kill enemy with Prefab bullet

Okay i want to kill an enemy using prefab bullets not raycast i have the script where the enemy walks towards me but i am stuck on how to make the prefab bullets do any damage to the enemy below is the script

`var lookAtTarget : Transform;

var speed : int;

var range : int;

var damp : float;

var ENEMY_HEALTH = 30;

var nextFire = 1;

private var fireRate = 0.0;

var enemyBullet : Transform;

var death : Transform ;

var health : Transform;

function Awake()

{

if (!lookAtTarget)

{

    lookAtTarget = GameObject.FindWithTag("Player").transform;

}

}

function Update()

{

if(ENEMY_HEALTH <= 0)

{

    Instantiate(death, transform.position, transform.rotation);

    Instantiate(health, transform.position, transform.rotation);

    Debug.Log("DEAD");

    Destroy(gameObject);

 }

if(lookAtTarget && CanAttackTarget())

{

    //transform.LookAt(lookAtTarget);

    var rotate = Quaternion.LookRotation(lookAtTarget.transform.position - transform.position);

    transform.rotation = Quaternion.Slerp(transform.rotation, rotate, damp); 

    transform.Translate (0,0,speed*Time.deltaTime);

    if(Time.time >= nextFire)

    {

        nextFire = Time.time + fireRate;

        var bullet = Instantiate(enemyBullet, transform.position, transform.rotation);

        bullet.rigidbody.velocity = transform.forward * speed;

    }

}

}

function CanAttackTarget()

{

//check if in range

if(Vector3.Distance(transform.position, lookAtTarget.position) > range)

{

    return false;

}

return true;

}

function OnParticleCollision ()

{

Debug.Log("hit");

ENEMY_HEALTH--;

}`

If you want to use prefab bullets, why do you use particlecollision, you could do this:

function OnCollisionEnter(bullet : Collision){

if(bullet.gameObject.tag == "Insert bullet tag here"){
    ENEMY_HEALTH--;

}

}

This should work.

Ok and where are you activating CanAttackTarget?

You are saying if(LookAtTarget && CanAttacktarget())

With that, 2 things : CanAttackTarget in an if should never have this (), and you arent activating CanAttackTarget anywhere, so its never true.