Losing power up bool value

I’m just about finished on a 2D shooter game and everything is working perfectly except for my score multiplier power up. I know the bool value is being set to true when the player picks it up but when I kill an enemy the value is false…not sure what’s going on

here’s my code for the power up


private GameObject objPlayer;
	private AIscript scriptAI;

	// Use this for initialization
	void Start () {
		objPlayer = (GameObject) GameObject.FindWithTag("Player");
		scriptAI = (AIscript) objPlayer.GetComponent(typeof(AIscript));
	}
	
	void removeMe ()
	{
		Destroy(gameObject);
	}
	
	void OnTriggerEnter (Collider Other)
	{
		if (Other.gameObject.tag == "Player") //only player can trigger powerups
		{
			scriptAI.isMult = true;
			Debug.Log("multi picked up!!");
			removeMe();
		}
	}

and where the value is used in the character script


//boolean vars for power ups
	public bool isLaser;
	public bool isSpread;
	public bool isMult;
    private float powUpTime; //local timer variable for laser and spread power ups
	private float powUpTime2; //local timer variable for score multiplier power up
	private float powUpLength = 10f;


void Start () {
		powUpTime = powUpLength;
		powUpTime2 = powUpLength;
		isLaser = false;
		isSpread = false;
		isMult = false;
	}

void Update () {
		//check for newly acquired power up and start timer
		if (isLaser || isSpread)
		{
			powUpTime -= Time.deltaTime;
			if (powUpTime <= 0)
			{
				isLaser = false;
				isSpread = false;
				powUpTime = powUpLength;
			}
		}
		if (isMult)
		{
			powUpTime2 -= Time.deltaTime;
			if (powUpTime2 <= 0)
			{
				isMult = false;
				powUpTime2 = powUpLength;
			}
		}
}


void removeMe () //removes character
	{
		if (thisIsPlayer == false)
		{
			Instantiate(ptrScriptVariable.parAlienDeath, transform.position, Quaternion.identity);
			GUIvarScript ptrScriptGUIvar = (GUIvarScript) objPlayerStats.GetComponent(typeof(GUIvarScript));
			ptrScriptGUIvar.enemiesKilled += 1;
			//check for multiplier power up
			if(isMult)
			{
				Debug.Log("multi!!");
				ptrScriptGUIvar.score += 20;
			} else {
				Debug.Log("no multi!!!");
				ptrScriptGUIvar.score += 10;
			}
		} else {
			Instantiate(ptrScriptVariable.parHumanDeath, transform.position, Quaternion.identity);
		}
		Destroy(gameObject);
	}

i’m not sure how I could be losing the value because the logic seems right to me but I am fairly new to unity and C# so who knows

When the player picks up a multiplier, it sets isMulti = true in the player’s instance of AIScript. When the enemies die, they check if isMulti is true in their own instance. When they die, they need to check the instance on the player.