.Runtime.RuntimeServices.SetSlice (System.Object target, System.String name, System.Object[] args)
nodeDestroy.OnTriggerEnter (UnityEngine.Collider other) (at Assets/New Scripts/nodeDestroy.js:15)

How can I get this to work?

Make sure the array in the other script is defined as something like this:
public Transform[,] myArray;

Also, don’t name the variable array. :wink:

EDIT:
After further thought, I think it is an issue with your variable definition. The variable you are referencing the script with is not specified with a type, so explicitly define your script reference variable type at the top. I would recommend always giving your variables types. JavaScript lets us be lazy, but someone else comes along to read your code, it can be confusing. Also, stuff like this happens.