migrated script from project to another and getting funny errors

First, sorry for my messy scripting style, im quite a beginer. Second, i used this script in a project, then the project got too messed up and i started a new project. Now, when i am trying to use tis script and attach it to some car parent, it will not let me do it because “it has not finished on compiling” and i am getting the error like, for example:

Assets/SCRIPTS/General/EnterExitCar.js(89,18): BCE0005: Unknown identifier: ‘Drivetrain’.

Why is the script searching for thos things before the script is being attached to the car parent?

//Enter Exit Car Script By Hotea Florin Ioan - hoteaflorinioan@yahoo.com
    var Car : Transform;
    var Player : Transform;
    var DoorTrigger : Transform;
    var ExitPoint : Transform;
    var PlayerCamera : Camera;
    var CarCamera : Camera;
    var CarCamera1 : Camera;
    private var IsPlayerInTrigger : boolean;
    private var IsPlayerInCar : boolean = false;
    //var BackWheelLeft : WheelCollider;
    //var BackWheelRight : WheelCollider;
    //This two functions will sense when the player is in the door trigger area
    //Aceste doua functii vor simti cand playerul este in zona masinii
    function OnTriggerEnter(Player : Collider) {
        IsPlayerInTrigger = true;
        print("PlayerEnteredTrigger");
    }
     
    function OnTriggerExit(Player : Collider) {
        IsPlayerInTrigger = false;
        print("PlayerExitedTrigger");
    
    }
    
    function  FixedUpdate () {
    
    
    
    // Here will tell them what to do
    // Aici le spunem ce sa faca
    // If we press the desired key and the player is in the trigger area
    // Daca apasam tasta dorita si playerul este in zona masnii
    if (Input.GetKeyDown("f")){ 
    if (IsPlayerInTrigger && !IsPlayerInCar) {
    print("Player Is In Trigger, Will Enter VEHICLE");
    
    // We will DEACTIVATE, atention, not DISABLE the player
    // Vom DEZACTIVA, atentie, DEZACTIVA, nu DEZABILITA playerul
    Player.parent = ExitPoint.transform;
    Player.transform.localPosition = Vector3(0,0,0);
    Player.transform.localRotation = Quaternion.identity;
    Player.active = false;
    PlayerCamera.GetComponent(AudioListener).enabled = false;
    PlayerCamera.enabled = false;
    CarCamera.enabled = true;
    /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    
    ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    Car.GetComponent(AudioSource).enabled = true;
    CarCamera.GetComponent(AudioListener).enabled = true;
    IsPlayerInCarTrue();
    Car.GetComponent(CarController).enabled = true;
    Car.GetComponent(Drivetrain).enabled = true;
    //Car.GetComponent(SoundController).enabled = true;
    Car.GetComponent(kmphdisplay).enabled = true;
    //BackWheelLeft.brakeTorque = 0;
    //BackWheelRight.brakeTorque = 0;
    IsPlayerInTrigger = false;
    
    }
    if (IsPlayerInCar) {
    print("Player Will Exit Car NOW!");
    //BackWheelLeft.brakeTorque = 10000;
    //BackWheelRight.brakeTorque = 10000;
    Player.active = true;
    PlayerCamera.GetComponent(AudioListener).enabled = true;
    Player.transform.parent = null;
    Player.transform.localRotation = Quaternion.identity;
    //if (Input.GetKey("v")){
    //		if (CarCamera.enabled == true)  { 
    //		CarCamera1.enabled = true;
    //		CarCamera.enabled = false;
    //		print ("CAMERA1");
    //	}
    //		if (CarCamera.enabled == false){ 
    //			CarCamera1.enabled = false;
    //		CarCamera.enabled = true;
    //		print ("CAMERA2");
    //	}
    //}
    
    Car.GetComponent(AudioSource).enabled = false;
    PlayerCamera.enabled = true;
    CarCamera.enabled = false;
    CarCamera.GetComponent(AudioListener).enabled = false;
    IsPlayerInCarFalse();
    Car.GetComponent(CarController).enabled = false;
    Car.GetComponent(Drivetrain).enabled = false;
    //Car.GetComponent(SoundController).enabled = false;
    Car.GetComponent(kmphdisplay).enabled = false;
    
    
    
    }
    
    }
    }
    
    function IsPlayerInCarFalse() {
    yield WaitForSeconds(0.5);
    IsPlayerInCar = false;
    }
    function IsPlayerInCarTrue() {
    yield WaitForSeconds(0.5);
    IsPlayerInCar = true;
    }

If those components don’t exist in your project at the moment, just comment out the lines referring to them. I think unity just checks if there are ANY classes by those names in your project, regardless of what the script will get attached to, and if not, throws an error.

for some reason, using

Car.GetComponent(“Drivetrain”).enabled = true;

instead of

Car.GetComponent(Drivetrain).enabled = true;

worked. Have no ideea why, as in the old script, it was written without the “”"