i cant figure this out i have 2 scripts and a static variable i need the variable to add 1 everytime the enemy hits me.

these are the two scripts
this one is the one the enemy that comes in contact with you has

var target : Transform;
var moveSpeed = 3; 
var rotationSpeed = 3; 
var range : float=10f;
var range2 : float=10f;
var stop : float=0;
var myTransform : Transform; 
function Awake()
{
    myTransform = transform; 
}
 
function Start()
{
     target = GameObject.FindWithTag("Player").transform; 
 
}
 
function Update () {
    //rotate to look at the player
    var distance = Vector3.Distance(myTransform.position, target.position);
    if (distance<=range2 &&  distance>=range){
    myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
    Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
        }
 
 
    else if(distance<=range && distance>stop){
 
    //move towards the player
    myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
    Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
    myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
    }
    else if (distance<=stop) {
    myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
    Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
    }
 
 
}

function OnTriggerEnter (info : Collider)
{
	if (info.tag == "Player")
	{
		dronescore.droneScore += 1;	
	}
}

and this one is the one the empty gameobject has to hold the variables and display the score

#pragma strict

static var droneScore : int = 0;
var test = droneScore;

function Update (){
	test = droneScore;
}

function OnGUI () {

}

right now I have the test variable to see if the score will go up when the two objects collide and it doesn’t plz help thnx in ahead.

myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;

This code will not cause a collision. Your object is not moving, it is teleporting very small distances.

In order to cause a collision event (or a trigger event), your object needs to have a rigidbody and needs to be moving with velocity. For instance,

rigidbody.velocity = Vector3.forward * moveSpeed;