MissingFieldException UnityEngine.GUITexture.width not found?

Not sure why I am getting this error…
Am I using .width wrong?
Should I be using pixelinset? sorry, still learning.

@script ExecuteInEditMode()

var hitPoints : int;
var painSound : AudioClip;
var die : AudioClip;
var deadReplacement : Transform;
var mySkin : GUISkin;
var explShake : GameObject;
private var radar : GameObject;
private var maxHitPoints = 100;
var healthBarOriginalWidth = 100;
var healthBar : GUITexture;
var damageTexture : Texture;
private var time : float = 0.0;
private var alpha : float;
private var callFunction : boolean = false;

function Start(){
	maxHitPoints = hitPoints;
	alpha = 0;
}

function Update(){
    if (time > 0){ 
        time -= Time.deltaTime;
    }
    alpha = time;
}

function PlayerDamage (damage : int) {
	if (hitPoints < 0.0)
		return;

		// Apply damage
		hitPoints -= damage;
		audio.PlayOneShot(painSound, 1.0 / audio.volume);
		time = 2.0;		
	

	// Are we dead?
	if (hitPoints <= 0.0)
		Die();
		
healthBar.pixelInset.width = - healthBarOriginalWidth * (hitPoints/maxHitPoints);
}

//Picking up MedicKit
function Medic (medic : int){
	
	hitPoints += medic;
	
	if(hitPoints > maxHitPoints)
	hitPoints = maxHitPoints;
}

function Die () {
	if(callFunction)
	return;
	callFunction = true;
	
	if (die && deadReplacement)
		AudioSource.PlayClipAtPoint(die, transform.position);

	// Disable all script behaviours (Essentially deactivating player control)
	var coms : Component[] = GetComponentsInChildren(MonoBehaviour);
	for (var b in coms) {
		var p : MonoBehaviour = b as MonoBehaviour;
		if (p)
			p.enabled = false;
	}
	// Disable all renderers
	var gos = GetComponentsInChildren(Renderer);
	for( var go : Renderer in gos){
		go.enabled = false;

    }
	if(radar != null){
		radar = gameObject.FindWithTag("Radar");
		radar.gameObject.SetActiveRecursively(false);
	}
	Instantiate(deadReplacement, transform.position, transform.rotation);
    yield WaitForSeconds(4.5);
	LevelLoadFade.FadeAndLoadLevel(Application.loadedLevel, Color.black, 2.0);
}


function OnGUI () {
    GUI.skin = mySkin;
    GUI.contentColor = Color.red;
	
	
	GUI.color = Color(1.0, 1.0, 1.0, alpha); //Color (r,g,b,a)
	GUI.DrawTexture(new Rect(0,0,Screen.width, Screen.height), damageTexture);
}

function Exploasion(){
	explShake.animation.Play("exploasion");
}

Yea you cant use GUITexture.width because it doesn’t exist.

GUITexture contains no function or member variable called width.