I'm having problems with the FPS Tutorial MachineGun script

I put the modified PlayerWeapons script to an empty game object, and the MachineGun script to my game object I called “MachineGun”, holding my gun. Before you ask what the hell am I doing, I am working on an iOS game, and I modified the PlayerWeapons script to respond on GUI Button presses. When I click on my MachineGun game object, I look at the Inspector, and the MachineGun script enables as it should,

but the problem is here:
-It does not show muzzle flash
-It does not show hit particles
-And it does not apply damage.

Here are the scripts (JS):

The MachineGun script:

var range = 100.0;
var fireRate = 0.05;
var force = 10.0;
var damage = 5.0;
var bulletsPerClip = 40;
var clips = 20;
var reloadTime = 0.5;
private var hitParticles : ParticleEmitter;
var muzzleFlash : Renderer;

private var bulletsLeft : int = 0;
private var nextFireTime = 0.0;
private var m_LastFrameShot = -1;

function Start () {
	hitParticles = GetComponentInChildren(ParticleEmitter);
	
	// We don't want to emit particles all the time, only when we hit something.
	if (hitParticles)
		hitParticles.emit = false;
	bulletsLeft = bulletsPerClip;
}

function LateUpdate() {
	if (muzzleFlash) {
		// We shot this frame, enable the muzzle flash
		if (m_LastFrameShot == Time.frameCount) {
			muzzleFlash.transform.localRotation = Quaternion.AngleAxis(Random.value * 360, Vector3.forward);
			muzzleFlash.enabled = true;

			if (audio) {
				if (!audio.isPlaying)
					audio.Play();
				audio.loop = true;
			}
		} else {
		// We didn't, disable the muzzle flash
			muzzleFlash.enabled = false;
			enabled = false;
			
			// Play sound
			if (audio)
			{
				audio.loop = false;
			}
		}
	}
}

function Fire () {
	if (bulletsLeft == 0)
		return;
	
	// If there is more than one bullet between the last and this frame
	// Reset the nextFireTime
	if (Time.time - fireRate > nextFireTime)
		nextFireTime = Time.time - Time.deltaTime;
	
	// Keep firing until we used up the fire time
	while( nextFireTime < Time.time && bulletsLeft != 0) {
		FireOneShot();
		nextFireTime += fireRate;
	}
}

function FireOneShot () {
	var direction = transform.TransformDirection(Vector3.forward);
	var hit : RaycastHit;
	
	// Did we hit anything?
	if (Physics.Raycast (transform.position, direction, hit, range)) {
		// Apply a force to the rigidbody we hit
		if (hit.rigidbody)
			hit.rigidbody.AddForceAtPosition(force * direction, hit.point);
		
		// Place the particle system for spawing out of place where we hit the surface!
		// And spawn a couple of particles
		if (hitParticles) {
			hitParticles.transform.position = hit.point;
			hitParticles.transform.rotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
			hitParticles.Emit();
		}

		// Send a damage message to the hit object			
		hit.collider.SendMessageUpwards("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);
	}
	
	bulletsLeft--;

	// Register that we shot this frame,
	// so that the LateUpdate function enabled the muzzleflash renderer for one frame
	m_LastFrameShot = Time.frameCount;
	enabled = true;
	
	// Reload gun in reload Time		
	if (bulletsLeft == 0)
		Reload();			
}

function Reload () {

	// Wait for reload time first - then add more bullets!
	yield WaitForSeconds(reloadTime);

	// We have a clip left reload
	if (clips > 0) {
		clips--;
		bulletsLeft = bulletsPerClip;
	}
}

function GetBulletsLeft () {
	return bulletsLeft;
}

And the modified PlayerWeapons script:

var fireButton : GUITexture;

function Start () {
	SelectWeapon(0);
}

function Update(){

	for (var evt : Touch in Input.touches) {

		var HitTest1 = fireButton.HitTest(evt.position);

		if (evt.phase == TouchPhase.Began) {

			if(HitTest1){

			//do something when button is hit

			BroadcastMessage("Fire");

			Debug.Log("Shooting");

			} 
		}
	} 
}

function SelectWeapon (index : int) {
	for (var i=0;i<transform.childCount;i++)	{
		// Activate the selected weapon
		if (i == index)
			transform.GetChild(i).gameObject.SetActiveRecursively(true);
		// Deactivate all other weapons
		else
			transform.GetChild(i).gameObject.SetActiveRecursively(false);
	}
}

Please let me know if you find the cause of it not working.

You should read the FPS_Tutorial_2 document carefully: it shows the solutions for the three problems. Basically, the solutions are listed below - but is advisable to have the document above at hand for more detailed explanations:

Muzzle Flash: The machinegun has a muzzle flash object childed to it: you must click the machine gun to make it appear in the Inspector, then drag the muzzle flash to the field Muzzle Flash in the MachineGun script.

Particles: You must child the Sparks prefab to the machine gun, and the script will find it automatically.

Damage: The target objects must have a damage script attached, or nothing happens: when an object is shot, if a function ApplyDamage(damage) exists in any object script, it’s called by the instruction SendMessageUpwards.

There are two different damage scripts in the FPS tutorial: DamageReceiver.js, for objects, and CharacterDamage.js, to be used in the live creatures (the robots, in this case).

Rename the gun script to “MachineGun” case sensitive and make sure it’s parented to the correct object. And the gun with the model should be called “machineGun” also sensitive. the weapon controller for machinegun should be “MachineGun” starting with a cap G unlike the actual model.