I have collider problem all Triggers working same way

I made a ledderclimbing script and its have leddertrigger now its working perfectly but every Trigger working like leddertrigger how can i fix this problem
This is LedderTrigger script;

#pragma strict

var ChController : Transform;
var heightFactor : float = 3.2;
private var inside = false;

private var FPSInput : FPSWalkerEnhanced;

function Start ()
{
	FPSInput = GetComponent (FPSWalkerEnhanced);
}

function OnTriggerEnter (theCollider : Collider)
{
	if (theCollider.tag == "Ledder");
	{
		FPSInput.enabled = false;
		inside = true;
	}
}

function OnTriggerExit (theCollider : Collider)
{
	if (theCollider.tag == "Ledder");
	{
		FPSInput.enabled = true;
		inside = false;
	}
}

function Update()
{
	if (inside == true && Input.GetKey("w"))
	{
		ChController.transform.position += Vector3.up / heightFactor;
	}
}

And another colliders script;

#pragma strict

var theDoor : Transform;
var theDoor2 : Transform;
private var drawGUI = false;
private var doorIsClosed = true;

function Update () 
{
	if (drawGUI == true && Input.GetKeyDown(KeyCode.E))
	{
		changeDoorState();
	}
}

function OnTriggerEnter (theCollider : Collider)
{
	if (theCollider.tag == "Player")
	{
		drawGUI = true;
	}
}

function OnTriggerExit (theCollider : Collider)
{
	if (theCollider.tag == "Player")
	{
		drawGUI = false;
	}
}

function OnGUI ()
{
	if (drawGUI == true)
	{
		GUI.Box (Rect (Screen.width*0.5-51, 200, 102, 22), "Open Gates : E");
	}
}

function changeDoorState ()
{
	if (doorIsClosed == true)
	{
		yield WaitForSeconds(2);
		theDoor.GetComponent.<Animation>().CrossFade("Open");
		theDoor2.GetComponent.<Animation>().CrossFade("Open2");
		doorIsClosed = false;
		yield WaitForSeconds(3);
		theDoor.GetComponent.<Animation>().CrossFade("Close");
		theDoor2.GetComponent.<Animation>().CrossFade("Close2");
		doorIsClosed = true;
	}
}

I fixed to problem i put the ledderscript to leddertriger (take it from player) and changed this line ;

function Start ()
 {
     FPSInput = GetComponent (FPSWalkerEnhanced);
 }

to this;

function Start ()
{
	FPSInput = GameObject.Find("Player").GetComponent(FPSWalkerEnhanced);
}

And Collider.Tag to “Player” from “Ladder”

so its fixed thanks