How to make a GUT texture shoot a game object

Hello,
I am currently using a script to fire a game object

var missile : GameObject;

function Update () {
	if (Input.GetMouseButtonDown (0))
	{
		var position : Vector3 = new Vector3(0, -0.2, 1) * 10.0;
		position = transform.TransformPoint (position);
		var thisMissile : GameObject = Instantiate (missile, position, transform.rotation) as GameObject;
		Physics.IgnoreCollision(thisMissile.collider, collider);
	}
}

and this script for the trajectory

var explosion : GameObject;

function FixedUpdate () {
	rigidbody.AddForce (transform.TransformDirection (Vector3.forward) * 200.0);
}

function OnCollisionEnter(collision : Collision) {
	var contact : ContactPoint = collision.contacts[0];
	Instantiate (explosion, contact.point + (contact.normal * 5.0) , Quaternion.identity);
	
	if (collision.gameObject.tag == "enemy")
	{
		Destroy (collision.gameObject);
	}
	
	Destroy (gameObject);
}

However I attach the first code to a GUI texture and the second to a prefab which I am firing. The only problem is that the button does not fire at all. If anyone could help me that would be great as I know nothing of code.

I use this for when I want to check for screen presses on the iPhone:

if (Input.GetButtonDown ("Fire1")) {
}

And this if I want to check that the press is on a GUI Texture:

if (Input.GetButtonDown ("Fire1")  guiTexture.HitTest (Input.touches[0].position)) {
}

So how would I change my code to fire the game object because I know absolutely no code.

Ok I now have the code set up however it appears that no bullet is coming out. I have tested my code in unity remote and it says that a shot clone is being fired but I do not see anything. Does anyone know how to fix this?
Thanks.

The force you are applying to the projectile seems very large. Is it possible that it is getting catapulted out of view before you get a chance to see it? You can check this by firing then pausing the game and switching to the scene view. You can then look in the hierarchy to see if the object has been instantiated. If it has, then you should be able to tell from its position if it is out of view (ie, if it is miles away from anything the camera is looking at.