How to send floats over the photon network

I’ve used photon rpc to send variables over the photon network. But I’ve got this error: NullReferenceException: Object reference not set to an instance of an object add_point.Update () (at Assets/add_point.cs:46)
The problem is. If I score(I have tried it in all the goals) then is the score 0.

This is my codes:
code1:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityStandardAssets.CrossPlatformInput;
using Photon;
public class add_point : PunBehaviour {	
   public Text Scoreteam1;
	public Text Scoreteam2;
	public float score_team1 = 0;
	 public float score_team2 = 0;
	public float waittime = 2;
	public float step = 0.1f;
	public int mouseposition;
	PhotonView pv;

	public void OnTriggerEnter(Collider other){
		
		if (other.gameObject.tag == "goalcube1") {
			transform.position = GameObject.Find ("ballposition").transform.position;
			this.gameObject.GetComponent<Rigidbody> ().velocity = Vector3.zero;
			score_team1 += 1;
		}

	


		if (other.gameObject.tag == "goalcube2"){
			transform.position = GameObject.Find("ballposition").transform.position;
			score_team2 += 1;
			this.gameObject.GetComponent<Rigidbody>().velocity = Vector3.zero;

		}
}
	public void Start(){
		Scoreteam1 = GameObject.Find ("score team 1").GetComponent<Text> ();
		Scoreteam2 = GameObject.Find ("score team 2").GetComponent<Text> ();
		pv = GameObject.Find ("BlueSuitFree01(Clone)").GetComponent<PhotonView> ();
	}
			
	

	public void Update ()
	{
		Debug.Log (score_team1);
		pv.RPC ("team1", PhotonTargets.AllBuffered,"score_team1");


	
		if (Input.GetKeyDown (KeyCode.R)) {
			score_team1 = 0;
			score_team2 = 0;
		}
	

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

				score_team1 = 0;
				score_team2 = 0;
				}

		if (CrossPlatformInputManager.GetButtonDown("JumpButton")){
					score_team1=0;
					score_team2=0;
				}
	
}
}

`

Code2:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Text;
using UnityEngine;
using Photon;

public class rpc : PunBehaviour {

	public Text scoreteam1;
	void Start () {
		Debug.Log (GameObject.Find ("score team 1"));
		scoreteam1 = GameObject.Find ("score team 1").GetComponent<Text> ();
	}
	
	// Update is called once per frame
	[PunRPC]
	public void team1 (float score_team1)
	{
		Debug.Log ("score_team1");
		scoreteam1.text = score_team1.ToString ();

	}

	void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
	{
		if (stream.isWriting)
		{
			Debug.Log ("Now sending");
		}

		else
		{
		}
	}
}

Try it without “” in the parameters.
pv.RPC (“team1”, PhotonTargets.AllBuffered, score_team1);