How to apply target, while created at runtime?

Hello I have a camera script that is following an Transform.

This transform is created while playing (Because I have a Multiplayer game, that need a camera for each player)

When I set the prefab as target, I get the error "setTarget has no reciever".

This is the script: Thanks

var target : Transform;
var targetHeight = 2.0;
var distance = 2.8;
var maxDistance = 10;
var minDistance = 0.5;
var xSpeed = 250.0;
var ySpeed = 120.0;
var yMinLimit = -40;
var yMaxLimit = 80;
static var camactive = true;
var zoomRate = 20;
var rotationDampening = 3.0;
private var x = 0.0;
private var y = 0.0;
static var underwater:boolean = false;
var isTalking:boolean = false;

@script AddComponentMenu("Camera-Control/WoW Camera")

function Start () {
    var angles = transform.eulerAngles;
    x = angles.y;
    y = angles.x;

   // Make the rigid body not change rotation
      if (rigidbody)
      rigidbody.freezeRotation = true;
}

function Update() {
if(underwater == true)
   {
      color = Color (56.0, 166.0, 198.0, 122.0);         
      RenderSettings.fogColor = color;
      RenderSettings.fogDensity = 0.1;
   }

   }

function LateUpdate () {
   if(!target)
      return;

   if (Input.GetButtonDown("Camera")){
    camactive = !camactive;
   }
   // If either mouse buttons are down, let them govern camera position

   if(camactive == true){
   if (Input.GetMouseButton(0) || (Input.GetMouseButton(1))){
   x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
   y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;

   // otherwise, ease behind the target if any of the directional keys are pressed
   } else if(Input.GetAxis("Vertical") || Input.GetAxis("Horizontal")) {
      var targetRotationAngle = target.eulerAngles.y;
      var currentRotationAngle = transform.eulerAngles.y;
      x = Mathf.LerpAngle(currentRotationAngle, targetRotationAngle, rotationDampening * Time.deltaTime);

    }
   }
   else{
   if (Input.GetMouseButton(0) || (Input.GetMouseButton(1))){
   x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
   y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;

   // otherwise, ease behind the target if any of the directional keys are pressed
   }
   }

   distance -= (Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime) * zoomRate * Mathf.Abs(distance);
   distance = Mathf.Clamp(distance, minDistance, maxDistance);

   y = ClampAngle(y, yMinLimit, yMaxLimit);

  // ROTATE CAMERA:
   var rotation:Quaternion = Quaternion.Euler(y, x, 0);
   transform.rotation = rotation;

   // POSITION CAMERA:
   var position = target.position - (rotation * Vector3.forward * distance + Vector3(0,-targetHeight,0));
   transform.position = position;

   // IS VIEW BLOCKED?
    var hit : RaycastHit;
    var trueTargetPosition : Vector3 = target.transform.position - Vector3(0,-targetHeight,0);
   // Cast the line to check:
    if (Physics.Linecast (trueTargetPosition, transform.position, hit)) {
      // If so, shorten distance so camera is in front of object:
      var tempDistance = Vector3.Distance (trueTargetPosition, hit.point) - 0.28;
      // Finally, rePOSITION the CAMERA:
      position = target.position - (rotation * Vector3.forward * tempDistance + Vector3(0,-targetHeight,0));
      transform.position = position;
   }
}

static function ClampAngle (angle : float, min : float, max : float) {
   if (angle < -360)
      angle += 360;
   if (angle > 360)
      angle -= 360;
   return Mathf.Clamp (angle, min, max);

} 

In Start, you need to find your object somehow

Most likely you'll want to use GameObject.FindWithTag or GameObject.Find

e.g.

function Start()
{
    var targetGO = GameObject.FindWithTag("Player");
    if (targetGO != null) target = targetGO.transform;
    else Debug.LogError("Couldn't find the player to target!");

    //other code
}