Missing Method Exception and Null Reference Exception

I was going through the tornadotwins tutorials on youtube, and for some reason their scripts keep giving me errors?
I solved most of them but 2, a Missing Method Exception and Null Reference Exception.

The Missing Method Exception applied to my Turret control script, heres the script

var LookAtTarget : Transform;
var damp : float = 6.0;
var bullitPrefab : Transform;
var savedTime = 0;

function Update ()
{
     if(LookAtTarget)
     {
          var rotate = Quaternion.LookRotation(LookAtTarget.position - transform.position); 
          transform.rotation = Quaternion.Slerp(transform.rotation, rotate, Time.deltaTime * damp); 
          var seconds : int = Time.time;
          var oddeven = (seconds % 2);
          if(oddeven) 
              Shoot(seconds);
				transform.LookAt(LookAtTarget);
     }

}

function Shoot(seconds)
{
     if(seconds!=savedTime)
     {
          var bullit = Instantiate(bullitPrefab,transform.Find("TurretSpawnPoint").transform.position , Quaternion.identity);
          bullit.rigidbody.Addforce(transform.forward * 1000); 
     }
     savedTime=seconds;

}

And the error:

MissingMethodException: Method not
found:
‘UnityEngine.Rigidbody.Addforce’.
Boo.Lang.Runtime.DynamicDispatching.MethodDispatcherFactory.ProduceExtensionDispatcher
()
Boo.Lang.Runtime.DynamicDispatching.MethodDispatcherFactory.Create
()
Boo.Lang.Runtime.RuntimeServices.DoCreateMethodDispatcher
(System.Object target, System.Type
targetType, System.String name,
System.Object args)
Boo.Lang.Runtime.RuntimeServices.CreateMethodDispatcher
(System.Object target, System.String
name, System.Object args)
Boo.Lang.Runtime.RuntimeServices+c__AnonStorey12.m__6
()
Boo.Lang.Runtime.DynamicDispatching.DispatcherCache.Get
(Boo.Lang.Runtime.DynamicDispatching.DispatcherKey
key,
Boo.Lang.Runtime.DynamicDispatching.DispatcherFactory
factory)
Boo.Lang.Runtime.RuntimeServices.Dispatch
(System.Object target, System.String
cacheKeyName, System.Type
cacheKeyTypes, System.Object args,
Boo.Lang.Runtime.DynamicDispatching.DispatcherFactory
factory)
Boo.Lang.Runtime.RuntimeServices.Dispatch
(System.Object target, System.String
cacheKeyName, System.Object args,
Boo.Lang.Runtime.DynamicDispatching.DispatcherFactory
factory)
Boo.Lang.Runtime.RuntimeServices.Invoke
(System.Object target, System.String
name, System.Object args)
UnityScript.Lang.UnityRuntimeServices.Invoke
(System.Object target, System.String
name, System.Object args,
System.Type scriptBaseType)
TurretControl.Shoot (System.Object
seconds) (at
Assets/Scripts/TurretControl.js:26)
TurretControl.Update () (at
Assets/Scripts/TurretControl.js:15)Assets/Scripts/TurretControl.js:15)

The next is a NullReferenceException for my MoveAround Script, heres the script, It took a while to get a solution for this. I dont know why the scripts arent working for me, they seem to work fine for most people…

var speed = 3.0;
var rotateSpeed = 3.0;

function Update ()
{
    var controller : CharacterController = GetComponent(CharacterController);
    var forward = transform.TransformDirection(Vector3.forward);  
    var curSpeed = speed * Input.GetAxis ("Vertical");

    controller.SimpleMove(forward * curSpeed);    
    transform.Rotate(0, Input.GetAxis ("Horizontal") * rotateSpeed, 0);    

    if(Input.GetButtonDown("Fire1"))
    {        
         Instantiate (GameObject.Find("BubblePrefab"),
            GameObject.Find("SpawnPoint").transform.position, 
            Quaternion.identity);  

    }
}

@script RequireComponent(CharacterController)

And le error…
NullReferenceException
UnityEngine.Object.Internal_InstantiateSingle (UnityEngine.Object data, Vector3 pos, Quaternion rot) (at C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Editor/BaseClass.cs:46)
UnityEngine.Object.Instantiate (UnityEngine.Object original, Vector3 position, Quaternion rotation) (at C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Editor/BaseClass.cs:57)
MoveAround.Update () (at Assets/Scripts/MoveAround.js:15)

MissingMethodException: Method not found: ‘UnityEngine.Rigidbody.Addforce’
The correct is AddForce, with “F” and not “f”.

The missing method is because Unity is case-sensitive, you call:

bullit.rigidbody.Addforce

when it should say:

bullit.rigidbody.AddForce

The second error is most likely that you’ve not wrapped up your prefab into a variable.
Have a look at Instantiating Prefabs at Runtime in the docs.

On lines 15-17, instead of doing this:

Instantiate (GameObject.Find("BubblePrefab"),
GameObject.Find("SpawnPoint").transform.position, 
Quaternion.identity); 

you should do this:

Instantiate (bubblePrefab, spawnPoint.transform.position, Quaternion.identity);

Where you first declare bubblePrefab and spawnPoint as variables outside the Update-function:

var bubblePrefab : GameObject;
var spawnPoint : Transform;

on the first on i did have AddForce

but u keep getting this error
NullReferenceException
UnityEngine.Component.get_transform () (at C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/Editor/UnityEngineComponent.cs:21)
ControlTurret.Shoot (System.Object seconds) (at Assets/Turret/ControlTurret.js:30)
ControlTurret.Update () (at Assets/Turret/ControlTurret.js:19)

my javascript:

var LookAtTarget:Transform;
var damp = 1;
var bullitPrefab:Transform;
var saveTime=0;

function Update () {

    if(LookAtTarget)
    {
            var rotate =Quaternion.LookRotation(LookAtTarget.position - transform.position);
            
            transform.rotation = Quaternion.Slerp(transform.rotation,rotate,Time.deltaTime * damp);
            
            var seconds:int = Time.time;
            var oddeven =  (seconds % 2);
            
            if(oddeven)
            {
                    Shoot(seconds);
            }
            
            
    }

}

function Shoot(seconds)
{
if(seconds != saveTime)
{
var bullit = Instantiate(bullitPrefab,
transform.Find(“spawnpoint”).transform.position,
Quaternion.identity);

            bullit.rigidbody.AddForce(transform.forward  * 1000);
    
            saveTime=seconds;
    }

}